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XutzBR

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  1. Well, the player is supposed to get the ability by equipping both items together. When he equip the ring, he get an effect; when equip the amulet, get another effect; and when equip'em both, another effect. I was researching on the matter before I created this topic and stumbled on a post that said the Magic effect should have an OnEquipped function, but since Deathbrand's full set don't use it, I think it's not really necessary. Is it?
  2. No, the player don't get the ability as he's supposed to.
  3. The spell is set as Ability and have 3 magic effects: fortify light armor skill, fortify heavy armor skill and fortify block skill (all three created effects). Each effect item has one condition: WornApparelHasKeywordCount, Keyword: RTOW_KWD_BearBonus, >= 2, AND, Run on Subject. Both items have the keyword "RTOW_KWD_BearBonus". I took pictures, look: https://imgur.com/b0dSnjc https://imgur.com/6jIveeJ https://imgur.com/LxfMr9p
  4. Yes, it is a custom keyword. And no, didn't work. :sad: In the console it appears WornApparelHasKeywordCount ">>2" with the 2 pieces worn and ">>1" when one item is worn. Thanks on helping by the way :happy:
  5. I'm trying to create a full set bonus when a ring and an amulet are worn together. For this I've done exactly like the Deathbrand full set; put the same keyword on both jewelry pieces and a WornApparelHasKeywordCount =2 on the spell (which is the set bonus). But it doesn't work. Am I missing something?
  6. Hello, I'm working on a religion mod that adds an additional effect to the player if he have the god's blessing and his corresponding amulet. What I've done: I've created an ability with the desired magic effects, then I created a new perk to apply the ability. On the perk's condition box, two functions: One: WornHasKeyword MyKeyword == 1.0 Run on Subject AND Two: HasSpell MySpell == 1.0 Run on Subject AND I thought it would work, but it didn't. Am I missing something here? PS: Yes, the amulet has the necessary keyword. Thanks!
  7. That function apparently can only be filled by a Quest Alias. Do I need to create a quest to use it? There's a faction that, if I'm not mistaken, refers to the active follower, CurrentFollowerFaction. But I can't seem to find a way for the condition somehow check if there's an active follower. Maybe GetInFaction? Idk.
  8. Hello, I'm working on two shrine blessings that depends on having or not a follower. The first, grants armor rating if the player don't have a follower and the second, grants both the player and his follower melee damage if the player have a follower. I suppose this can be done in the Conditions of each perk, but I don't know very well how it works. Can someone help me? Thanks!
  9. I think I understand what you are saying, but that would make everything sooo complicated, because I would have to create tons of custom containers and leave them in a NoResetZone and make the cell respawnable, which I believe would compromise the safe-player-home idea. I thought of a better solution: instead of leaving the respawnable containers in a cell, I could leave them in the void on an outside cell. I believe the respawn time on world cells is 30 days.
  10. I'm trying to make a respawning container in a cell set as a NoResetZone, by creating custom containers linked to another cell. In this other cell, the containers are set to respawn. But there starts my problem. As I've seen on the creation kit site, the cell will reset only if the player enters the cell, with different periods of time if the cell is cleared or not. So here is my question: does the containers respawn or not? If not, is there a way to achieve what I'm trying to do (preferably without scripting, which I'm terrible at)?
  11. I'm working on some banners to a new version for my redguard religion mod and I cannot find a good symbol to represent Ruptga, the chief deity of the yokudan pantheon. Any ideas?
  12. Does somebody know why my ENB doesn't allow Realistic Nights or CoT Nights to work in my game? Even darker dungeons mods don't work :sad: I know ENB is the culprit, because when I disable it with UsePatchSpeedhackWithoutGraphics, those mods work just fine. I use Clarity ENB (https://www.nexusmods.com/skyrim/mods/61738/) - I know it's a bit old, but it doesn't consume fps from my dinosaur notebook - and this is my load order: https://pastebin.com/UGUh9jTp. I've tried some suggested solutions from other posts, like tweaking DirectLightingIntensity (enbseries.ini under [Environment]) or opening skyrim as adm, but it didn't work. Can someone help me? :geek: Maybe I need another ENB? If someone knows a performance-friendly ENB with dark nights, please share.
  13. Hello guys! So, I'm working on a big music mod and I'm wondering how can I change/add a music to play on a specific fight (or event). Let's say I want to add a song to play during the player's fight with the Ebony Warrior or with Miraak, for example. Is it possible? For cells it's pretty easy, since there's a tab for it on "Cells", but for specific fights? I've looked in the "Actors" and "Quests" windows, but coudn't find it. Does someone know how to do it? Thanks in advance! Apparently I've posted in the wrong place, anyone know how to move this topic uder "Skyrim Creation Kit and Modders"?
  14. Detrimental has to be ticked, since is a cloak spell. I guess in this case I can tick to hide it. I another, and hopefully the last, doubt to progress in my work. If you could help me, I would be most grateful. Like I said before, I have this idea of making a shrine that take something away from the player and give something in return. Using the example of the Shrine of Malacath (Sacrifice 100 of armor rating for +20% melee damage.), I can include both effects in the shrine's spell, the problem is that, since one of them must have detrimental ticked, both of them will display in red and in this case, this does bother me. So I came up with an idea to change things: create two separate spells; the Blessing of Malacath and the Curse of Malacath. Now, here comes the boom: apparently I can't have two scripts that do the same thing attached to the activator. Why? How can I overcome this? Thank you very much! :happy:
  15. It worked. Still don't understand why link both of them though. :huh: Strange thing is that, even though it's a benefitial effect, the menu displays it in red, like this: http://imgur.com/jrRPXXd Is it supposed to be like this? Thanks.
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