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Nekoyoubi

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Everything posted by Nekoyoubi

  1. For supporters saying that Vortex is still at 1MB, be sure to look at your actual graph. I'm getting 2MB on the graph, but the pitch still says that "Nexus downloads are capped at 1 MB/s". I was confused for a moment as well. ;)
  2. Thanks for saying something up front, Nexus. Good to know that it's being looked into early, and even better to know that you're willing to have the humility to come throw yourselves under the bus for any lapse of security. I, like everyone else I assume, don't want my web accounts compromised, but I appreciate knowing that it is a possibility and is being investigated. Is there anything that authors need to do going forward, other than downloading our files to confirm their integrity?
  3. In response to post #31558720. #31559325, #31573900, #31574430, #31575890, #31575970, #31579990, #31580480, #31581870, #31584585, #31589515 are all replies on the same post. Meh. Haters gonna' hate. Nexus never did me wrong. f*#@ your "all positive"-esque commentary too. So he's allowed to have a negative opinion, but the rest of us are mocked for a positive one. Sounds like trolls feeding trolls to me.
  4. Wow! With your help I got it working perfectly save for the conditional casting you mentioned. I thought that the conditions that were baked into the spell "effects" would accommodate, as I have the ability to set it up to require that one or more of the items needed are present, but alas, even with the conditions set I can cast away even after eating through all of my gems. Thank you so much for the help on getting that "quest" set up, though. I really didn't know that things like that were controlled by quests, so I have a lot to look into; that's for sure. Either way, thanks again. I couldn't have done it without your support. Now to look into the chain-casting concept. ;)
  5. Wait, so instead of inheriting from ActiveMagicEffect like the others all seem to, I can attach a script in the "magic effect" script box that derives from ObjectReference? Checking this out now. You're a life saver! :wink: Thanks so much. ** EDIT ** ;( I must have missed something here. Something big. Can anyone direct me to a tutorial that involves basic "real" scripting concepts in CK. All I could ever find were tutorials on how to build a cell. I don't want to build cells; not at the moment at least. It's gameplay alteration that seems to elude my tutorial space. Save me. Please.
  6. This, unfortunately, wouldn't work for me as I need to remove an item as soon as the "spell" (lesser power) is cast regardless of whether it actually gets an enemy or not. The whole point is that there is an "item cost" to using the power, not a magicka cost for casting a spell. ;( For all intents and purposes, let's just say my script does nothing more than GetCasterActor().RemoveItem(SoulGemPetty) in the OnEffectStart of the ActiveMagicEffect base script. That's probably the wrong script to have it in anyway, but that's what my question was trying to solve.
  7. What I mean is that the script is getting run for all three mobs if they all are in the explosion radius of the trap (as is expected), but I do not know where to put a script to fire only once per cast (not per effected mob). As for posting what I have, I don't even know where to begin. The script itself isn't the problem; it's when the script is firing, which is set in the UI, so I don't know what to post that would help. Thanks for taking the time to read through though.
  8. Sorry if this isn't the right place for this, but I'm having a lot of trouble with the official Creation Kit forums (500s on anything uncached). I'm trying to figure out how to trigger a script on the use of a lesser power. Namely, the mod that I'm currently working on consumes items instead of magicka, and I need to not only be able to do the conditional check of whether they have the items required (I think I have that working already), but I also need to take the actual items when it is time. The first problem I'm running into with this is that the spell I'm trying to "cast" is a lesser power version of my Soul Trap Rune spell (http://skyrim.nexusmods.com/mods/37616/), but I'm hitting a snag in that the only place I know to hook the scripts is in the ActiveMagicEffect base, and in which case, the consumption effect is not happening on cast, but instead for each application (if there are any) of the Soul Trap effect. Can anyone help guide me to a resource, or give me a jumping-off point in general for triggering a script at the beginning of a spell cast? Thanks much in advance.
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