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Gabricuss

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  1. EDIT: I did some digging and found the script used for Esbern's Blades potion - I copied what it did and it did the trick :D I'm pretty new to modding, and I've been testing a setup so that when a food item (Argonian Ale) is used, it adds an ability to the player, but I've been having trouble somewhere to where it isn't triggering - I believe that it's the script, as the debug message I tried shows that the script is properly set up to fire Basically, the script is bound to a magic effect, and said script is set to give the player an ability Here's the ability I made to test And here's script I've set up: ScriptName _GBC_TASTEFULSCRIPTtestabilitygrant extends ActiveMagicEffect Spell Property _GBCTASTE_123testgiveperk Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.AddSpell(_GBCTASTE_123testgiveperk) EndEvent If anyone has any advice, it'd be greatly appreciated, and I'm more than happy to provide any more info if need be - thank you for your time :D
  2. Just swapped it to the Peak Value Modifier and this fixed it right away! I've been losing it for a week trying to figure it out - thank you big time :D
  3. Ayo :D I've been getting into the Creation Kit after a lot of procrastination and anticipation and am in the midst of working on a mod to overhaul the effects from foods and drinks. The way how I have it designed is that there are certain "subclasses" of food - meals, rations, etc. - that receive their own health/stamina/magicka regen magic effects; I have so far have familiarized myself with magic effects and made some effects for testing purposes - the goal that I have in mind is that for the "meal subclass", the latest-used item's effects would apply, cancelling out any prior item's effects if it's under the "meal subclass". Currently, I have made the effects set up to cancel out when re-applied by separate items by keyword (i.e. the Apple Pie has seperate health regen, stamina regen, and magicka regen magic effects that all have a same keyword; the same health regen effect, but with a different duration and magnitude, is applied to Apple Cabbage stew; with the keyword applied and the "Dispel Effects with these Keywords" box checked, the effects applied from the Apple Pie are cancelled out by the Apple Cabbage Stew, thus applying the Apple Cabbage Stew's health regen effect; the same works perfectly vice versa). Here's what the current health regen effect looks like for the meal subclass: I then ran into a bump in the road - when the same item is used more than once, it stacks on itself rather than cancelling and re-applying the effects (i.e. if I use one Apple Pie, it applies all three of aforementioned effects; when more are used, the effects apply again, essentially multiplying the effects each time but with a different duration for each one, depending on when it was applied). Obviously this has big balance issues and as much fun as it's been screwing around with it in testing, you can see how it could really screw up game balance. Does anyone know how I could go about preventing this effect double-up from the same item? Currently my scripting knowledge is next-to-none since I keep letting myself get overwhelmed when I try getting into it, but I'm gonna be changing that soon. Any and all help would be greatly appreciated, and I'm more than willing to clarify anything if need be Either way, thank you for giving my post your time and I hope you have a great day :D
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