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Elias555

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Everything posted by Elias555

  1. I remember some time earlier in this thread someone wanted a throwable axe. I knew of this one but I had forgotten the name until now. Setting Sun https://www.nexusmods.com/skyrim/mods/84967
  2. I should have kept reading lol. All I read was 'Made in Heaven is an ability that accelerates time itself for everything except living organisms' and thought that's doable via console. It's still simple though. You just add a slow time spell and offset the debuff to the players speed. I have a mod based around speed that I originally had with no debuff but the player was way too quick to leave it like that so I added a small debuff. If I was still working on that mod I would definitely add your idea to it.
  3. For the skill check you could add something basic. Instead of akCaster.RestoreAV("magicka", 100) you would add something like akCaster.RestoreAV("magicka", (10*EnchantingSkillValueAsInt)) If you want the spell to activate by clicking on an item, it should work by adding a script to the item that will fire the spell OnEquipped.
  4. I was referring to the OP to give him ideas on how to do it, I wasn't trying to put you on the spot. I think it'll be annoying to troubleshoot and get working quickly using that method, and I'm working on my own mod. The easy way would be a lesser power that opens up a menu and from there you can select the correct soul gem. Here's a sample script to attach to the lesser power. From there it's simple but you'll have to add checks in the MessageBox to see if the player has at least 1 of the item. Scriptname SoulCrusherScript extends ActiveMagicEffect Message Property MyMessage auto ;Various soul gem properties, I forgot what category it falls under Event OnEffectStart(Actor akTarget, Actor akCaster) int iButton = MyMessage .show() if iButton == 0 akCaster.RestoreAV("magicka", 100) akCaster.RemoveItem(SoulGem1, 1) Elseif iButton == 1 akCaster.RestoreAV("magicka", 150) akCaster.RemoveItem(SoulGem2, 1) ElseIf iButton == 2 ;add as many as there are filled soul gems akCaster.RestoreAV("magicka", 200) akCaster.RemoveItem(SoulGem3, 1) EndIf EndEvent That's like 50% of the mod right there. Shove the lesser power into a spell tome and you're pretty much done. I don't think it'll be as nice as my first suggestion but that's easy and quick to make.
  5. Didn't know you could preemptively check if a property is filled. Thanks.
  6. Is it bad practice to use a script and have empty properties when you're not using that part of the script? eg I have a few perks and spells I want to add to the player but I want to use one script only so I condense it and only have Event AnEvent() PlayerRef.Addperk(MyPerk) ;this property is left empty when I don't need to fill it PlayerRef.AddSpell(MySpell) ;this property is left empty when I don't need to fill it EndEvent Only one is filled when it needs to be. No..I just didn't set the property correctly.
  7. Until someone makes it you can use the console command Set Timescale to 300 when you're finished you can re-set it with to 20 which is the default. I prefer 7 to slow the day down. Set Timescale to 20 It's also an easy mod to make. 1 script attached to a spell.
  8. Since you know how to mod a way to do it is to make it automatic with a perk that checks when magicka hits 0, then looks through the inventory and uses the smallest filled soul gem, removes it, adds the value of magicka you want.
  9. Thanks for the responses. I was originally going to apply layers of hidden magic effects to keep the count but I like your idea of an item. I take it akTarget.MyGlobalVar wouldn't work then either? Edit: Am I missing something here? Scriptname AceTestScript extends activemagiceffect MiscObject Property MyCounterRef Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.AddItem(MyCounterRef, 1) ;Nothing is being added to the actor Int CurrentCount = akTarget.GetItemCount(MyCounterRef) Debug.Notification("Count:"+CurrentCount) ;Always 0 EndEvent I'm using a perk to apply the effect via a bow(it's firing so it must be being applied), apply combat hit spell. The spell is FF and contact. I tried using Actor TargetActor = GetTargetActor() as well. Alright, even when I add the items via console the count is still 0. This leads me to believe akTarget isn't functioning the way I thought it would. The visual effect is playing on the target so I'm not sure why the actor doesn't register as the target. Edit: I swear I set the property, it even changed the icon to show that I did but it wasn't set. Second time this has happened to me.
  10. Thanks mate. Why won't this work? https://s7.postimg.cc/ee36uik23/weaponspeed.jpg Edit:It doesn't work on bows but it works with other weapons. How do I get it to work on draw speed? BowSpeedBonus doesn't seem to work. Just remembered the quick shot perk exists and I can look at that. Nevermind. Edit 3?: Here's what I've got for a script, it's applied to enemies via a perk. Scriptname AceTestScript extends activemagiceffect MagicEffect Property MyMGEF Auto ;The Magic Effect itself Event OnEffectStart(Actor akTarget, Actor akCaster) Int ArrowHitCount If akTarget.HasMagicEffect(MyMGEF) ;Do I need this? I just want to add increments every time the effect is applied ArrowHitCount +1 ;I also tried +=1 and that returned with the count being 1 instead of 0 EndIf Debug.Notification("Count:"+ArrowHitCount) ;Count is always 0 EndEvent
  11. 1. Is there any way to detect how many arrows are stuck in an actor? 2. How does one check if a calculation returns an int and not a float?
  12. It's a new character, he doesn't have the perk. Edit:Seems to be a conflict with some mod I have. It's like the Falmer I'm spawning in aren't 'real' Falmer. Not sure why it worked before but then stopped working but at least I know I was correctly applying the perk. Cheers.
  13. I would change the entry point to Mod Incoming Damage, and change the condition to GetIsRace == FalmerRace. Thanks. I kept it as Mod Attack Damage and added GetIsRace == FalmerRace, value to multiply by 4 and it worked. I changed it to something else and then changed it back now it's not working. I'm using a coc qasmoke to test, not an old save file. Any reason for it to break?
  14. Can't actually help, I just got excited when I read that title. I thought you were going to try and create the Arx Fatalis spell system where you draw a spell in the air to cast.
  15. I want to make an perk that will cause the player take less damage(preferably, player does more damage to) from Falmer. Is this correct/the best way to implement this? I haven't worked much with perks.
  16. That is a float value. There are infinite amount of numbers between 0 and 1. 0.5 = 50%, 0.125 = 12.5%, 0.99 = 99%. Not sure what you're getting at.
  17. iNeed, Disparity, and SkyTweak allow you to alter the exact carry weight you want as an extra function. What do you want it to do?
  18. Any help or pointing in the right direction is appreciated.
  19. I had some armour that was meant to have a script attached to it but the script was missing. I added the script back into the game but the armour is still acting like it's not there. How do I fix this? The armour isn't a brand new item, it's an edit of an existing item so I can't make it disappear from the game world like a modded item.
  20. I haven't played in 6 months, I've only been able to do some light testing before my game would crash. Now I'd like to play so I have to address the issue. I have used loot and a bashed patch. I have also tried disabled mods to find out which mod causes the problem but it seems like no matter what mods I have disabled, I still get CTD's. It can happen when I'm just running around but it almost always happens when I'm in a large menu like while smithing, or looking into a large chest. Grindstones guarantee a CTD. I remade the bashed patch and now I can't even get passed the menu screen since the options never pop up. Needed FNIS for those type of crashes. Active Mod Files: Here's the papyrus log:
  21. I have a script that will fire over and over for a set amount of time, within the script is a play visual effect. It currently will stack with itself for the full duration. How can I limit it to only playing once until the effect subsides and then playing once again when it's over? In other words, how can I get something like this to work: If MyEffect.Play(Game.GetPlayer()) == False MyEffect.Play(Game.GetPlayer(), 0.1) EndIf
  22. I remember a mod like this called something like followers need healing. That should do what you want if you can find it.
  23. What about the perk entry points(mod incoming damage)? I haven't played around with them but maybe they can give feedback somehow.
  24. Why not just have a global variable than increases OnHit? From their you can manipulate the skill based on the global. I am sorry, I don't understand what this means - perhaps my long winded explanation is the problem. I don't have a problem with how MANY times I have been hit - I am having a problem determining the AMOUNT of damage taken with each hit. I need the incoming damage amount. Perhaps I still don't understand (there is a strong chance of that - my modding skills are still in their infancy). oh, and as a side note - your smoke and shadow mods are very cool. :smile: I was just giving an alternative to the method I mentioned earlier. Constantly registering OnHit and updates are heavy in terms of scripting. Did you try to reverse engineer the mana shield mod or follow the scripting ideas? Thanks for the praise!
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