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Elias555

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Everything posted by Elias555

  1. What does it do exactly? Time slows down to a stop but the player can still move at normal speed? I have a mod coming out that is similar but the player moves around 90% speed but that can easily be changed and I'll include direction if you want.
  2. Glad that you've got it working. Are you planning on releasing any time soon? If not, could you post a video? I'd like to see how it looks!
  3. Contact the team that did the voice acting for VIGILANT. Does the mod contain Lares or Diego? I love that conversation at the beginning where the PC says "I'm.." Diego cuts him off and says something like 'I don't care who you are, you've only just arrived'.
  4. If I understood correctly you want the PC to have a cloak that will fire off lightning at near by actors, right? Maybe something like this.. Set 2 up cloaks and the desired FF spell. The first cloak, CloakA's goal is only to find targets, it has an empty effect. Now the targets that are effected have the CloakA spell attached to them. From there you should have CloakB's effect check for CloakA on actors. If CloakB detects the effect, MySpell.cast(PlayerRef, ActorWithCloakAEfffect). I think that'll work. I've seen spells before that was FF and would hit the nearest actor, lightning spell I believe. That's another method. My sneak tree overhaul has a power that enables the PC to hear the hearbeats of actors. Iirc, it was done in a similar fashion as above but I managed to fit it into 1 cloak and 1 FF spell. I can't remember how I done it but you're welcome to crack it open.
  5. Got a video or audio clip that shows what you can do?
  6. Is there any in game method to temporarily speed up an animation? Via script, perk or something else? The animation I want to speed up is the unsheathing one.
  7. Scriptname AceAddItemsToList extends Quest LeveledItem Property LootBanditChestBossBase Auto LeveledItem Property LootDraugrChestBossBase Auto LeveledItem Property LootDwarvenChestBossBase Auto LeveledItem Property LootFalmerChestBossBase Auto LeveledItem Property LootVampireChestBossBase Auto LeveledItem Property LootWarlockChestBossBase Auto Book Property SpellTome1 Auto Book Property SpellTome2 Auto Book Property SpellTome3 Auto Book Property SpellTome4 Auto Book Property SpellTome5 Auto Book Property SpellTome6 Auto Book Property SpellTome7 Auto Book Property SpellTome8 Auto Event OnInit() LootBanditChestBossBase.AddForm(SpellTome1,1,1) LootDraugrChestBossBase.AddForm(SpellTome2,1,1) LootDwarvenChestBossBase.AddForm(SpellTome3,1,1) LootFalmerChestBossBase.AddForm(SpellTome4,1,1) LootVampireChestBossBase.AddForm(SpellTome5,1,1) LootWarlockChestBossBase.AddForm(SpellTome6,1,1) LootDwarvenChestBossBase.AddForm(SpellTome7,1,1) LootWarlockChestBossBase.AddForm(SpellTome8,1,1) Debug.notification("Spells added to boss chests") EndEvent Haven't done this in a while and I just want to make sure it's correct. The script above is attached to a quest that runs once and starts game enabled. Will the spell tomes be in every boss chest or just some of the time? Is this still the best way to do add items to leveled lists?
  8. There's a guild starter mod that will allow something like that to be made. http://www.nexusmods.com/skyrim/mods/52871/?
  9. I think I forgot to make clear that I was talking about Skyrim. Isn't this the board for Skyrim mod requests? I think he means FFXV publishers don't allow porting, unlike the Witcher publishers which do. Oh, that's too bad. I am following the FFXV scene and I think models have been extracted from the game already. A shame they are not allowed to be ported... oh well, it doesn't mean the world. Just thought asking wouldn't hurt. Maybe they are allowed, I have no idea, I was just assuming what they were trying to say. Do a little research and you might get lucky.
  10. Thanks for the alternative but it won't allow me to hit something at a distance and if I want to off set the timing(so the spell fires after the animation) I'll still need a script. It's much cleaner than my method but it's limiting as you've described.
  11. The 'mod configuration menu menu' requires SkyUI. SkyUI requires SKSE. Are they out yet for SSE?
  12. I think I forgot to make clear that I was talking about Skyrim. Isn't this the board for Skyrim mod requests? I think he means FFXV publishers don't allow porting, unlike the Witcher publishers which do.
  13. "Just" I wouldn't be surprised if someone was working on 1 or 2 sets of armour but you're not going to get all of them unless a game that allows the armours to be used in mods is made/exists.
  14. Is it fully textured and the mesh is in nif format?
  15. Brodual has a dark fantasy overhaul video that covers most mods that would be needed. I'd add: Night bringer mod - adds 'death' to the game Inside out spell Decapitation spell Undead fx - raised dead look like rotting corpses ELFX - lighting mod Darkend - New land mod, demon souls inspired. There are a few dark souls mods that would fit too. My necromancy mod That's all I can think of at the top of my head.
  16. Wow, 3 years in the making, good on you guys! I hope I'm still playing when it comes out, I'm running out of character build ideas.
  17. Can you post some pics or vids? A vid of the flail would be great!
  18. Trying to figure this one out , here's what I have so far. It's attached to a lesser power. Scriptname AceCastOnPowerAttackScript extends Activemagiceffect Spell Property MySpell Auto Weapon Property MyWeapon Auto Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForAnimationEvent(akCaster, "AttackPowerForward_FXStart") Debug.Notification("Ready") Game.GetPlayer().EquipItem(MyWeapon, False, True) EndEvent Event OnAnimationEvent(ObjectReference akSource, string AsEventName) ;Actor Source = akSource as Actor If AsEventName == "AttackPowerStanding_FXStart" && Game.GetPlayer().IsEquipped(MyWeapon) && akSource == Game.GetPlayer() MySpell.cast(Game.GetPlayer()) Debug.Notification("Event Fired") EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnRegisterForAnimationEvent(akCaster, "AttackPowerForward_FXStart") ;Automatically occurs when effect ends I think. Debug.Notification("Done") Game.GetPlayer().UnEquipItem(MyWeapon) EndEvent The animation event never fires. I've tried other animations too but I think I've got the syntax wrong or something similar. Possibly the akSource being an actor. Edit: I tried a different approach. This is attached to a weapon. Scriptname AceCastOnPowerAttackScript extends ObjectReference Spell Property MySpell Auto Event OnEquipped(Actor akActor) RegisterForSingleUpdate(1) EndEvent Event OnUpdate() bool PowerAttack = Game.GetPlayer().GetAnimationVariableBool("bAllowRotation") If PowerAttack == True Utility.Wait(0.6) MySpell.cast(Game.GetPlayer()) UnRegisterForUpdate() EndIf RegisterForSingleUpdate(1) EndEvent Event OnUnequipped(Actor akActor) UnRegisterForUpdate() EndEvent Edit2: Tried adding a perk to the player and utilizing apply weapon swing spell. I selected random spells but it never fired. Edit3:This was the best I could come up with. Improvements or better alternatives are most welcome! Scriptname AceCastOnPowerAttackScript extends Activemagiceffect Spell Property MySpell Auto Weapon Property MyWeapon Auto Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForSingleUpdate(0.5) akCaster.DrawWeapon() akCaster.EquipItem(MyWeapon, True, True) EndEvent Event OnUpdate() bool PowerAttack = Game.GetPlayer().GetAnimationVariableBool("bAllowRotation") RegisterForSingleUpdate(0.5) If PowerAttack == True UnRegisterForUpdate() Utility.Wait(0.4) MySpell.cast(Game.GetPlayer()) EndIf EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnRegisterForUpdate() akCaster.UnEquipItem(MyWeapon, False, True) akCaster.RemoveItem(MyWeapon, 1, True) EndEvent
  19. Surely others here have had this problem but didn't find anything through the search function. Bump!
  20. Does anyone know what mod causes guards to say "Oh forgive me Thane, i didn't realise it was you..." seemingly random and while not a thane in any hold? Active Mod Files:
  21. Looking for some more rune spells to add to my game. Preferably functional rather than just for damage. I know of FMR, apocalypse, colourful magic, and lost grimoire. Any others?
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