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Haugerud15328

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Everything posted by Haugerud15328

  1. If this a mod request, then you asked at the wrong place I'm afraid ;) http://forums.nexusmods.com/index.php?/forum/422-skyrim-mod-requests/
  2. I added the notification to make sure that it was detecting both conditions which it is. Then it is supposed to cast a spell on actorBeingHit. I know that this spell works as I tested it by normal means earlier. It is supposed to be invisible however so I don't if it's casting or not. Anyways I've found out something. If I hit a npc that I haven't previously used a kill move on, then the notification won't come up (and it shouldn't) However, the first time enter a kill move with an NPC, the notification runs. Then when they are standing again, and I use a normal punch on them, the notification still runs. So I'm quite sure that the game thinks for some reason that the target actor is still in a kill move even after the animation/cut scene ends. (By the way the whole scene doesn't play through, once the NPC is sent flying it stops)
  3. Change: I just made a system that will dynamically attach a script to NPC's . The script is Scriptname ActorMonitorForHit extends activemagiceffect {If the actor gets hit and is in kill move he will be sure to die} Actor actorBeingHit Actor Property PlayerREF Auto Spell Property KillActor Auto Event onEffectStart(Actor akTarget, Actor akCaster) actorBeingHit = akTarget EndEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, \ bool abBashAttack, bool abHitBlocked) If(akAggressor == PlayerREF && actorBeingHit.isInKillMove() == true) Debug.Notification("Hit Detected") Utility.Wait(2.5) KillActor.Cast(akAggressor,actorBeingHit) EndIf EndEvent
  4. In my mod, I have a spell that changes several things. I have a duplicate of the unarmed "weapon" that a script will equip once the magic effect begins. It wall also re-equip it whenever you unequip your spell/weapon/shield and leaves the game to vanilla unarmed for a split second. On the custom unarmed(which is hidden etc., the player can't tell it's not the real unarmed) it has an enchantment that uses an magic effect that does about the same thing as Werewolfpushbackeffect. I'm having a problem however. Whenever the player enters a kill move it won't finish as the knockback effect will still take place. So the NPC instead of dying will get pushed back and then mysteriously become unable to be killed for a while(if you leave them a lone for a bit they'll become killable again). OnEffectStart and OnEffectFinish Events won't work. They won't be able to check whether or not the player is in a kill move at the right time. Something I haven't tried yet(just thought of it as I'm writing this) maybe I can the change the push script so that it will only execute if the player isn't in a kill move? Any other ideas?
  5. http://skyrim.nexusmods.com/mods/39997/? An artist would be immensely helpful in this mod. You would be given credit for all of your own work listed as the artist in the mod page. The reason I need an artist is that just like a new weapon mod isn't that cool with vanilla models/textures, spells aren't that cool without new effects. There's more room to change spells size, sound etc. in creative ways but you're still using the same visual effects regardless. Someone who could create new visual effects for spells/powers would be greatly appreciated. On a side note... I did have some ideas in mind for adding a quest(or maybe even quest-line) to this mod. Sure enough it's been requested so if someone feels like filling a creative story/dialogue role then I could use you. Sound effects - Sound effects for the same reason you make new visual effects. This would be a very useful role as well. Please PM me if you are interested, ask questions here.
  6. As far as I know there is no way to add a completely new skill tree that can be viewed in the Skills menu etc. So what people have done is A.) Replace a skilltree, which I'm personally not fond of B.) Just merge them in with other skilltree(s) C.) Create a sort of artificial skill tree through Papyrus. None of these methods are really "good" ways. You may just try adding new spells and perks and mixing them in with already existent skill trees in magic.
  7. This would take a hell of a lot of work. Seriously someone would have to be pretty damn set on making this. The amount of scripting, uh god I can't even imagine. There'd be so many things you'd have to change and keep compatible.
  8. Yeah an Elder Scrolls Game's modding community does not simply die. Seriously Oblivion had a pretty strong modding community all the way until Skyrim came out, and honestly there are people who sitll mod it. Hell, even Morrowind has a some modding going on today. You can expect Skyrim modding to go on for probably at least another 4-6 years strongly. From what I've seen the only thing that will cause the modding for an Elder Scrolls game to die down is the next game coming out.
  9. I've been working on a mod called "Godly Spells". It adds extremely hax spells for the kind of person who likes having a character to just massacre on. It's not exactly balanced gameplay friendly. I don't have a lot of time to work on it as of now so it's been a bit slow, but these are the spells I've made so far. - Infernal God Blast Shoots off a huge fireball and sends things flying. It was pretty easy making, just needed a custom explosion and some tweaking on the effect. -God Blast Shoots lighting strike. The ground shakes and the lighting makes it appear almost as if the lighting is so intense it can even kill people it doesn't touch. -Teleport You can teleport to any major city in the game. Some time I want to set it up so that player can make custom checkpoints to teleport to. -Godly Firestorm Basically I just took the spell that Alduin uses when he attacks Helgen and tweaked it a bit so the player can use it as a lesser power. Doesn't change the weather or go based on scripted events. It just brings down meteorites for 30 seconds. Believe me though it's actually a really powerful spell, as it's a lot more accurate than Alduin's at targeting your enemies thanks to a property Bethesda left for us that let's you tweak how accurate the projectiles are. -Godly Strength This one actually took me the longest to get through and I'm not entirely finished with it yet. It's an alteration spell and once you cast it you fight unarmed with increased speed, damage, and a knockback effect if you're enemy isn't killed in one strike. It took some scripting and weird doings to get this working though. I have some other things to add/fix up with it but it's pretty cool as it is right now(Well in my opinion anyways, of course I'm going to like my very own work :devil:). Anyways yeah I can handle the Papyrus and basic creation kit tool use but I'm really pathetic when it comes to anything artistic let alone on the computer. If any artist out there is interested in helping me with this mod, you only need one skill really I need you to able to change the spell art. I.e I have plans for a god mode spell, and one of things I want to do with it is add a special cloak to the character when the spell is in effect. I don't want to add a plain vanilla flame cloak though. That's just an example of where an artist would really come in handy. I'd be sure to give you credit for any art(or other contributions) in the mod(which by the way hasn't been released yet).
  10. http://steamcommunity.com/sharedfiles/filedetails/?id=17860 I don't know if it's uploaded on Nexus or not.
  11. Thank you for the response! Perhaps your suggestions are better suited than what I did, but my original does work after all! I was simply making the idiotic mistake of not moving my compiled .pex files over the copy of Skyrim I was running. After that everything was working fine.
  12. I'm confused, you say it looks like the original then say it's nothing like the original house. Also this mod only edits the interior cell or...?
  13. I feel like the worlds greatest moron after this. I've never really gotten heavily into scripting, so I'm pretty new with it. However, I am a C++ programmer, so I felt pretty intuitive with Papyrus. For some reason though none of my scripts would work even though they compiled fine. I really was confused, I couldn't find any syntax errors myself. Then I finally realized something. As many of us know Skyrim's script folder contains the source and .pex files. I have two copies of Skyrim. The actual original in my Steam directory, but then I have another directly on my root C:\ I was saving my changes in the creation kit, copying my esp, then putting it into my secondary copy.(I have the secondary so I can use BOSS and Wyre Bash without trouble) I for some reason could not get anything script related to work however. I eventually tried just a simple old Hello World ObjectReference script and not even that would work. Then I finally realized my secondary copy didn't have the .pex files it needed to run the god forsaken scripts. I copied them over and sure enough I didn't have any trouble after that. Needless to say I learned something very important today, and was greatly humbled.
  14. I'd certainly keep this in mind. After modifying the duplicated cell(s) it would simply be a matter of redirecting the external doors to the modified cells.
  15. I forget to mention I tried OnEffectFinish(Actor akTarget, Actor akCaster) as well. Same thing happened. I already have it set as self and Fire and Forget in the Magic Effect settings. Yes I made sure I included the effect in the spell. I'm pretty sure it has to do with my script.
  16. I want this teleport script to open up an options menu when the spell is cast, then whatever option they pick they will teleport to with MoveTo. I know this doesn't support followers, that's not what I'm worried about right now. When I use the spell it doesn't have any effect however. Scriptname GS_TeleportPlayer extends activemagiceffect {Teleport caster} Message Property Options1 auto Message Property Options2 auto ObjectReference Property DestMarkarth auto ObjectReference Property DestRiften auto ObjectReference Property DestSolitude auto ObjectReference Property DestWhiterun auto ObjectReference Property DestWindhelm auto ObjectReference Property DestDawnstar auto ObjectReference Property DestMorthal auto ObjectReference Property DestWinterhold auto Actor Property PlayerREF auto Function MenuTwo(Int bButton = 0) bButton = Options2.Show() If bButton == 0 Debug.Notification("Canceled") ElseIf bButton == 1 PlayerREF.MoveTo(DestDawnstar) ElseIf bButton == 2 PlayerREF.MoveTo(DestMorthal) ElseIf bButton == 3 PlayerREF.MoveTo(DestWinterhold) ElseIf bButton == 4 Menu() EndIf EndFunction Function Menu(Int aButton = 0) aButton = Options1.Show() If aButton == 0 Debug.Notification("Canceled") ElseIf aButton == 1 PlayerREF.MoveTo(DestMarkarth) ElseIf aButton == 2 PlayerREF.MoveTo(DestRiften) ElseIf aButton == 3 PlayerREF.MoveTo(DestSolitude) ElseIf aButton == 4 PlayerREF.MoveTo(DestWhiterun) ElseIf aButton == 5 PlayerREF.MoveTo(DestWindhelm) ElseIf aButton == 6 MenuTwo() EndIf EndFunction Event OnEffectStart(Actor akTarget, Actor akCaster) Menu() EndEvent
  17. I've managed to change it now, but the problem is if you don't shoot it off pretty far away it shows the vanilla size.
  18. I've created a spell that's supposed to have a very large blast radius effect. I have changed the effect so targets in my specified area take damage from it, but the actual visual fire blast is the same. I'm using the dragon fireball visual effect if it matters. This may be simple, but this is actually the first time I've tried making a spell like this. I'm using my own magic effect and spell, but I'm not sure if it's possible to increase the visual size without some art work.
  19. I prefer notepad++, http://www.creationkit.com/Notepad%2B%2B_Setup
  20. Just a side note to any very beginner modders that might see this. NEVER delete vanilla data unless you have a VERY good reason.
  21. That's a really messed up glitch, I just wouldn't delete where your character is. Can you perhaps explain a little more, like whenever you try to use a door or fast travel that's where you go? If so I guess deleting them would have to work because it wouldn't have any reference to it then. You can't truly delete it, as it will always be in your Skyrim.esm, but an esp can get rid of it for as long as it's activated.
  22. You're both right lol. I kind of wrote this in a hurry so let me mention some other things. I'm just seeing right now if I can get some names on who can assist me. I don't actually plan on starting on it for a while, as I want plenty of preparation. I don't write programs without a plan, I follow the same rule with mods ;) My past mod history admittedly isn't that impressive. I created a mod that slightly upgrades bow/crossbow power. Anyone who knows anything about modding knows that isn't hard at all. The other mod I had was Avatars of Tamriel, I added NPC's, had created two dungeons. The NPC's were all extremely difficult "Avatar's" that were basically servants of various Daedric Princes and Divines. I.e I had Tordsetry the Avatar of Beasts under Hircine. The mod didn't have much appeal to the majority of people. I had a few avid supporters but I also ran into a time issue then. Eventually I just deleted it off of the Workshp and I still have it on nexus, I'm done with the Workshop, and sometime I do want to "finsish" it. It will be more like a overhaul really, I'll have redone many things in it. I just want to do some other things first (This large mod NOT among them) |This isn't entirely lore friendly| The world is called Almirtin, the player will accidentally be transported there, and discover it's a whole different plane of existence. There are only gods there, no Daedric princes etc. They were able to create and change(Divines can create, Daedric princes can change) until they created the world, in order to maintain there power they had to create a barrier between them and the mortal world they created. I have a 2d rought draft map of the world etc. created. If you're interested in learning more just PM me, I have more worked out but I don't want to write everything here lol.
  23. He meant put mods there for storage. To actually give the game access to the mod yes you have to put it into the data folders (Some mods are different than others however) I've never been one to install graphical mods, I don't care much about them and my computer likely wouldn't handle it very well. So I don't know, can someone tell me if this HD mod is just replacing textures or if it actually is using a esp or something?
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