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Posts
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Everything posted by SkyrimModHunter
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Add a perk to an Actor with a Papyrus script
SkyrimModHunter replied to ConcreteTraveler's topic in Skyrim's Skyrim LE
Does anyone know if an SKSE function was ever developed or did anyone figure out a good method to add a perk via a script? -
Adding Perk through Magic Effect/Ability Bugged?
SkyrimModHunter replied to w0yzeck's topic in Skyrim's Skyrim LE
Well that really misses up my plans... Are you sure that this information is accurate? -
How do I Change the Colors of a Spell?
SkyrimModHunter replied to ADD1CTEDGAM3R's topic in Skyrim's Skyrim LE
Did you ever figure this problem out? If yes, might you be willing to share the method that you used to solve it? -
Hi, Thank you for your above post. Would you mind posting your final version of the "silent quest" that you did for objective 1? Additionally, did you release the mod? I'd love to be able to open it up in the creation kit and look at the quest, or if you could take a screenshot of your quest stages in the creation kit, that would be really nice. I've been working on a new race for about a year now. So far I've fumbled through papyrus enough to make several scripts that extend magic effects, but since I've never even made a quest, I don't know where to start. What I think I'm needing is to make a quest, with a script, that will add and remove "racial power" spells, as the player reaches various levels. Here's my attempt to rework your script for my needs. It compiles, but I still don't know how to setup it's quest stages or what is needed to make those stages correlate to various player levels. On a side note, how to I make the script verify if the player is the person who is leveling up? Doesn't that need to be done so that the quest stages wouldn't advance when something like a follower levels up? Thank you in advance for any help that anyone might be williing to offer!
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Changing the colours on spell effects
SkyrimModHunter replied to zombiecurse's topic in Skyrim's Skyrim LE
Did you ever make a tutorial for changing colors of spells? -
Hello Everyone, Thanks in advance to any who may contribute to my aid with the following problems. I've been working on a new race mod for several months now, but just cannot figure some stuff out on my own. Issue# 1 - I'm trying to apply an on hit spell when the player causes a critical hit. My hope was to use "GetLastHitCritical", I haven't gotten it to work. Here's how my perk currently looks. Worth noting is that if I swap out the fuction name "GetLastHitCritical" with "Is Undead" and then go smack something that's undead, the spell triggers just fine. For this reason, my error must be in the use of the "GetLastHitCritical" condition or maybe the target parameter's that I've tried. [sEE ATTACHMENT #1] Issue# 2 - I'm want to slow a target by X% whenever they are poisoned. To accomplish this task I set up another perk with the "apply combat hit spell" and made a spell with an attached magic effect that slows by X% for Y seconds. Now I can slow whomever I wack with a weapon by whatever % that I deem balanced, but have not been able to limit the effect to only triggering when my attacked enemy is poisoned. I tried a bunch of stuff with the fuction name "IsPoison," but that didn't seemed to work. Then I was playing with the keyword "MagicAlchDamageMagica" thinking that maybe aftering being poisoned with a damage health type of poison, the enemy would be tagged with that keyword, but that didn't seem to help either. Issue# 3 - I want to boost poison damage by X% while the player has a perk. This can be done with the "Entry Point" ModSpellMagnitude (5000 was just a huge # for testing purposes), but as before I've been unable to limit this boost to only appling to poisons. [sEE ATTACHMENT# 2] Maybe the solutions to the poison condition is that the creation kit doesn't have a function to identify such a condition. If that's the case, might there be a way to tag an enemy with a custom keyword, after they're hit with an attack, while I have a poison applied to a weapon? Maybe this will require a script that has an OnHitEvent that uses some sort special way to check if the players weapon is poisoned... Bah... I'm just guessing now. Well, thanks in advance to anyone who may choose to help figure these questions out. P.S. - if you can think of another mod that had effects that trigger on a critical hit or when an enemy is poisoned, please let me know their name and I'll go peak through their code. :smile:
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How to fix script incompatibility
SkyrimModHunter replied to SkyrimModHunter's topic in Skyrim's Skyrim LE
SUCCESS I followed your steps to successfully re-name, compile and swap in my newly created "magicnighteyescriptdrow" in place of the modified source script "magicnighteyescript." Unfortunately, I noticed that the magicnighteyescript's "Use Info" in the Papyrus Manager still showed it being used for another magic effect. By right clicking on the script name and clicking "Use Info" I backtracked to where it was being used. :laugh: hehehe... I'm so happy to have figured that out on my own. FOLLOW UP PROBLEM Anyways, the culprit still using this effect, is the games regular call out for the Night Eye Effect. However, I don't know how to restore the script to it's "original" version. HELP REQUESTED What's the best way to reverse the changes made to the magicnighteyescript, so that it will no longer show up as a modified file when looking at the "Details" (list of files altered by the mod) before selecting to load the plugin. Thank you again for any help that you may be able to provide! -
How to fix script incompatibility
SkyrimModHunter replied to SkyrimModHunter's topic in Skyrim's Skyrim LE
Thank you very much! :) -
DISCLAIMER I don't know how to script anything so my terminology might be wrong... GOAL My goal is to have someone help me understand how to fix two incompatible mods that have both edited the same source script. PROBLEM For example, Zazemel's Drow Race & Better Vampires by Brehanin both modify the magicNightEyeScript.psc script. To maintain compatibility, I'm tried opening one of the mods .esp files in the Creation Kit, and then opening the associated magic effect, which calls upon the execution of the magicNightEyeScript. My plan was to just rename it, cross my fingers, and hope that the nexus mod manager would then not overwrite the file when installing both mods. CONCLUSION I don't have a clue how to rename/duplicate/or in any way shape or form alter scripts. When I couldn't manage to change the scripts name in the Creation Kit, I opened the Skyrim\Data\Source\magicNightEyeScript.psc file and created a copy and renamed it, but when re-opening the creation kit, I could not find the new script. I suspect that the creation kit is only showing a list of the .pex files, rather than the .psc files. This would be when using the Papyrus Script's Add function. Regardless, I'm out of guesses. HELP REQUESTED Can anyone lists the steps that would be needed to manually fix such script incompatibility issues between mods the have edited the same "source scripts"? I thank you in advance for any helpful information that you may provide.
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I wanted to be able to select the vampirism overhauul of my choice and still not have to look like an ugly vampire. Most of the overhauls mess with the power levels gained after feeding, but don't touch the look of your character. Anyways, I finally found one that I think will work with SkyRe. Here's a link to the mod of anyone else is looking for something like this. http://www.skyrim.nexusmods.com/mods/10631
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Might someone be willing to work on a mod that would "reverse" the stages of vampirism? - When a vampire is at their strongest, I'd like for them to look like a beautiful human. - When a vampire hasn't feed, I'd like for them to look like their hideous true form. Further Development Ideas: As an added perk, if one could make is so NPC's reverse their vampire related comments about you, that would be great too. This means that when you're fully feed, you'd look beautiful and people would treat you like normal, and when you've went a long time without feeding, you'd look like a vampire and people would treat you as such. Thank you in advance to anyone who might be interested in making this happen!