Jump to content

candlepin

Members
  • Posts

    175
  • Joined

  • Last visited

Everything posted by candlepin

  1. I have a general question about what I should do with my soon-to-be-released mod. I'm debating whether I should upload it to Nexus when I'm done and use feedback there to improve the mod or if I should ask for beta testing volunteers instead. Suggestions?
  2. Is there a more recent tutorial on making and importing custom models into the game? Anything in the last 2-3 years? Something that includes functional collision?
  3. I do not believe Game Settings like this can be changed in-game, never mind dynamically. You have to change them in the ini file. Could you merge the verses together and merge the animations into one long animation? If you want the animations to play between verses, just leave dead air time between the verses. It might take some timing, but I see this as a better option.
  4. Afraid not. From what I've read, I don't think you can port the mod. But you should still be able to download the CK for the normal/original Skyrim. From the Creation Kit website: Link to CK site with instructions: https://www.creationkit.com/index.php?title=Category:Getting_Started Relevant text: You can download the Creation Kit for the for the first release of Skyrim, called Oldrim, directly from Steam, which requires a Steam Account with a copy of Skyrim. Launch Steam and log into your account. Ensure that your Steam client is up to date. Visit your Game Library Set the drop-down filter to "TOOLS" Locate the entry labeled: "Skyrim Creation Kit". Right-click and choose "Install Game..."
  5. I'm not sure about damage resist, but I've used the Value Modifier archetype before and it works well on NPCs. Definitely worth giving it a try; it's fairly straightforward and easy to test.
  6. What I'm hoping to do: make scripted alchemy magic effects that take potion magnitude into account. Strategy: 1) Get magnitude value (with GetMagnitude()) 2) Set a global variable with this value (within magic effect script) - this value resets at end of magic effect 3) Make a tiered magic effect (10 tiers) that checks against this global variable (stronger effects w/ larger value). Duration also scales w/ potency, so there is still a difference within the tiers (i.e. not stronger, but longer lasting potions within the same tier). This all works fine, but it only returns the unmodified Magnitude (the magnitude of the ingredient w/ the highest magnitude). I was hoping that it would return the modified magnitude; magnitude that includes bonuses due to alchemy skill level, bonuses (from + alchemy enchanted gear), perks, etc. The problem with making my own modifications to magnitude (e.g. checking alchemy level) is that these checks would happen when the potion is consumed, not when it is made. So if you make a potion at alchemy level 15 it's potency would increase as you progress in alchemy. That is, for a player with 100 alchemy there would be no difference in the potency of a potion they made at alchemy levels 15 and 100. Not ideal. I have no idea how I could save this information (e.g. alchemy level at time of potion production) and this seems like a logistical nightmare/completely untenable from my own alchemy-heavy play-throughs (thousands of potions). Does anyone have experience with GetMagnitude (https://www.creationkit.com/index.php?title=GetMagnitude_-_ActiveMagicEffect) or have any other advice?
  7. I believe that Perks must be added to NPCs in the CK for them to work (can't be added by console, spell, quest, etc); they unfortunately can't be added dynamically.
  8. Got many of my effects to work. I still need to go back and tweak some values, but they're working. The one effect that I'm still having trouble with is a blind effect. I have it working for NPCs but I'm having difficulty with custom Imods for when the player is binded. Is there a tutorial, post, or any advice someone can point me to for making a brand new Imod?
  9. Just to be clear; you're trying to make a right-handed sword behave like a two-handed sword, right? If I'm understanding your goal, you want to prevent the player from equipping anything in their left hand while the sword is equipped in their right hand. But you want your sword to have the perks, animations, etc of a one-handed sword, correct?
  10. Any help with the Silence effect would be greatly appreciated. The above script compiles fine, but doesn't work in game, even when deleting the chance check (If Mag > Chance && AlreadySilenced == false, so this should happen 100& of the time). I even tried cranking up the update time to 0.1 but when I tried it against a weak fire mage my test character was still BBQ. The mage's magicka & magicka regen rate did not appear to be altered by the spell. I also checked to make sure the player's magicka & magicka regen rate were not altered; they were not. Oh, and I also tried ForceAV instead of SetAV, to no avail. Not sure why this doesn't seem to be working.
  11. Does anyone know how Actor.DispelSpell(Spellname) http://www.creationkit.com/index.php?title=DispelSpell_-_Actor handles multiple instances of the same spell?
  12. A little update on one of my scripts. I've changed tack on how I'm going to do my silence effect. I really liked the idea of changing the combat style of the NPC (and setting the player's magic & magic regen to 0), but that won't work. Well, I think it would work but with one main problem; Combat Styles are linked to ActorBase and not Actor. Thus if you change the combat style of one target, you'd be changing the Combat Style of all actors with that ActorBase. Obviously this makes my approach untenable, since if you're fighting two mages of the same type silencing one of them would silence both of them. So here is my Silence script for now. Any help, especially with figuring out what potion magnitude values are likely to be, would be appreciated.
  13. Very interesting approach. I might use some of this in my script, particularly the while loop checking for HasMagicEffectWithKeyword. I would likely remove "akTarget == Game.GetPlayer() && " from the OnEffectStart though, since I'd like this to work with any target, not just the player. Also, instead of making another Spell I should be able to remove any paralysis effects from within this script (where "ParalysisDispell.Cast(Target, Target)" is), right? I'm not sure how well this would work for non-player actors. Instead, I should be able to use something like: if akTarget.HasMagicEffect("Paralysis") Paralysis.Dispel() The problem I'm having is that Dispel appears like it should only work on spells. I'd preferably like an effect that prevents paralysis from all sources; spells, poisons, traps, etc. Therefore I'd like to remove the paralysis Magic Effect itself, but I'm having a difficult time figuring out how to do this. Thus my earlier script attempt of akTarget.SetAV("Paralysis", 0). Any insight would be helpful. The Forced Alias approach might work, but that would be all or nothing (not checking for each paralysis attempt). Also not sure how well this would work with non-player actors (e.g. companions). Also, the Forced Alias approach might work, but that would be all or nothing (not checking for each paralysis attempt). Also not sure how well this would work with non-player actors (e.g. companions).
  14. If anyone has time, could you take a look at my Resist Paralysis script? In particular, I'm wondering about my Update time; is 0.1 too frequent? I'm also not sure about how the script would handle multiple paralyze effects; what happens to a paralyzed player when they are hit with another paralyze effect? Do they concatenate? Does the new effect replace the old effect? Does the new effect get ignored since they are already paralyzed? As-is, my script will only handle the last case. I'll give a try tonight, but I'm always open to input to make it better/work. Any input is appreciated!
  15. Indeed, that fixed the issue. I'm not 100% sure whether LeftWeaponSpeedMult does anything or not, but I'll leave it in just in case. Thanks again!
  16. I have another question, maybe simpler. Is there any way to add a Magic Effect by script? I have a constant effect Magic Effect that I'd like to use as an Alchemy Effect, but for some ungodly reason the CK doesn't allow constant effects for Alchemy Effects. I know that I could make it an Ability and add it via scripting, but from what I've read this path has issues when it comes to NPCs (removing Spells from NPCs seems like a no-go).
  17. I'll help (hopefully) with a little hard-earned advice; if you want your mod to be compatible with other mods, I'd encourage you to NOT do a search-and-replace (e.g. search for all brooms and replace with weak healing potion). That will cause a number of issues, including the fact that it would edit TONS of cells throughout Skyrim. Your best bet will be to use a script to replace all the vanilla items OnInit (check out the CK Papyrus pages to get familiar with the scripting language). I know this mod concept sounds simple, but if you want to make it right you should probably do it via scripting. Scripting hint; you'll likely want to use Form Lists (i.e. swapping item 1 from list1 with item 1 from list2). Hope this helps.
  18. I have a question about another script that is still in the conceptual phase. I'd like to add a Silence alchemy effect. The way I've seen other modders go about silencing someone (usually via a spell) is to just drain the target's Magicka and Magicka Regen (or set them to 0). While this seems like it would work, it seems to me that there are a few shortcomings: 1) This prevents the character from draining Magicka from the target. I could see using these two effects in combination very effectively. 2) If it's truly a silence effect, the player's Magicka should be at full when the script is over. This, I admit could be done with a little extra scripting. 3) The biggest problem; couldn't the target just drink a magicka potion to restore their magicka and be able to cast spells while they are still "silenced"? Maybe this is moot for NPCs (I've seen conflicting reports on whether NPCs use restore magicka potions). I've looked a bit at other options and come up with a few options. First option; temporarily remove all the actor's spells and return them when the effect is done. I see all sorts of issues with this though. Mainly, there could be some major issues if I get my dispel effect to work; hit an enemy with silence and then dispel before the silence effect has time to wear off (they'd never get the chance to get their spells off) = enemy permanently loses all spells. This seems like a drastic (and poor) way to achieve silence. The second option, which seems like it might be better, is to unequip a spell whenever the actor tries to cast it. Perhaps using something like: akTarget.UnequipSpell(akTarget.GetEquippedSpell(0), 0) and akTarget.UnequipSpell(akTarget.GetEquippedSpell(1), 1) The main problem I see is that this might turn an NPCs into a moving dummy; they might just continually try to use spells and never switch over to melee combat. Third option; change Combat Style of akTarget via script. I have a few questions about this. Is there a way to alter the Combat Style (particularly the Equipment Score Mults: Magic, as seen on http://www.creationkit.com/index.php?title=Combat_Style) via script? If that could be set to zero then, theoretically, the player would use anything other than magic when attacking (i.e. silence). I imagine I could go through and make alternate Combat Styles to those that exist in-game where the Magic mult is set to zero, but then the mod wouldn't be compatible with any mods that add new/custom Combat Styles. Not sure how many of these Combat Styles there are (don't have access to the CK at the moment), but I imagine it is doable. Tedious, but possible. I'd appreciate thoughts/input on the subject. Thanks!
  19. Wow, not sure how I missed that. It definitely was a copy-paste issue that I forgot to edit. I'll change those two lines tonight & test it. Thanks for looking over my script!
  20. I have not tested it; was planning on doing so with this effect. I'll try altering it with the console tonight. If WeaponSpeedMult handled the weapon speed is both weapons, that would be great! My script works pretty well at changing that actor value.
  21. I'm having an issue with a script for a magical effect I'm working on. Specifically, I'm having an issue with LeftWeaponSpeedMult (see script below). I can get my script to change WeaponSpeedMult, but not LeftWeaponSpeedMult. I set up my variables correctly (they return the correct output), but for some reason when I use the associated potions in-game, it only changes WeaponSpeedMult (LeftWeaponSpeedMult stays at 0). Could someone take a look at the script for me and tell me where I'm going wrong?
  22. Thanks, Contrathetix. I'll give those SKSE commands a try. Another issue I've run into (seems others have had a similar issue) is that OnEffectFinish() is not working for one of my Magic Effect scripts. I'm trying to add a Fortify Speed alchemy effect. My script-based Magic Effect works for increasing speed, but OnEffectFinish doesn't work at resetting the player's speed. I've read that this can be caused by the magic effect stopping before it's supposed to. Any recommendations to fix this issue?
  23. Another quick question; is it possible to call <mag> and/or <dur> in a script associated with a magic effect?
  24. Yeah, poison myself. Not an every day request, right? Thanks for the link to other testing cells. I've always used wemerchantchests for placing items I want to test. Didn't realize there were more locations like this.
  25. Ok, I have a few more questions as I'm testing my new alchemical effects. Here's a few: Is there a way to poison yourself (perhaps via a console command)? I'd like to test a cure poison potion. I'd also like to quickly test a Dispel magic effect. So any ideas on how to test that out would be appreciated. I'd prefer quick and easy ways to test these mods as I often need many rounds of edits to get these things right. Any help would be appreciated!
×
×
  • Create New...