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baldy3456

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  1. So I implemented the scrip as instructed and it works amazingly! Exactly what I was looking for! Thanks again so much for the help! I will defiantly look into the Spell Siphon mod for how they were doing that other effect. So I am not sure if it is okay or not to use this forum as a back and forth chat but I am going to continue on this mod and if you have any interest in continuing to be involved in this mod we could find another location for communication. If your interest ends there here though that is okay too. You have helped a ton already and I appreciate it greatly! PS. I got a chance to look into your Card Game. It looks awesome! I really like how polished it all looks. I was wondering if you were open to me asking some of my concept artist friends from work if they felt like making a few dynamic renders of the characters for your cards? I can't promise that they will feel up to it but if you are interested it may be a fun challenge for them. Some of them have been rendering art for Magic cards for years. I would help my self but my skills are more 3D sculpting Characters, and assets and environment building. If you want to see a game I worked on outside of modding this is the last project I was on:
  2. Okay that still works I think. The target specific spells were always going to use the same casting art / Animation and would only have a unique on hit effect for Actors. So for example I want to try to have sneaking one handed fire casting make a Rune on the ground by default but if the target is a living actor is casts a burn effect at melee range. Is that a reasonable direction? This would be similar to how the Spell Siphon Mod has different on hit effects for Ground vs Living actor vs Dead Actor. I also want to thank you again for all your help and advice! I know I am pretty green but I appreciate your help a lot.
  3. Thank you! I will try to implement this on my end. It makes a lot of sense to use animation evens. Those look like they are called first and the event happens as the animation happens so that would be great! So as I continue to work on this I will be trying to implement a few other Contextual spell changes. I am curious if any of these conditions would fit with this framework or would they be too complex to implement. I am looking to use Sneaking, Dual casting (Same spell equipped in both hands) Combo (Reading the spell in one hand to change the spell in another hand), Spells can cast at and actor vs Ground vs Dead actor vs friendly / aggressive actor, and Lastly using equipped perks or abilities given through a menu after opening a custom Spell tome.
  4. Thanks for making this test! I tested it and it worked. I opened it in the editor but was unable to see the script. I could only edit the properties. That set up looks pretty similar to mine accept your properties had that Ability called out as ThisAbility. I did have my ability separate from my Fire spell. I just was using the Equip Ability field in the Magic Effect of the Custom Fire spell to apply the ability. I am assuming that having it applied with the spell unequipped is what I was missing. I was not able to se the script to see why the TestModFX magic effect's Script had to reference the ability that contained TestModFX and TestModFX02. There also seems to be some noticeable lag when switching equipped spells. Is there a way around that. I only ask because with the set up I have now the Switch is quite fast but requires a re-equip. I ran into some issues with scripts not firing with the right hand or if I equip spells across both hand (Double tapping the Quick select button)
  5. Should I use something like OnUpdate - ActiveMagicEffect? It seems like that is looping while an Effect is active. I am not sure exactly how I would change the script to account for that though. The description says to be carful to make sure the Effect is removed or this will continue to run. Is this something that would be bad practice to have running? It also looks like there is is an OnBeginState and OnEndState event that may be useful.
  6. Okay so the scripts are working but only on equip. So if I equip the Custom flame spell while not sneaking it is equips. If I equip the same spell while sneaking it forces the Custom Rune spell. The opposite happens when equipping the Custom rune spell. Also the spells adding the Ability works. I did not have to add that in with commands. I did add the Rune spell though. I will test if this works with out adding that in my spell list. How do I have this work outside of forcing the player to re-equip? The Function I am looking for is I equip this spell while not sneaking and when I sneak it forces the new spell to equip with no button presses. Thanks again for the help though this is the farthest I got and very promising.
  7. I have sett everything up as described above and I am running into an issue. The magic effect is not changing when I sneak. I set them to visible in UI and I only seem to get the Sneaking == 0 one and never the Sneaking == 1. I am not sure where I am going wrong. It could be in the setting on the magic effects or in the condition. The Magic effect Condition for Sneaking True is Target PL, Function Name IsSneaking, Function Info NONE, Comp ==, Value 1.00, AND. That seems correct to me but I can not get this to work. I know the ability is equipping too because the Sneaking equals false shows up with the spell equipped.
  8. Thanks! I got to check out your mods. Many of them seem like great changes to the game. I think I am going to use your encumbrance mod as it makes a lot of sense and functions like Fallout if I am not mistaken. I really appreciate Quality of Life mods. They tent to have a huge impact while playing. In response to using Radial menus. While I like that better than the Favorites menu I started this mod from a similar viewpoint of the Spell Siphon mod. Playing with magic and manually picking my next spell always bugged me a little. There is something special about Spell Siphon that made magic feel complex and dangerous. I am trying to capture that but avoid some of the confusion and lore bending they had there. (I am a controller user for Skyrim so many menu mods don't cut it for me) I cant remember the name of the mod off the top of my head but there is a mod that allows up to 8 quick select button combinations for the controller and I like using that. The goal of this mod is to boil the base set of default spells down to 10 equippable spells. Necromancy, Daedra Summoning, Bound Weapons, Fire, Ice, Lightning, Poison, Illusion, Alteration, and Restoration. I would shift some things around like Wards go into Alteration (Literally taught to the player by Alteration Master). I want to give each spell offensive capabilities so players can specialize entirely if they want without hiding in a corner for fights. I want to replace all spell tomes with New Books that bring up a menu to either give the Base spell (Default Behavior) or Bind the spell to its respective Architype spell. Also the player wont eat the Book anymore. Instead I intend to make custom covers for each Base game spell tome and the tome will persist and always bring up that menu so the player can unbind the spell and use default behavior whenever they want. Some of this is just quality of life like Necromancy is a Concentrated Aimed Absorb Health, Magica, and Stamina, and soul traps living enemies and reanimates, heals, and buffs dead thralls. This full spell is only unlocked with all of the Tomes read and bound. Others like Conjure Daedra are more interesting effects. I intend to have this spell summon a portal to a Daedric Realm (Rune or Fire Wall like Behavior with Concentration casting to keep it up) This portal will damage health and magica in an area and summon specific Daedra based on the other equipped spell Combo and heal and Buff those Daedra. I also plan to have a Base (No Combo) summon that can be changed using Tomes. ei Player starts with a scamp can replace with Dremora or Daedroth. Each Spell will be changed by the base Perk Tree Novice to Master. So You start with one weak scamp and end with several strong ones or alternatively One weak Dremora and end with 3 Dremora Lords. So with 8 of these 10 spells in the quick select the player will be able to summon up to 8 different Daedra while still having two offensive or defensive spells equipped. If I expand that to add sneaking and dual cast conditions that goes up to 24 types (Not sure if I want to commit to that many though). This all seems pretty complex but it is based off the same mechanics mostly. After I get this base mode change and conditional stuff working I can propagate it to all of these concepts. This will take a while I imagine but it looks like I may be getting some scripting help from someone who is familiar with Modding Skyrim (Sister's Boyfriend engineer). If you know of anyone interested in something like this I could always use the help on the tech and implementation side. I can then better focus on the art and design side of it.
  9. Thanks you soooo much dylbill! This all makes a lot more sense to me now. With the properties I was unsure if I could change the "SpellRef" portion of that line. It seems like "Spell Property" is what exposes that in the property window for the script. Still unsure what the "Auto" means. The sneaking seems like it will be the more strait forward condition as that is a Boolean state. I am having issues finding scripting references that detect the moment a spell is being dual cast. ( Right and Left hand equipped with the same spell triggered at the same time) If I do find that reference would that play out the same? It may be awkward as it may force the player to recast after the new fire ball spell is equipped. I may have to settle on detecting if both hands have the same spell equipped which is not quite what I had in mind. I do have plans to change spells based on right hand left hand combos which would use a similar system that detects what spells are equipped and changes some of the spells to unique variants. An example of this would be a Ward spell will cast Fire cloak if fire spell is equipped and Fire cloak is unlocked. The general point is to remove the need to interact with menus at all during combat and make magic a little more explorative. Thanks again so much for helping me work my way through this. I am a game artist professionally and this is all adjacent to my work but I am not very skilled with scripting, especially in this engine. I have plans to add all of the Lesser Daedra with custom art (Which is my actual skill set) The system I have in mind for Daedra Summoning hinges a lot on this "Combo" Concept so the player can cycle through different summons mid battle without opening a menu. (Fire spell + Daedra Summon = Flame Atronach) Here is an example of some of my work on other mod projects: https://www.nexusmods.com/skyrim/images/713397
  10. Thanks again. So I am switching gears from testing on test effects to the ones I really want. I have a custom copy Base Concentrated Aimed fire spell and I made a custom Ability with a custom scripted magic effect. the fire spell applies that ability. The ability will detect if the player is sneaking or dual casting and force an equip of specific spells. (Fire Ball for Dual casting Fire Rune for Sneaking) I have my script started with exposed properties for the two spells I am trying to equip and the caster who I will set Caster = Game.GetPlayer(). I have some variables called out which are: bool bSneaking = False, bool bDualCasting = False. I am unsure if I am supposed to use Event OnEffectStart. This is a script that will be running for as long as the spell is equipped. (Im not sure if this is bad practice). I do know that I will need to have event end if sneaking is false and end if dual casting is false. I know I will need to run an equipspell function if either are true. I am not sure if my properties are set up correctly so I can call each spell to I am equipping individually (Do they need unique names in the properties?). I think I need to make a check for if I have a spell equipped and what spell that is and make a variable to specify to only replace a the specified spell (light or left hand equip). I am a little frozen to start the Event section of the script as I am still very new to this. Here is what I have so far. ;======================================================================================;; PROPERTIES /;=============/ Spell property SpellRef auto{The name of the Stealth spell to swap to. (REQUIRED!)}Spell property SpellRef auto{The name of the Dual Cast spell to swap to. (REQUIRED!)}Actor Property Caster Auto ;======================================================================================;; VARIABLES /;=============/ bool bSneaking = Falsebool bDualCasting = False ;======================================================================================;; EVENTS /;=============/
  11. Thanks dylbill! I was starting to understand that my self as I tinkered with it. This is exactly how the Spell Siphon mod Works which I glossed over stupidly. I have been having an issue finding reference for a function that forces the player to equip a spell on the Creation Kit web site.
  12. Hello! I am looking for any advice on spell conditions and getting conditional effects similar to the Spell Siphon mod. I am fairly new to using the creation kit and I know this is pretty advanced stuff but I figured if I could start a proof of concept I could drum up interest in this Mod Idea for someone more experienced. I am working on a mod to condense many of the spells into a smaller list of Aimed Concentration spells that are contextual to payer state and target and evolve with perks added by reading tomes. The base concept came from the Spell Siphon mod with the Concentrated (or Shield) Light spell that changes to a ward when the player enters combat. It really frees up quick select buttons by grouping spells by their use and context. (I am aware they actually force a spell equip and a recast on some effects) An example of something that I almost have working is a Necromancy Conjuration spell that starts as a weak absorb Health Stamina and Magica that can soul trap living NPCs and also resurrects dead NPCs and Heals and Buffs them. All of the all of the tertiary effects will be activated in the spell by perks awarded by reading the corresponding spell tomes. All of this hinges on some way to turn effects on and off based on conditions... It think. That is at least what I thought after doing a lot of research. I know I will have to get into scripting and I have already started working on it with the Reanimation portion of the conjuration spell. To start on a very simple footing I am trying to get a test Concentrated Aimed spell that casts flames by default shock when sneaking and frost when aiming at a dead NPC. I set the spell conditions for the fire to (Condition Function "IsSneaking" == 0.00 to run on Player) for Shock (Condition Function "IsSneaking" == 1.00 to run on Player) and for Frost (Condition Function "GetDead" == 1.00 to run on Target). The base spell works with flames but Sneaking does not switch to or add shock and targeting a dead NPC does not switch to or add frost. I know I am missing something fundamental here but I can't find out what it is. I am getting a warning saying "Failed to get owner quest for unowned conditions" I am unsure what that means exactly. Any help would be appreciated. PS. If anyone is interested in getting involved on the technical side I have a design draft of almost every spell and how they would work in game. I am willing to integrate input or ideas and have no problem sharing credit or even just being a contributor. If you have skills and are interested let me know and I can elaborate on what I have planned and we can get in contact.
  13. Thanks maxarturo! this advice is very helpful. It went a little over my head with the xMarkerActivator. I will have to look that up but I think I see what you are talking about. I have been playing around with it for a little while and after looking at some other spells and shouts I was starting to understand I could not avoid scripting. As far as the first thing you mentioned it seems similar to the Soul Tear wait for death scripted magic effect. It is a little different but they are using a duration after NPC death to cast a fire and forget reanimation spell on the body. I was hoping I could write a flexible script that I can tweak the amount of time required of uninterrupted casting contact to reanimate the body. This is more of a balance and player affordance thing. I may even have a magic effect fire of some FX when the player is safe to stop casting without the reanimation animation being interrupted spell failing. I have been holding off from modding in the engine as there is so much nonsense and hard coded stuff in Bethesda's gamebryo engine (Especially when Skyrim was made). This mod may take me while as I am still super new to using the Engine. I just got inspired after playing Spell Siphon and both loving it and stressing out that I did not know what spell my character was about to cast. "Okay bound daggers... nope exploding invisibility" lol. It was honestly the simple contextual Light to Ward spell that peeked my interest.
  14. Hello! I am very new to modding in the creation kit but I do have have skills with other game engines like Unity and Unreal engine. I am a Game Artist by trade so this is all familiar but slightly out of reach for me. I am looking for some help or guidance on the magic system in the creation kit. I am looking for some advice on making a Concentrated Aimed Reanimate spell. The ultimate goal is to condense several spells into one useful one that evolves as you unlock perks similar the Spell Siphon mod by Arctal but much much simpler. This means I would like to give each magic school some offensive spell to start with that is more active than Conjure or Frenzy and hide. I am working on an Undead Conjuration spell first that starts off as absorb health magica and stamina, soul traps and reanimates dead creatures and NPCs. I have made it to the point where I have a Concentrated Aimed spell that absorbs Health, Magica, and Stamina and soul traps. The reanimate magic effect is tough though. I have it on the spell at the minute but it obviously just spams the effect on the body over and over which is expected from a concentration casting type. I am pretty new and just getting into scripts and conditions but I understand scripting a little bit from other engines and I think I understand what I need to do but I am having trouble figuring out how to do it. If the conditions function like I think they do I just need to apply a perk or magic effect to the corpse on the first hit from the concentration spell that makes the next hit resisted while the body is reanimating. If anyone has some clear advice on how to set that up with the conditions menu or even point me in the right direction with scripting that with Papyrus I would be very grateful! PS. My ultimate goal for this effect is that the spell would require constant aimed contact until the Reanimate animation is just about finished. But one thing at a time.
  15. I am a character artist and I am looking for skilled people willing to collaborate on a set of costume lore friendly creatures for a Skyrim mod. I am mostly looking for a Tech artist who is willing to skin and if possible rig a set of creatures I am working on. My optimistic vision for this mod would be custom creatures with custom skeletons and custom animations. I know that is a lot to ask for but I have played a lot of the custom creature mods and a lot of them look great but not many really stay consistent to the style of the game and even fewer actually add custom animations and powers to the creatures. Now I would really like a collaboration with more than one person. So I would also like to hear from an Animator, someone who can script and program in the Creation Kit, and someone who is familiar with setting up mods for easy NMM instalation, also someone who could manage a Nexus mod page. But if you do not posses these skills and you think you could help out somehow even if it is creature suggestions or help with the lore or something else then feel free to comment or message me. This could be an awesome mod with content to rival official DLC content quality. I plan on this being a continuing process so there is not a super tight deadline or any thing. I would be releasing new content as it gets finished and updating the mod to showcase them. My scope for now is small but the more support I get the more content we could make. My lowered expectation vision of this mod would be custom characters skinned to existing similar rigs. I have more WIP models and I am really just looking for some motivation to finish them. This Example is not final yet but it is here for a sample of my work and to show the style I am trying to hit. I plan on adding more fur and maybe adjusting the hooves and horns to match a tundra type bovine. If you are interested send me a message and I may ask for some examples of your work to see what I can expect. If you want some older examples of my work, this is my portfolio blog I made after college here. That page reflects my skills out of college. I have been too busy lately to make an updated portfolio with work and life and stuff. I assure you my skills have improved since then. I will be updating this Topic with new renders and more creature examples to bring more attention to this mod. Thanks
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