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Everything posted by Elias555
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I doubt there are many due to how tedious it would be to the vast majority of players. There's a basic one in one of my mods. You go to a hall of the dead and cast a spell while you have a black soul gem. For the next hour, some of your spells will be boosted. https://www.nexusmods.com/skyrim/mods/83842 I was going to add a few but I couldn't see myself or anyone else really enjoying them. The only way I know to draw a circle would be a scroll that creates a fake rune spell. Once the trap is triggered, I should be able to make the spell look for the correct ingredients within the circle and then create whatever effect I'm aiming for. If I were to make one vampire mage themed, what should it do?
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- ritual magic
- magic
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There's a mana shield mod that will help you since it needs to constantly get the new damage amount taken and quickly convert it to magicka damage. As for right before the hit, not sure. Maybe you'll need to send an update OnHit and store the amount somewhere. I think you'll also have to constantly send updates due to passive health regen. Why do you need to know the amount of damage taken?
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[LE] SetMotionType - for levitation?
Elias555 replied to Baaleos's topic in Skyrim's Creation Kit and Modders
Looks good so far except for 0:18 and the direction the actor is facing. Good job.- 13 replies
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- telekinesis
- levitation
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[LE] SetMotionType - for levitation?
Elias555 replied to Baaleos's topic in Skyrim's Creation Kit and Modders
Jesus Christ. At first it didn't quite click what you were trying to do but then I kept reading. Looks like you know what you're doing. What's currently not working the way you want? The VL telekinesis spell archetype is kind of similar but I'm guessing you already know about it and didn't want to use it. Thought I'd mention it anyway.- 13 replies
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- levitation
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[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
Check this thread out: https://forums.nexusmods.com/index.php?/topic/6540851-visual-effect-playing-and-keywords/ It'll work with any spell that isn't concentration and aimed. By that I mean it'll only fire once and not while you hold the key down. -
[LE] Visual effect playing and keywords
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
I don't know anything about this, could you go into more detail? -
I've been in the same boat as you. I ended up using console commands and ignoring the comments. Hopefully someone makes this. I assume it's just a removal of a quest condition which would take 5 seconds to do, but it could easily be tied to other things that might take more time.
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[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
You need to provide more info on the spell. If it's a FF, self targeting spell, you can just add another effect that will damage health on self. That might scale with difficulty though. Or you could stop being script-phobic and use a basic script. I know you've probably heard some stories about some scripts but I'd like to give you some seemingly obvious information: #NotAllScripts Here's 3 options. 1. Scriptname ICuredMyScriptPhobia extends ActiveMagicEffect Event OnEffectStart(Actor Target, Actor Caster) Game.GetPlayer().DamageActorValue("Health", 10) EndEvent 2. Scriptname ICuredMyScriptPhobia extends ActiveMagicEffect Event OnEffectStart(Actor Target, Actor Caster) Caster.DamageActorValue("Health", 10) EndEvent 3. My favourite one would be this. It allows you to go into the properties and change the value. It's far more flexible than the other two because it can be used more than once without changing the original script. Scriptname ICuredMyScriptPhobia extends ActiveMagicEffect Int Property HealthDamageValue Auto Event OnEffectStart(Actor Target, Actor Caster) Game.GetPlayer().DamageActorValue("Health", HealthDamageValue) EndEvent -
[LE] Visual effect playing and keywords
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
I tried to add a condition in the ReferenceAlias, doesn't seem to work. If this is always running in background, will it be resource heavy? -
[LE] Visual effect playing and keywords
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
It's taking me forever to do something I thought would be simple but it's not your fault. Why doesn't it work though? It fires the notification 100% of the time when I remove the keyword condition. I'll try that way, I've never actually used a quest like that though. There is another method and that's detecting animations. THANK YOU!!! Just so I know I haven't messed anything up, I left everything as the default settings except I unchecked run once. Did I need to do anything else? Also, what's the most efficient way of getting the script to fire only when I want it? I could just check if the actor has the ability from earlier but if there's a better way I'd like to know. -
[LE] Visual effect playing and keywords
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
First, thanks for testing! I checked the properties, they're filled. MagicDamageFire and my custom visual effect which I tested separately before using. I've tested on a save that has seen the mod but not the ability, and I've tested on a fresh COC character. My MGEF has No duration, no magnitude, no area checked. My ability is pretty much the defaults. -
[LE] Visual effect playing and keywords
Elias555 posted a topic in Skyrim's Creation Kit and Modders
Here's the script attached to an ability: Scriptname AceScript extends ActiveMagicEffect ;tried actor too Keyword Property MyKeyword Auto VisualEffect Property MyEffect Auto Event OnSpellCast(Form akSpell) Spell SpellCast = akSpell as Spell MyEffect.Play(Game.GetPlayer(), 3) ;doesn't fire, didn't expect it to If SpellCast.HasKeyword(MyKeyword) MyEffect.Play(Game.GetPlayer(), 3) ;doesn't fire Debug.Notification("If fired") ;doesn't fire EndIf EndEvent Not sure why nothing is firing. Properties are filled. I'm using a MagicDamageFire keyword and testing with the default spell, flames. I'm aware that concentration spells only call the event once. When I remove the keyword check, the notification fires so that's not the issue. I think it might be a syntax issue but I'm not sure since I had a similar script and the visual effect played on that. -
[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
I went with an ability. It's not really working the way I want. Keyword Property MyKeyword Auto VisualEffect Property MyEffect Auto Event OnSpellCast(Form akSpell) Spell SpellCast = akSpell as Spell If SpellCast.HasKeyword(MyKeyword) Debug.Notification("That's a fire spell!") MyEffect.Play(Game.GetPlayer(), 3) EndIf EndEvent It compiles but doesn't fire when I use something like flames. The keyword is filled with MagicDamageFire which flames has. The Effect doesn't play either when tested without the keyword. Edit:I got the visual to play. I should have done more testing. It was working on a different event. Still need help on both. -
[LE] Magic Effects and Shout Issues
Elias555 replied to AstromancerKZX's topic in Skyrim's Creation Kit and Modders
Usually when troubleshooting I try a simple effect. Something like restoring health. Make sure that works before you try melee damage. Check for keywords too. Also add visuals so you can see if it's firing and lasting the duration. Like I said, I don't know much about shouts so I'm just giving general troubleshooting advice. -
[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
Thanks. I did think of those already. 1. is what I was leaning towards and scanning via perk but I'd prefer to find something else. 2. Visually looks bad for a projectile but functions fine for basic spells.Edit: What if you make your spell totally scripted? Just have a script magic effect when the spell is cast, and then call Cast() on the target which is the projectile spell. I'm not sure I follow. Do you mean FF, Self. Script casts the spell remotely and then I can call the check from the self targeted spell? That's what wormple was suggesting in his second point. Did you mean something else? -
[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
Thanks. I did think of those already. 1. is what I was leaning towards and scanning via perk but I'd prefer to find something else. 2. Visually looks bad for a projectile but functions fine for basic spells. -
[LE] Magic Effects and Shout Issues
Elias555 replied to AstromancerKZX's topic in Skyrim's Creation Kit and Modders
I've never really worked with shouts but you need to change the equip type to voice for starters. Terrible advice. -
[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
OnInIt doesn't fire until the magic effect is active as well. So far I haven't been able to get OnSpellCast to fire. -
[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
I don't think that'll work since I'm attaching the script to the magic effect and not an actor or object. Is there a work around? As the wiki states, ActiveMagicEffects will also receive events from the Actor they are attached to, so I actually think Rasikko's suggestion will work. Try it out :smile: I did. Nothing fired. Scriptname EliasScriptCast extends ActiveMagicEffect Spell Property MySpell Auto Event OnSpellCast(Form akSpell) Debug.Notification("Spell Fired" Spell spellCast = akSpell as Spell if spellCast && spellCast == MySpell Debug.Notification("Spell Fired in the if" endIf endEvent Anyway, I think it'll only fire when the projectile hits the actor and causes the effect to activate. -
[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
I don't think that'll work since I'm attaching the script to the magic effect and not an actor or object. Is there a work around? -
[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
I have a projectile spell with a script attached that I want to fire as the projectile is fired from the caster. OnEffectStart fires after the projectile hits an actor(in this case). Is there an something like OnCast that I can use to achieve the effect I'm going for or some workaround? -
Dual sheath mods already exist. Look into theirs if you want to make your own.
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[LE] Quick Questions, Quick Answers
Elias555 replied to Elias555's topic in Skyrim's Creation Kit and Modders
I'm trying to make an aimed spell only fire-able when the caster is effected by a blessing. I was hoping I could just add a spell condition of HasKeyword or HasMagicEffectKeyword and run it on the player but that doesn't work. I have a feeling it's only doable if a change the spell into a self targeting spell and have the real spell effect cast through a script. Thought I'd ask here first. Edit:Forgot to mention that checking the swap target box doesn't work either.