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VRNord

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Everything posted by VRNord

  1. That's a good point. I actually got it to compile with just setEnchantment(): ...but it doesn't do anything in game. I think that may be due to the Equip Enchantment bug fixed with this mod which isn't available for VR - since the weapon is already equipped when the enchantment changes are applied nothing happens. That is my theory anyway.
  2. Hello! I am trying to write a script to reimagine the DLC2 Chaos enchantment. I want to randomly select one of fire, frost or shock spells (instead of vanilla that has a 50% chance of each for each hit, meaning sometimes you get no effect and sometimes 2 or 3 overlap). I wrote a simple script for that that works like a charm. However, then I decided to get fancy. I want to apply the random fire/frost/shock spell to the weapon upon drawing it and again after each hit so I can apply the appropriate visual enchantment shader and art to the weapon and have that visual effect change after every hit. (So draw the sword and it shows shock visual shader/art. Hit NPC and he has shock damage. The weapon then switches to the next random spell, fire in this case, and shows the fire visual effect. When I hit the NPC again he takes fire damage, rinse and repeat.) So I found that SKSE has the necessary functions to do this: SetEnchantShader() and SetEnchantArt() in its MagicEffect.psc script. I wrote the following script that theoretically, at least, will do what I want: ...but it won't compile, spits out the error message that it can't find the SetEnchantShader and SetEnchantArt functions. I unzipped all the SKSE scripts to data\source\scripts and in the CK Papyrus Manager I can even see/read them (and compile them!) but when I then try to compile the above script it tells me it can't find those 2 functions. Grrr.. Am I missing something? All I can figure is either I did something so wrong with my RandomEffectScript2 script that it can't even figure out what I am trying to do, or maybe I need to do something so the compiler knows to look at the SKSE MagicEffect.psc script to find those functions. I am using CK to compile, and it can compile the SKSE scripts so I know it is working. Thoughts? (also any other thoughts on ways the script could be improved to better achieve what I am after would be appreciated!) EDIT: I am realizing the SKSE function SetEnchantment() would be a lot cleaner! But can't get that to compile either..
  3. I find it really unimmersive that when I wake up my followers are still standing around in the same place they were when I went to sleep - hard to believe 8 hours really passed. Mod idea (unless it already exists somewhere?): when the PC enters sleep via bed, bedroll or haypile, his followers automatically play the "lay down" idle (on the floor/ground where they are is fine) and when the PC wakes up - or a few seconds later - the followers play the "get up" idle, as if they were sleeping too. Something similar could be done for PC waiting too, but maybe the followers play the "sit down cross legged" idle (or crouch by fire idle) and then the corresponding "stand up" idle upon the wait ending. I have a vague concept that this could maybe work using DAR and a perk (maybe assigned to followers via Spell Perk Item Distributor?) triggered conditionally when the PC enters those states, but looking at the closest mod I can think of (conditional idles) it seems a little over my head due to the scripting. Thoughts?
  4. Thanks for the advice! I'm not so great with scripts so will take away to see if I can make it work.
  5. My follower is a conjurer and I got tired of constantly seeing that damn familiar wolf so I created 4 new spells that conjure as familiar one of the 4 types of spriggans each. Works like a charm. However my follower seems to cast the lowest (bottom entry of the list) of the 4 spells maybe 90% of the time regardless of whether I add the 4 spells directly to his Actor Effects, or if I add them to a Leveled Spell List and then add that LVSP to his Actor Effects. Ideally he would cast each of them 25% of the time otherwise I still get tired of seeing the same familiar all the time. Each of the familiar NPCs, magic effects and spells have identical stats and levels (in case he is selecting the most powerful, they are all the same) I made the strength of their attack (the concentration spray or fire for the burnt one) deal the same damage the LVSP assigns the same level ("1") to each of the spells I have all 3 LVLF flags checked on the LVSP form He does maybe 10% of the time summon one of the other Spriggans - I have seen them all conjured so I know all the other spells work - but he sticks with whichever spell I input to the bottom of the list 90% of the time. I thought of adding all 4 MGEF's to a single spell and doing a "getrandom" number chance of 25% for each, like the DLC2 Chaos enchantment, but that runs a high chance of more than one being conjured at a time. Is there a different way I could do this to get him to use the spells more randomly?
  6. From this link: "The difficulty modifier doesn't decrease player damage dealt, but rather NPC damage taken. While the distinction might seem odd, it means that enemies do the same reduced damage to other NPCs that you do, making companions and conjured antronachs/undead incredibly useful."
  7. Thanks! Is that accessible via entry point/conditions, or would it need to be a script? I'm not so great with scripts.. My thought is to set followers' (who have the effect) attackdamagemult to equal the PC fdifficultydamagemultiplier so nobody is overpowered. I know there is a mod that already does this but it is a .dll and doesn't work in VR.
  8. Hello I am trying to create a perk for followers that has differing effects based on the difficulty setting of the game. However, I can't find a condition that directly looks up the current difficulty level or difficulty percentage multiplier. I thought "Mod Attack Damage" and referencing the "AttackDamageMult" of either the player or target was the way to go, but then discovered via getav attackdamagemult that everybody is AttackDamageMult = 1.00 and changing the difficulty only changes the damage taken when attacked by the PC, not the damage dealt. But I can't find a condition that measures the damage taken mult. Can you suggest any condition or combination of conditions that would identify the current difficulty level?
  9. First of all, very new to scripting! I am trying to modify the Strange Runes mod so the effects also show up on NPC hands when they draw weapons that have the corresponding magic effects attached as enchantments. I found a post from somebody saying that GetEquippedSpell works to return the MGEF attached to Object Effects on equipped weapons as well as Spells - hopefully that is true! So this is the function I have found in the Strange Runes PO3_runedetectnpccasting script, that I think might accomplish my goal: If asEventName == "BeginCastRight" ; casting right RightSpell = Caster.GetEquippedSpell(1) If CanCastSpellType(RightSpell) RightSpellType = GetTypeOfRune(RightSpell) ;destruction ;(1-7)If RightSpellType == 1RightFXSpell = AssignMagicCircle(RightSpell, po3_RUNE_FireRightFX, po3_RUNE_FireConcRightFX ) ...etc (quite long)_____________________________________________________________________________________Where RightSpellType == 1 has already been defined: If effect.GetAssociatedSkill() == "Destruction" ;(1-7);destructionIf effect.HasKeyword(MagicDamageFire) || effect.GetLight() == MagicLightFireInHand;firereturn 1_____________________________________________________________________________________________ ...and in this example the vanilla fire enchantment MGEF also has that keyword. So my thought was to duplicate that section twice (once for left and once for right hand) and substitute WeaponDraw, BeginWeaponDraw or WeaponEquip_Out in place of "BeginCastRight"- in hopes that would trigger the script to then look at the keyword of the MGEF attached to a drawn weapon and start the Strange Runes hand effect - but no cigar for any of those animation events. In fact, adding either BeginWeaponDraw or WeaponEquip_Out seemed to stop the existing functionality of Strange Runes from working as well, but WeaponDraw at least keeps normal spells working properly. Can you point out where I have gone wrong, or any other suggestions for how to accomplish my goal? The full modified psc is attached (as txt). Thanks!
  10. Hello! I am trying to add some "quasi-illumination" to the enchantment visual effect added by the mod See Enchantments. What I am trying to achieve is the type of no-shadow-casting light you see from carried torches. The mod Strange Runes is a perfect example of the light I want to achieve (illuminates the carrying NPC and the ground under him for a very short distance. Don't want the Strange Runes hand art graphics though.) However I have been unable to get it to happen. I have tried: adding a casting light and hand art to the Vanilla ench MGEF: illuminates the carrying NPC but nothing else. So far the best I have been able to accomplish though.using Vanilla's torch Light form, or Strange Runes' Light form as the casting light doesn't duplicate their illumination of the ground or surroundingsChanging the Light form flags to cast shadows does illuminate everything but then interferes with the shadow-casting limit and thus often glitches out. Plus those shadows are pretty distracting.Add the Strange Runes light spell (actually an ability) to the "Equip Ability" for the vanilla ench MGEF but nothing happens. I tried to trigger Strange Runes by adding a copy of a vanilla magic spell, but changed to ability, to the ench MGEF "equip ability" but didn't work. Also I don't actually want to see Strange Runes when I pull out a flaming sword, just the light...So at this point I don't know if the MGEF form's "casting light" has a limitation of only being able to illuminate the carrying NPC, or if there is a light setting somewhere I don't know about. Or can you think of a different way to get a "real" light to trigger? Is there something I don't understand about how "equip ability" works? I don't mind the light coming from the NPC's hands rather than from the sword. Do you have any ideas?
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