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SoulLimit

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Everything posted by SoulLimit

  1. That does not work :( same error comes up.
  2. Hi, I have just got and downloaded Dawnguard, and i want to update some of my mods to include some dawnguard changes as well, but every time i try to load the dawnguard master file in the creation kit, it jut gives me an error like "Unable to load strings", it then proceeds to crash. Anyone know how to fix this? Thanks SoulLimit
  3. Don't worry, have figured it out now!
  4. Hi, I am trying to make it so that when the player feeds, the victim looses a percentage of their health (depending on the vampire rank the player is at), but it just does not seem to work.. I'm not sure where i am going wrong, so i have posted my code here in the hope someone can see what i have done wrong. Below is the vampire feed script The part enlarged and bold is the part that try's to harm the target Function VampireFeed(Actor akTarget) float tempPercentageDamage ;Effects for hiding the change ;VampireChangeFX.play(game.getPlayer()) VampireTransformDecreaseISMD.applyCrossFade(2.0) utility.wait(2.0) imageSpaceModifier.removeCrossFade() ;VampireChangeFX.stop(game.getPlayer()) Game.IncrementStat( "Necks Bitten" ) VampireFeedMessage.Show() VampireFeedReady.SetValue(0) ; What is the targets current health and damage amount? Float TargetsHealth = akTarget.GetBaseActorValue("Health") as Float If VampireStatus == 1 tempPercentageDamage = 25 ElseIf VampireStatus == 2 tempPercentageDamage = 40 ElseIf VampireStatus == 3 tempPercentageDamage = 55 ElseIf VampireStatus == 4 tempPercentageDamage = 70 EndIf ;Calculate Damage to do to the target float TargetDamage = TargetsHealth * (tempPercentageDamage/100) ;Damage target by calculated amount akTarget.DamageActorValue("Health",TargetDamage) ;Game.GetPlayer().DamageActorValue("Health", TargetDamage) ;Heal the player by the same amount of health Game.GetPlayer().RestoreActorValue("Health",TargetDamage) ;Game.ForceThirdPerson() ;Game.GetPlayer().PlayIdle(VampireFeedingBedRight) ;Player has fed, regress to Stage 1 Vampirisim ;Remove Stage 2, 3, and 4 buffs and spells LastFeedTime = GameDaysPassed.Value VampireStatus = 1 VampireProgression(Game.GetPlayer(), 1) ;Player is no longer hated Game.GetPlayer().RemoveFromFaction(VampirePCFaction) Game.GetPlayer().SetAttackActorOnSight(False) int cfIndex = 0 while (cfIndex < CrimeFactions.GetSize()) ; Debug.Trace("VAMPIRE: Removing enemy flag from " + CrimeFactions.GetAt(cfIndex)) (CrimeFactions.GetAt(cfIndex) as Faction).SetPlayerEnemy(false) cfIndex += 1 endwhile ;Start checking GameTime again if we weren't already UnregisterforUpdateGameTime() RegisterForUpdateGameTime(12) EndFunction Thanks in advance
  5. EDIT - Nevermind, decided mod would be too big and difficult.
  6. Yeah, there is a function called IsKeyPressed, but I'm not sure where to put it in the werewolf quest (if it even needs to go in there) for it to use, as i have currently got in in the OnActivate event, but it does not seem to work. **** EDIT **** I have managed to do this now - so no need to comment further
  7. Hi, I'm currently working on a Werewolf Mod, and one of the things im doing is having it so that as a werewolf using the ring of Hircine, the player can opt. in an out of Beast Form at will (like a vampire lord in Dawnguard). My plan is to given the player a power called something like Revert Form, but the problem would then be allowing the player to access both the power and the shout. My idea is to use the function IsKeyPressed to detect when either 1 or 2 has been pressed, and then set the equiped power accordingly. Does anyone know where i would have to call this function for it to work? As i am currently calling it in OnUpdate, but this is not working.
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