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Shivzz0119

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Everything posted by Shivzz0119

  1. Unfortunately there is no way to add an enchantment directly to the player... it HAS to be learned by disenchantment which unfortunately limits your options to the ones you have above
  2. You need to go into the Creation Kit and edit the interior by adding a bed or whatever you want... but be careful as you may need to reconstruct the navmesh (path character's are allowed to walk around inside) as it will most likely be placed on top of some that is pre-existing. As for tutorials... that depends are you familiar with the creation kit or just starting out?
  3. Yes, you need to use what's called a "package" and assign it to the dragon that makes him stay at the perch. Can't remember of the top of my head but it may be a "UseFurniture" or "Sit" package. Remember to edit the conditions so that he stays there no matter what for an indefinite amount of time, even during combat
  4. Hi, yes you have the right idea. You could use an onActivate() function to each NPC that shows the user a pop-up box and then script that box to do the commands when you click on them. e.g. when the player clicks dismiss, you'd just write something like self.kill() as an example.
  5. If I were approaching this, I would create a character/NPC with a package or place them in a quest in which they are given instructions to kill a character. Then have something trigger the script that spawns the and have them evaluate their package.
  6. Have you tried using scripts? Character's speed in Skyrim is set by a modifier aptly named SpeedMult and its an actor value. If you're comfortable with scripts, you should be able to run a script that modifies this actor value on the rune.
  7. I believe simply deleting the LOD for your worldspace should work as it won't have a file to reference when rendering LOD in game.
  8. Have you correctly set the function to an ACTOR property?
  9. Many times Skyrim actually does this in the back-end using functions Enable() and Disable() at certain times which makes characters pop in and pop out of existence and its really common. For example making Alduin show up at certain times to fight the player. Here's some useful links to get started. https://www.creationkit.com/index.php?title=Enable_-_ObjectReference https://www.creationkit.com/index.php?title=Disable_-_ObjectReference https://www.creationkit.com/index.php?title=Category:Tutorials - List of beginner to advanced tutorials for modding/scripting (V. useful)
  10. You could try adding a script to the actor that adds/removes the perk from their List based on if their enemy has the keyword "ActorTypeUndead"
  11. I would think this is the only line you would need, but just to check go to his actual REF_ALIAS and make sure his essential box isn't on. If this serves me correctly, he will be essential while he is in this alias. And remove the semicolon as this makes whatever you've written a comment. Instead of explaining - i'm just going to link to this excellent CK wiki tutorial instead to clearly illustrate how to go about doing this.
  12. When reading this for the first time, to be honest I was really quite confused so i decided to make a summary or easier outline of sorts. You'll see that by doing this, the problem and all possible solutions become much clearer. TRANSFORM SPELL Negative side effects to player after transformationDone by using different magic effects, 2 most important are ME1 and ME2ME1 Main effectDoes transformationOnce worn off, others take place (NOT ME2) to trigger negative effects (we'll call these NMEs)Once all NMEs have worn off, player can cast spell again.âIf player is stubborn and casts it anyway, activate ME2ME2 Same as ME1 but with more negative side effectsONLY ONE should be activated based on conditions. Not simultaneously. Right then! Although there are many ways of doing this, I'm just going to give the one that I find easiest, and as you've stated your a beginner at papyrus so no need for anything to challenging. On a NME (only needs to be put on 1 if they all end at the same time, or perhaps the one with the longest duratiob as this marks the final end of the negative effects) make a script which looks something like this*: 1 global property - let's call it PlayerSufferState OnMagicEffectStart() PlayerSufferState.SetValue(1) ; player is experiencing negative effects now OnMagicEffectFinish() PlayerSufferState.SetValue(0) ; player is done experiencing effects Then on ME1: Make a condition that it will only run if PlayerSufferState is set to 0. It will of course be 0 be default. Do the same on ME2 but make it so that it will only run when PlayerSufferState is equal to 1. And don't forget to add a OnMagicEffectFinish() to the NMEs to make sure they only run when ME1 is finished (you can use a global for this as well) Like I said previously, there are many solutions but I believe this one is the most simple and less script-y etc. * Not exact papyrus! Just a guide :)
  13. The Elder Scrolls V: The Yokudan Ascendancy. Plot: The Yokudan Ascendency is a large-scale Quest mod for the Elder Scrolls V with releases planned for Legendary (regular) and Special edition. In this story, the player is promised 11 action-packed carefully crafted & interesting main-story quests as well as a shorter and less-extensive lore based storyline. Main questline: In this questline, the player discovers the mystery behind a dragon seeking to end all of Nirn – and this time not even the dragonborn can stop him. Discover the secrets behind Kronolyia – the realm of Akatosh and the final resting place of all deceased dragons. Become his champion, serve him loyally and discover true meaning of what it means to be “The last Dragonborn” and uncover the lost lore and secrets of the Aedra. Grow your power as dragonborn, unlocking raw, untapped power gifted to you by your creator and become the strongest mortal who ever lived. Lore Questline: After the events of the Dragon/Main Questline, the dragonborn faces a new threat. The Yokudan Ascendency’s oldest enemies – The true Descendants, a group of warriors from Hammerfell that arrived in the second Era in search of mythical Aedric Artefact said to be crafted by the divines. Both groups searched for it, but the stubborn and isolated ways of the Ascendency and the relaxed ways of the warriors clashed. The Yokudans eventually retreated back to their home in Oaksmere and the warriors assimilated into Skyrim culture and settled in the province, running Skyrim in the shadows from behind the scenes. Now, they have returned, and attempt to put an end to the Ascendency for the last time. In this questline, the tense history between the two groups are revealed as the dragonborn seeks to eradicate the latest threat to the Ascendency. Other details: The story attempts to explore the history of Yokuda and the migration to Tamriel that led to the Redguards of Hammerfell. Shedding light on their ways of life, their religion and everything that makes the redguards one of the most distinctive races of TES lore in terms of culture and history. Every character in the mod will be fully-voiced, each having their own unique character and personalities and can be interacted with or ignored if the player chooses. The mod uses a huge advanced radiant system to generate a large amount of radiant quests with some shared between characters and some character-unique – in total around 50 radiant side quests only available at certain points throughout the story. There are also non-radiant 1-time only side quests for minor characters throughout the mod. Each individual radiant quest has 5 randomly generated emotions that influence the outcome and dialogue of each character for a quest. In rare event the player gets the same quest multiple times, the chance of them hearing the same lines are rare. The same radiant quest to generate scenes and greetings between characters using relationships and factions to determine a group of randomly-selected lines to be said at any point during a conversation. For example, when a high-ranking member speaks to a low-ranking member they’re dialogue will be different if they speak to someone within the same rank, but these will both be different if the two characters happen to be friends. The mod attempts to add an attempt of spontaneity, escaping from the sometimes fixed environment vanilla Skyrim can sometimes unintentionally create – characters’ decision will often be influenced by certain actions the player makes during the story, for example, whether Alduin has been defeated yet or not. The mod also comes with marriage opportunities, follower opportunities, trainers and more, creating an overall interesting and fun gameplay. Features: Custom Weapons and Armor (meshes and textures) Custom Archetecture & interior meshes Well-designed dungeons to explore throught the story line Over 30 fully voiced NPCs New worlds/ realms New, unique and powerful spells and shouts (Tries to be) Lore-friendly New followers, spouses, and trainers A brand new faction to join with a handful of characters and history to be uncovered Well-designed and fitting rewards for quests How can you help? (Any skill level/experience welcome!) Due to the large nature of the mod, I have decided to keep this page as short as possible. Therefore I have decided to include this short list below and all other enquiries can be posted in this forum or I’ll be accepting DMs. PRIORITY: WRITING. As previously stated, the mod is very large and although possible, it can be very tedious and time-consuming for a single person to write scripts for all the characters with different emotions and tones. Therefore we ask for assistance in order to allow us to write such complex scripts in a reasonable amount of time. Currently writing remains the top priority in the project. Level designing: Assistance in creating interesting and creative levels to clear and uncover throughout the mod. Voice acting: Please DM me or Post in the topic as we have yet to set up the required links and audition pages. Also, due to the large number of characters, we decided it best to not post them individually and instead allow people to tell us what type of voices they can perform. Modelling & Texturing: Assistance needed in creating custom assets for mod. If you think you can add anything to the mod, even if not listed please do not hesitate to DM or post! ALL help is wanted! Thanks!
  14. The Elder Scrolls V: The Yokudan Ascendancy. Plot: The Yokudan Ascendency is a large-scale Quest mod for the Elder Scrolls V with releases planned for Legendary (regular) and Special edition. In this story, the player is promised 11 action-packed carefully crafted & interesting main-story quests as well as a shorter and less-extensive lore based storyline. Main questline: In this questline, the player discovers the mystery behind a dragon seeking to end all of Nirn – and this time not even the dragonborn can stop him. Discover the secrets behind Kronolyia – the realm of Akatosh and the final resting place of all deceased dragons. Become his champion, serve him loyally and discover true meaning of what it means to be “The last Dragonborn” and uncover the lost lore and secrets of the Aedra. Grow your power as dragonborn, unlocking raw, untapped power gifted to you by your creator and become the strongest mortal who ever lived. Lore Questline: After the events of the Dragon/Main Questline, the dragonborn faces a new threat. The Yokudan Ascendency’s oldest enemies – The true Descendants, a group of warriors from Hammerfell that arrived in the second Era in search of mythical Aedric Artefact said to be crafted by the divines. Both groups searched for it, but the stubborn and isolated ways of the Ascendency and the relaxed ways of the warriors clashed. The Yokudans eventually retreated back to their home in Oaksmere and the warriors assimilated into Skyrim culture and settled in the province, running Skyrim in the shadows from behind the scenes. Now, they have returned, and attempt to put an end to the Ascendency for the last time. In this questline, the tense history between the two groups are revealed as the dragonborn seeks to eradicate the latest threat to the Ascendency. Other details: The story attempts to explore the history of Yokuda and the migration to Tamriel that led to the Redguards of Hammerfell. Shedding light on their ways of life, their religion and everything that makes the redguards one of the most distinctive races of TES lore in terms of culture and history. Every character in the mod will be fully-voiced, each having their own unique character and personalities and can be interacted with or ignored if the player chooses. The mod uses a huge advanced radiant system to generate a large amount of radiant quests with some shared between characters and some character-unique – in total around 50 radiant side quests only available at certain points throughout the story. There are also non-radiant 1-time only side quests for minor characters throughout the mod. Each individual radiant quest has 5 randomly generated emotions that influence the outcome and dialogue of each character for a quest. In rare event the player gets the same quest multiple times, the chance of them hearing the same lines are rare. The same radiant quest to generate scenes and greetings between characters using relationships and factions to determine a group of randomly-selected lines to be said at any point during a conversation. For example, when a high-ranking member speaks to a low-ranking member they’re dialogue will be different if they speak to someone within the same rank, but these will both be different if the two characters happen to be friends. The mod attempts to add an attempt of spontaneity, escaping from the sometimes fixed environment vanilla Skyrim can sometimes unintentionally create – characters’ decision will often be influenced by certain actions the player makes during the story, for example, whether Alduin has been defeated yet or not. The mod also comes with marriage opportunities, follower opportunities, trainers and more, creating an overall interesting and fun gameplay. Features: Custom Weapons and Armor (meshes and textures)Custom Archetecture & interior meshesWell-designed dungeons to explore throught the story lineOver 30 fully voiced NPCsNew worlds/ realmsNew, unique and powerful spells and shouts(Tries to be) Lore-friendlyNew followers, spouses, and trainersA brand new faction to join with a handful of characters and history to be uncoveredWell-designed and fitting rewards for quests How can you help? (Any skill level/experience welcome!) Due to the large nature of the mod, I have decided to keep this page as short as possible. Therefore I have decided to include this short list below and all other enquiries can be posted in this forum or I’ll be accepting DMs. PRIORITY: WRITING. As previously stated, the mod is very large and although possible, it can be very tedious and time-consuming for a single person to write scripts for all the characters with different emotions and tones. Therefore we ask for assistance in order to allow us to write such complex scripts in a reasonable amount of time. Currently writing remains the top priority in the project. Level designing: Assistance in creating interesting and creative levels to clear and uncover throughout the mod. Voice acting: Please DM me or Post in the topic as we have yet to set up the required links and audition pages. Also, due to the large number of characters, we decided it best to not post them individually and instead allow people to tell us what type of voices they can perform. Modelling & Texturing: Assistance needed in creating custom assets for mod. If you think you can add anything to the mod, even if not listed please do not hesitate to DM or post! ALL help is wanted! Thanks!
  15. I'm not completely sure but I believe you can use GetEquipped/GetSpellEqupped and set it to run on combatTarget then have it so that it is Fireball01, OR Flames etc... which should work. For the part about invisibility, after they say the line you would need a script to either force them to cast an invisibility spell, or set their alpha low enough so they appear faded out.
  16. Did you try loading from a save that you had before you made the changes?
  17. That's exactly what I thought at first for all of them. Except when I use hatm_0.nif and hatm_1.nif on my male Nord his head disappears...possibly they are for females. Is this in-game? I know sometimes the CK can be weird and disappear heads in the render/preview windows. Yes, in game. My end goal is to use Cabal's Wolf Armor and Skyforge Weapons as Ebony without an esp. Wolf armor and weapons with Ebony stats. I have been successful with all weapons and all armor pieces except for the helmet. Are you importing the models using the ArmorAddon? I'm using vanilla Bethesda meshes for wolf armor and weapons unless Cabal had some, don't remember. Then CT77 and Gamefever UUNP for female armor. Never heard of ArmorAddon. When you want armour into Skyrim you need to add them via Armor Addon, which just tells the game how it fits on a NPC. https://www.creationkit.com/index.php?title=ArmorAddon If it is not working properly, this could be why.
  18. That's exactly what I thought at first for all of them. Except when I use hatm_0.nif and hatm_1.nif on my male Nord his head disappears...possibly they are for females. Is this in-game? I know sometimes the CK can be weird and disappear heads in the render/preview windows. Yes, in game. My end goal is to use Cabal's Wolf Armor and Skyforge Weapons as Ebony without an esp. Wolf armor and weapons with Ebony stats. I have been successful with all weapons and all armor pieces except for the helmet. Are you importing the models using the ArmorAddon?
  19. Glad I could help :cool: By the way, for future reference all you're doing is adding an effect shader to a object reference, which basically causes the said object to exhibit a certain way as it takes its model and applies the texture to it. It's the same thing that causes people in Sovngarde to have a heavenly glow around them. The AbGhost just adds it as a spell :)
  20. Could you try and use the story manager? Such as when someone says something an event is fired of causing the NPC to react?
  21. I would advise using the creation kit.
  22. I'm not quite sure, but would you consider using a script that tests whether the dead NPC has items more valuable than x amount of gold, then if true, the NPC takes it? That's what first came to my mind
  23. It's a destroyed Dwemer dungeon, so meshes are not align with each other, some are submerged others are in an angle, something like after a big earthquake. I'm going to delete and reconstruct all the end of the cell, as my last option since i've try everything else (duplicate cell, copy-cut to a new cell) I was just wondering if anyone knows anything about this because i was unable to find anything on the web. Sorry you have to rebuild it. I've never seen this before so I would assume its some sort of bug.
  24. Well in my experience, all you need to do is add a magic ability, I think it's called "AbGhost" or something of the sorts to the spriggan and they will take the spectral form.
  25. Yes. There is an actor Value associated with this called "MagicResist" from hostile/enemy spells. You can use "Entry point functions" - see https://www.creationkit.com/index.php?title=Perk_Entry_Point
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