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SoulLimit

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Everything posted by SoulLimit

  1. Hi, What I am trying to do is make it that when an Actor dies, a script attached to his alias cast a spell on the dying actor. My problem is that I cannot see where the actor's reference would be stored for me to cast it on him. CODE: Scriptname SL_CombatAliasNPCScript extends ReferenceAlias Import Debug Race Property NPCRace Auto SPELL Property FindRace Auto Event OnDying(Actor akKiller) ;This is where I want the spell to cast EndEvent Event OnDeath(Actor akKiller) TrAcE("Combat Alias Has Died, adding in body parts to inventory") EndEvent SoulLimit
  2. @LVB2 Thank you for mentioning that, have found the dawnguard script sources now :)
  3. Hi all, Want to make it so you can harvest body parts from dead bodies of different races. So you could loot Argonian Tail from argonians, Khajjit Ears from Khajjit etc. But I would prefer to not go round to every actor set and add these into their inventories upon death. So, does anyone know of a way to do this? Or will I have to take the long amount of time to do the other, long-winded way? Thanks SoulLimit
  4. @ScarletSkye Go to your Skyrim directory, something like "C:\Program Files (x86)\Steam\steamapps\common\skyrim" - if you have 64 windows 7 and are using steam for Skyrim. Look for the SkyrimEditor.ini file. Edit it with notepad or equivalent text editor, and look for the following: [Archive] ... ... ... SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa You will need to add Dawnguard.bsa to the line SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa. So it will look like this - SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa
  5. I have managed to get it working now, not entirely sure why it works now but not before, as did not change the script or anything, simply remade the spell as I had deleted it to remove it from the game while I worked on other parts of the mod.
  6. yeah, that is correct, and that is what I believed was the problem. And I have already got 2 spells which force you into and out of beast, with opposite conditions, and all that happens is it changes them into beast form, then changes them straight back out again.
  7. I have had this problem with spells of a similar nature before, does anybody know of a way to stop it happening?
  8. I have tried everything I can think of, I even tried copying and changing the code which the Vampire Disease uses and it still does not work :( - does anybody know how to fix this?
  9. @ Dadio483, if you want mods, just download them manually and put the rar/zip/whatever archive it is into the NMM mods folder and boom, you can install it with the manager :)
  10. Hi, I have created a new disease which is caught from Wolves and Werewolves, after 3 days it is meant to progress to full Lycanthropy, the problem is that after 3 days it is not changing me into a werewolf. (Just like the vampire one, sanguire vampiris or whatever it is) The code is here: The annoying thing is that it will not activate the script on the OnUpdate event, but it will give me the notification, so it is running the OnUpdate event, just not calling the function.. I'm not sure what's going on there, as the Quest Property is defiantly filled correctly, and the code in the werewolf change function is defiantly sound as it is called in a potion's effect and it works fine there, but it does not here. But the code for the werewolf change function is here anyway, just incase you want to look at it: I even tried copying the code of the function into the OnUpdate event and it still did not work then either.. If anyone knows how to fix this I would be very grateful indeed Thanks SoulLimit
  11. The nexus servers are simply overloaded at the moment, it was explained here - http://skyrim.nexusmods.com/news/158/. Nothing we can do but wait for it to work :(
  12. I do not know of any script myself, no, but there is a mod out there that re-equips your items when you leave beast form - Its called Werewolf Aftermath Re-Equipper, by Korodic. Maybe try to contact the author and see if he could help you? Or just look at the script?
  13. This error normally occurs because files can take time to get "propagated" on the Nexus Servers, unfortunately you can only wait for it to become available, I find it often works to download it the next day :/
  14. You need to change the following line: [Archive] ... ... SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa You need to make sure that the Dawnguard.bsa is on that line, or you won't be able to open dawnguard with the CK.
  15. EDIT - actually, what I put would not work, I cannot see anything that you are doing wrong really... One thing I would say is put some traces in there to help you out Then activate the tracing in your Skyrim.ini [Papyrus] fPostLoadUpdateTimeMS=500.0 bEnableLogging=1 bEnableTrace=1 bLoadDebugInformation=1 You can use whatever tracing you feel like btw, the added tracing is just a recommendation. Then look through your logs and find the correct lines, and it will give you an idea of the changing values
  16. If you are worried about the load order, why not try Downloading BOSS and using that to sort out your load order? - http://skyrim.nexusmods.com/mods/6
  17. Scriptname VampireAmulet001 extends ObjectReference Race Property VampireBeastRace Auto GlobalVariable Property WasVampireLord Auto float BaseHealth Function BaseHealth (Actor TargetActor) BaseHealth = TargetActor.GetBaseActorValue("Health") as Float EndFunction Event OnEquipped(Actor akActor) BaseHealth(akActor) if akActor == Game.Getplayer() If WasVampireLord.Value == 1 Game.GetPlayer().SetAV("Health", BaseHealth - 100) WasVampireLord.SetValue(0) Else Game.GetPlayer().SetAV("Health", BaseHealth) EndIf endif endEvent Event OnUnequipped(Actor akActor) If akActor == Game.GetPlayer() If Game.GetPlayer().GetRace()==VampireBeastRace WasVampireLord.SetValue(1) Game.GetPlayer().ModAV("Health", 100) EndIf EndIf EndEvent Okay, to deal with this problem, the best way I could think of is to create a global variable (WasVampireLord in this) which tracks if the player was a vampire lord. If they are a vampire lord, it will turn to 1, so that when they revert form and re-equip the amulet, they will go back down to their original health and the tracking variable will be reset to 0.
  18. I have made a few changes to your code, firstly, I have changed the function a bit so that it will get the base actor value for health, I removed the TargetActor = Game.Getplayer() As i felt that it was simply pointless as the actor which it uses it sent when you call the function, which I have added into the OnEquipped event. Originally you were not calling the function, which meant that while the code for it was there, it was not being used by the script. I changed BaseHealth to a float, just a common habit on my part really for that though. This should now work, as it is similar to code I use in my Vampire Mod which finds the base health of the feed victim so that the feed hurts them by a percentage of their base health. Hope this now works :D Scriptname VampireAmulet001 extends ObjectReference Race Property VampireBeastRace Auto float BaseHealth Function BaseHealth (Actor TargetActor) BaseHealth = TargetActor.GetBaseActorValue("Health") as Float EndFunction Event OnEquipped(Actor akActor) BaseHealth(akActor) if akActor == Game.Getplayer() Game.GetPlayer().SetAV("Health", BaseHealth) endif endEvent Event OnUnequipped(Actor akActor) If akActor == Game.GetPlayer() If Game.GetPlayer().GetRace()==VampireBeastRace Game.GetPlayer().ModAV("Health", 100) EndIf EndIf EndEvent
  19. Hi, I have a spell which activates when certain conditions are met, the 2 that I are most important are when the time is between Midnight and 6am, and this works fine, it only activates between these 2 times, normally. The problem occurs if you wait, sleep or by any other way skip the allocated times for the spell to activate between. What happens is that the spell still activates when you stop waiting etc., even though the time is outside of the conditions. Does anybody know what causes this? and more importantly does anybody know how to stop this from happening? The attached photo is the conditions for the magic effect of the spell. Thanks SoulLimit
  20. I am making a werewolf mod and the werewolf will change at midnight and change out once it has gone past 6:00am, but when changing out, do I set the condition to be "GameHour < 0" or "GameHour < 24"? Thanks SoulLimit EDIT - Have got a reply from elsewhere, so no need to comment here :)
  21. I have already got the scripts now using the way you suggested, but I still cannot edit them as the source code for the scripts is not included in the BSA file. :(
  22. I have just bought Dawnguard and after finally getting the CK to work with it, I find out that i cannot edit the scripts because they and their source code does not exist. Does anyone know how to get these? (NOTE - I do have a legitimate version of Skyrim & dawnguard, just incase anyone thinks that an illegal version is the problem. Thanks in advance SoulLimit
  23. Go to the SkyrimEditor.ini in your "C:\Program Files (x86)\Steam\steamapps\common\skyrim" or equivalent folder, and make sure this line looks something like this in the [Archive] section: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa. You need to make sure that Dawnguard.bsa is in there, as that is what will let you edit Dawnguard (although i still struggle as there is not any Scripts or Sources included for some reason with mine)
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