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SeraphimKensai

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Everything posted by SeraphimKensai

  1. My mod is compatible with all the ones you listed as of v0.3 as you simply listed three mods by Enai. My mod doesn't replace anything and adds spells to the game, so only thing it wouldn't be compatible would be a mod that eliminates magic, blows up the Bannered Mare, or blocks leveledlist distribution. Sadly I'm too busy to create an entire new mod to make all your ideas into tangible curse effects in the game as as you pointed out I have some polishing to do on my own work. I'll leave you to learn to make your own mod a reality. Hopefully you find some time to learn how to make a mod and are able to complete it.
  2. I like the idea of curses, and have a couple curse like effects already implemented in my SSE mod linked below. They are Jwengu's Cursed Mask, and Contagion Winds. The first magically forces a cursed mask on to a target that has stat drain on the equipped actor. The second is a cursed disease that spreads from NPC to NPC, eventually infecting everyone exposed aside of the caster.
  3. Merry Christmas everyone, As a gift to unwrap for your consideration is the new version of my spell pack Synthesis Redux, version 1.6. This update adds around another 30 or so spells bringing the new spell total up to 177 spells. Some of the new highlights include novice cantrips that scale with skill level, and a new clone based spell that summons three clones, in which the player's stats are split between all the clones. As always, have fun and enjoy. Feel free to endorse or tell people about the mod if you feel inclined to do so, if not no pressure. If you have any ideas that might thematically fit within this let me know as I have a work plan laying out as of now about another 15 or so spells currently for future versions. If you'd like to review the mod please feel free to do so just send me the link, so I can share it. Otherwise feel free to upload related screenshots as well. Thank you, and once again Merry Christmas. -Seraphim Kensai
  4. So I checked into this and found: https://www.nexusmods.com/skyrim/mods/86623, I haven't checked to see if it will work for SSEdit, but it very well could, and that way you can at least get access to the scrolls themselves. That doesn't address how your character would get them though in game. As I think about this, I'm thinking my interest is turning more into the ability to infuse a scroll or something like a sigil stone with a spell to be able to activate and release the magic within at a later time. Hopefully the linked mod at least gets you scrolls as it claims to be able to.
  5. https://www.creationkit.com/index.php?title=IsDetectedBy_-_Actor IsDetectedBy works, the only issue is it essentially quasi wakes up the actor to make them consider running a detection check.
  6. In the mod in my signature you can do both 1 & 3. Otherwise there are also summonable enchanted weapons but they aren't sentient. To accomplish 1, there are traditional buff/debuff spells that target another actor, otherwise there's a power to redirect a self buff onto an actor your aiming at. For 3, there's currently three summonable turrets, one blasts actors with lightning, one gives them magical armor, and another heals them.
  7. I have on my list of things to do with my mod to write a spell to transfer a spell to a scroll a means of a mage preparing spells ahead of time to use later. I'm not personally into the tome to scroll aspect that you mentioned, but to each their own as I could see it being useful for some role-playing based builds so hopefully someone makes it for you.
  8. Got an example of how to make the necessary maintenance script? Would you attach that directly to the actor itself as well or to the effect?
  9. Check out a vanilla script you can load onto the item itself disablehavokonload. I use it to create floating miscellaneous objects for various effects.
  10. A mod author on Reddit has been working on this for the last week or two. Its apparently pretty much done, but they are testing it before release.
  11. If you're on SSE by chance my mod in my signature has spells to redirect an essential toggle onto the player so you can survive a killing blow just fine.
  12. You can right click on the duplicate and click view uses, and then add your original actor in all those spots then right click your duplicate again and click delete. Save and reload. Presto.
  13. Hmmm I would then try to.rule out if the problem is with your NPC or spell. To do so in the magic effect, replace your custom npc with a vanilla actor. If the spell is still crashing the game it's possibilly your spell but realistically if your using the summon archetype and no scripts the likelihood of that is minimal. Does your NPC work when not summoned fine? In the actor's file for it do you have a flag checked for summonable?
  14. I've created custom NPCs and summon spells before with no issue. Post your script and we can check it out. Also are you summoning via the Summon Archtype effect or a place the/MoveTo script command?
  15. That's what I'm noticing about some of the SKSE functions. I'm still new to scripting for SKSE functions so I'm learning quite a bit, but there's a lot of them that appear to be able to add some useful functionality.
  16. Ordinator has bone including skull collection.
  17. Alright, so I got home from work and got to work so to speak on this issue and I have good tidings: A couple things, Defining a Voicetype Property and attempting to use "akActor.GetRace().SetDefaultVoiceType(VoiceType)" only compiles if you run a 0/1 bool in front of the property parameter, so it needs to look like akActor.GetRace().SetDefaultVoiceType(0, VoiceType) *For Male Actors* or akActor.GetRace().SetDefaultVoiceType(1, VoiceType) *For Female Actors*. That will compile, the issue then however in testing is it doesn't seem to really do anything. This was some cause for alarm and I grabbed a stout from my fridge and sat back down. I switched it up and tried "akActor.GetActorBase().SetVoiceType(VoiceType), and it worked. Mind you this is for SKSE only, and will not work without SKSE. So if you look to this code snippet: If PlayerRef.GetActorBase().GetSex() == 0 akActor.GetActorBase().SetVoiceType(MaleVoice) EndIf If PlayerRef.GetActorBase().GetSex() == 1 akActor.GetActorBase().SetVoiceType(FemaleVoice) EndIf Assuming you define PlayerRef, MaleVoice, Female Voice and akActor for that matter, you can use the preceding to change the voice type of an actor by using its actorbase to whatever you want, mind you in my example I have a condition that gets the Player's gender, and then makes the akActor change their voice to the defined MaleVoice voicetype, or FemaleVoice depending on player gender. There isn't exactly the most documentation for the usage of SetVoiceType or SetDefaultVoiceType for that matter as they are both SKSE functions, but this hopefully helps people interested understand it a bit more.
  18. Thanks I'll let you know if it works. This looks promising, as I am trying to change an actors'voice as part of a spell effect. I won't know for sure until I'll get home from work in about 4 hours or so, but I'll give it the old college try. Thanks for your insight regarding this issue.
  19. Ah. Well I guess after I get off work, I'm going to stumble around some more and try and figure out how to parse and compile it, as I haven't figured out all the parameters to get it to work.
  20. Hello once again folks, I'm working on a script that is attempting to change an actors' voice and was confused about how to go about doing it. I'm aware under CreationKit.com the Race Script controls many of the flags associated with various actors such as what voice they use, but those particular pages in the CK wiki don't have a lot of information (essentially the pages are pretty much blank), and I wasn't able to readily find much information elsewhere. So given all that does anyone have any knowledge how to change voice type in papyrus? As usual, thanks for any help you can provide.
  21. Any magic effect made into a spell that is listed as a Power has a 24 hour cooldown already. Lesser powers don't have that cooldown. Otherwise to make more specialized cooldowns you'll need to run a script which you can design for the purposes of a cooldown in several ways. Off the top of my head the old Ningheim race mod had a power that you could cast twice a day as opposed to once a day.
  22. You could make a custom script that uses an animationevent to register the drawn animation and then make it so when that occurs something like candlelight is cast automatically, and expunged when you sheathe the sword. Creationkit.com's pages on registering animation events would be a good place to start.
  23. You're going to have to verify the actual script language to make sure they soawn on your intended target and not the normal boss. I would suggest making a similar custom script as opposed to a vanilla script myself. That said for your summoned NPCs make sure they have the appropriate factions for what you're looking for as well.
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