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SeraphimKensai

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Everything posted by SeraphimKensai

  1. I could see this being doable through an inventory check and dialogue window, so if someone has poison they could pour it into say a bottle of Nord Mead or into an Apple Pie. It would have to be scripted to get the target food/drink items location on an x,y,z and orientation and then swap them with the poisoned version. The thing then would be to make duplicates of each food/drink item in the game to serve as poisoned versions of each food to do it. I think this would be pretty doable, but sadly atm I don't have the time to do it myself. However, in the spirit of me being a nice person and such, OP if you want to work on it and get stuck and need a question answered I'll do my best to answer the question. I can't guarantee though if the answer will be right or not though. Goodluck
  2. in the console you could type "TM". When you want it back open the console up again and type "TM" again and enter.
  3. So my question to you is what do ghosts look like? I've never seen one in real life so I am unsure. Also what would these extra ghosts do?
  4. Hmmm doing it by skill level could be tough to figure out how to do. On the other hand, using conditions on the enchantment to have different effects activate so long as the player is the appropriate level is fairly easily doable. That way for example you could have a fire spell that at lvl 1-5 would be a small flare, 6-10 would turn to firebolt, 10-15 would become fireball, 15-20.... you get the idea. Honestly by using player levels as opposed to skill levels, the enchantment/poison would scale with enemies better.
  5. That, and there is an tab called AI Data with a drop down list for something called Morality. Change each one to "No Crime". Between those two things that should do the trick.
  6. The Staff enchantment part, creating customized enchantments for staffs is easy to do in CK. Sounds lie the rest would be a pain in the ass needing custom animation work. Additionally, what about left handed characters?
  7. also a big thing if you want to avoid conflicts with other mods are naming conventions of spells, items and such that you make. For example, I always use z(year)mjh(name) as my convention as it allows me to sort my stuff to the bottom of the list, gives me a rough idea of when I made it as far as a year goes, my initials, and then the name of the ID. Doing something similar as opposed to just editing say a spell and replacing it, will allow you to ensure it can be as compatible as possible and also allows you to tweak the intensity of the spell the dragon would use as opposed to blanket adjusting it, which then might make a vindictive chicken battlemage that casts the same spell accidentally kill you when it was originally just a tickle. so modding the templates like ripple said will work, although then you have compatibility issues with other mods, so another way albeit more complex would be if I'm not mistaken by compiling a script effect which adds your spells to the dragons as they are enabled or such. That would in theory keep the templates clean, but ultimately it still runs the risk of having dragons with duplicate spells in the event someone has a mod that does the same thing. Ultimately, there's about 1000 ways to skin a cat, you just have to experiment by trial and error and keep a sharp knife. Goodluck.
  8. You could adjust all the NPC's to not report crimes, which is easy enough to do, just long and tedious as there's a whole bunch of them. Alternatively, if you don't want to do that you can just start a game and type in the console "TGM" and "TAI" which would give you god mode and disable all NPC's AI allowing you to run around and kill whoever you want without anyone reporting a crime.
  9. Hmmm striping their voices would be fairly easy to do in Creation Kit, have you tried that at all or having problems with it? Alternatively, you could install a mod that removes their Essential flag allowing you to kill the more annoying ones, or simply use the console and "disable" them. However, interestingly to note, I think originally the game was meant to allow players to kill the children as I accidentally killed a kid with an arrow (they ran into my aim as I was responding to a vampire attack in town), and his mother hired assassins/mercenaries to try to kill me (I noticed a bounty letter posted to kill me by the child's mother). I don't think one of the mods I have enabled does that though, so that's why I think it was originally intended to let children die.
  10. Either way, if you get this to work I'd love to see it. I'd offer to help but my background is more in magic effects and such at this point.
  11. You could pretty easily adjust the arrows via their "projectile" in CK, allowing you to change their gravity which would pull them down to the ground sooner thus making them more realistic to your hearts content. That would allow you to "weight" them, without adding to their weight and clogging your inventory space. As you pointed out NPC AI would be messed up if they took the shot from a distance far enough to affect the trajectory. Another option, which I haven't played with in Skyrim, but have in FNV which is also present in Skyrim, using Lobbers. You could create a custom arrow and use as a Lobber to give it a parabolic arc in flight.
  12. I've successfully made a short mod which does the jist of what your asking. I wasn't sure on intensity of the enchants but I tried to make them decent without completely overdoing it. There's 2 new arrow types available for purchase at the Drunken Huntsmen in Whiterun (Holy Water Arrow and Silver Arrow) There's also 2 new poisons available for purchase at Arcadia's Cauldron in Whiterun (Holy Water and Silver Nitrate) Its not my most refined peace, but what happens is: 1. the Silver Arrow when shot into a werewolf causes them to start losing health and slows them down (figured like a dog limping away) 2. the Holy Water Arrow when shot into a vampire or any undead they start losing health and are paralyzed for a little while. The poisons do essentially the same thing as the arrows, but can be applied to any arrow, so hypothetically you could be using silver arrows and dip them in holy water you could shot at a vampire riding a werewolf and as long as you hit one of them it will apply the poison. One thing to note, the arrows have an explosion radius to apply the enchantment, so because its unrefined, I noticed it was possible to hit a vampire with the effect via an indirect AoE contact. Also another note: the arrows when used on a custom race will only act as regular steel arrows, the poisons won't effect custom races. I also only made this mod require Skyrim and the Update master file. I did test while using Dawnguard, I just didn't try it on Vampire Lords (or think to make the Holy water affect them, but then again they are purebloods so they laugh at your feeble attempts to kill them). The one thing that is horrible is for some reason the forums won't let me attach .esp files, which you would assume they would seeing as its a mod request forum, but anyways if you want it just PM me with an email address and I'll send it to you. Hopefully this helps.
  13. Hmmm, I have some down time here at work for a couple hours. So, naturally I will waste company time to work on a quick little mod that should do what you need, but it won't be pretty like bringing stuff to a temple to be imbued or whatnot as I'm not a world builder, or texture artist. As for adding the effects themselves to the arrows, I think its possible to create a custom arrow and give it a custom projectile (mind you i'm not a texture artist). The Projectile section of the Creation Kit allows you to make explosive arrows and from the explosion apply an enchant (or spell effect), where if I'm not mistaken you could apply an effect to conditionally do more damage to werewolves or undead. Thus allowing "Silver" and "Holy Water" arrows. The problem with that though, would be that you'd need a specific kind of arrow to do the effect, as opposed to the poison which could be applied to any weapon or arrow.
  14. I'm working on custom poisons for dipping arrows which have different effects. Not exactly having the arrow be silver to begin with, but the effect to do more damage to a werewolf or undead could easily be achieved via magical effects and putting a condition on the effect in-which the target would have to be a Werewolf, Zombie or Vamp or whatnot. I have a poison that turns targets into werewolves, so I don't think it would be difficult to make a werewolf killing silver poison.
  15. Not exactly what your looking for but an alternative, is creating a perk which increases the amount of ingredients you can harvest from plants. You could tie the perk to a spell to get the perk and then run around picking flowers until your heart is content.
  16. Another option, you can create a custom perk (that's hidden) which raises the number of summons you can have. I did this for a necromancer character and added the perk to a magic effect for a spell. Its kinda cool running around with 20 skeletons.
  17. Attached is a mod that when loaded has a single spell added to the game called Summon Jokerine. its a unique NPC which is offset leveled from the player by 2, so he's slightly higher level. The summon itself will last two minutes and you can use it as a novice of conjuration. Additionally, the spell itself won't improve your conjuration skill. I couldn't figure out how to get him to be initially hostile to you, as I'm not overly experienced with Papyrus, so I didn't bother to use it. He will fight you back after you start attacking him though, and the effect lasts for 2 minutes before he disappears. He also will disappear upon beating him so you don't get any of his loot. He knows Sparks and Healing and randomly will have 1 weapon between a sword, mace or axe. The Spell can be learned via a Spell Tome, which is located in the Helgen Keep on the dead mage in the cage. I figured that would allow you to get the spell from a fresh save right away to test things. Note: For some reason this forum wouldn't let me attach the .esp file, so I got around that by changing the file extension to .doc (*Admins, if this is a violation of policy, sorry I wasn't aware, just trying to help the OP here). To get it to work, its pretty simple, change the file extension back to .esp and put in your skyrim data folder along with your other mods.
  18. If you want a Greek Theatre, why not go for the whole Shabang? The following link will show a design of a Greek Theatre complete with a Skene (which is like a House backdrop that actors would use, and there would have to be a Deus Ex Machina *which isn't a reference to the Deus Ex games, but is actually the "Godwalk" where the God or Goddesses would float above the thespians on stage. Traditionally, most Greek Theatres were carved into a hillside to be able to support the super structures. Traditionally, they were quite huge able to be filled with thousands of people. http://www.daviddarling.info/images/Greek_theatre.jpg I saw your request and think its a cool and unique idea, but I just really work with spells and effects. I'm also a theatre major.
  19. Hey everyone, I've had experience modding TES games dating back to Morrowind and then FO3 and FNV. My current issue is I'm working on a spell mod for Skyrim which I'm having issues with. My goal is to have the spell summon a custom NPC dragon for 1 minute to assist the player. What I'm finding to be weird is that when I cast the spell it summons 2 of the custom dragons. 1 of them expires after a minute, the other just flies in circles above the player indefinitely. I've been playing around for about 2 hours testing things i think might be affecting it and tried to run the mod without any other mods and on a clean save as well to troubleshoot possible mod conflicts. Anyone ever see anything like this? Its a bit different from the last time i did summon modding in Oblivion where I made a ring which had a script attached to summon a unique Golden Saint and Dark Seducer to act as body guards of the the actor that equipped the ring. if you have any questions or ideas please feel free to assist and thanks. --------------------- Update: Never Mind, lol I added the keywords MagicSummonDragon and it works like a charm. Now to fine tune the dragon's stats, duration and visuals.
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