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Nightman0

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  1. What is the normal process for having 2 people work on the same esp so that both can work at the same time and be able to see what the other has done. Is this usually just merging 2 esps every time someone works on it or is there a simpler solution to this? Thank you guys!
  2. Hello, Is there a way increase the sell/buy price for specific items? Perk entry points only allow conditions to based on the perk owner and the merchant. Nothing with the item being sold.
  3. Very simple, though the onhit event is fairly intensive. The script you posted makes very little sense in the way it is written. Distinguishing between right and left handed weapon does nothing here and the onhit event already takes that into account. It tells you what weapon hit the target. Here's essentially what you'd want. Scriptname StaggerOnHit extends activemagiceffect SPELL Property stspell1 Auto SPELL Property stspell2 Auto SPELL Property stspell3 Auto SPELL Property stspell4 Auto SPELL Property stspell5 Auto SPELL Property stspell6 Auto SPELL Property stspell7 Auto SPELL Property stspell8 Auto Keyword Property WeapTypeBattleAxe AutoKeyword Property WeapTypeBow AutoKeyword Property WeapTypeDagger AutoKeyword Property WeapTypeGreatsword AutoKeyword Property WeapTypeMace AutoKeyword Property WeapTypeSword AutoKeyword Property WeapTypeWaraxe AutoKeyword Property WeapTypeWarhammer AutoActor Target Event OnEffectStart(Actor AkTarget, Actor AkCaster)Target = AkTargetEndEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) weap = aksource as weaponif weapif weap.haskeyword(WeapTypeBow)stspell1.Cast(akAggressor, target)EndIf if weap.haskeyword(WeapTypeDagger)stspell2.Cast(akAggressor, target)EndIf if weap.haskeyword(WeapTypeSword)stspell3.Cast(akAggressor, target)EndIf if weap.haskeyword(WeapTypeWaraxe)stspell4.Cast(akAggressor, target)EndIf if weap.haskeyword(WeapTypeMace)stspell5.Cast(akAggressor, target)EndIf if weap.haskeyword(WeapTypeGreatsword)stspell6.Cast(akAggressor, target)EndIf if weap.haskeyword(WeapTypeBattleAxe)stspell7.Cast(akAggressor, target)EndIf if weap.haskeyword(WeapTypeWarhammer)stspell8.Cast(akAggressor, target)EndIfEndif EndEvent You'd have to make 8 different spells that have the magnitudes you want and line set the properties correctly. Honestly, instead of stspell1-stspell8, maybe call them stspellBow, stspellDagger, etc. for simplicity's sake.
  4. Okay, another issue I've run into. I am trying to make a giant beam of light appear during the day of the revenant. To that end, I have placed a moveablestatic in the world at the altar's location. I have a quest trying to fill an alias with a alias fill type of Location Alias reference, much the way the Civil war adds objects. The problem is when the quest starts it is not filling the alias. I have a Location Alias before the Reference Alias Pointed to the Location that the altar is in. The beam has the location ref type set but I can't get the alias to fill. Maybe there is an easier way to make something appear during the correct times but I can't think of one other than attaching a script directly to the objectreference but I'm wondering if this has any drawbacks. I kind of just tried to copy what the civil war did but I can't seem to make it work. Thank you for any help!
  5. I knew the answer would be simple. Been thinking about this all day today and you show all you have to do is subtract the gamehour variable to get midnight. Thank you for this. Incredibly helpful.
  6. Hey guys, I am trying to implement the shade of the revenant to allow the creation of black soul gems every 8 days as in Oblivion. I can't figure out how to get this to work. I want to make it so that every 8 days an activator will be able to be activated and if you have grand soul gems it will turn them into black. I want to change a global variable precisely at 12 a.m. every 8 days to allow for the functionality but I can't find an event that would work for specifically at 12 a.m. on a certain day. Once I get that, I could just registerforupdategametime(192) to check for 8 days later but how do I get the first instance at the right time and is there a better way to do this? If you have any insight, please let me know. Thank you!
  7. It's the perk. You can Add leveled item on death with a perk. Just make the leveled item you want distributed and if you want it to be only on certain characters just make conditions for such.
  8. Lol. Ya. I didn't want to have to run a script every time an object is equipped. It feels like a condition function the devs would have used so I figured there was one I just couldn't find the name. I did try the eptemperingitemisenchanted but that didn't work. Probably only checks during tempering. :-/
  9. Pretty much title, I'm attempting to create a perk that will make damage 0 if the weapon is enchanted but increase the damage the enchantment does. It's easy to increase the damage of the enchantment but I cant find a way to to find if the weapon is enchanted or not. Thank you for any help you can provide.
  10. The fact that people are complaining that bethesda are adding new content and keeping their 8 year old game supported is baffling to me. I understand it messes up SKSE and it's plugins but that is not Bethesda's responsibility or concern and the SKSE team usually updates within a day these past few updates.
  11. If you want them to be larger only while dual casting, you can make a new dual cast data and set the same projectile/explosion as the spell and then use it in the magic effect and set the scale to whatever you want. I know it works visually but im not sure if it increases the hitbox or aoe of an explosion.
  12. I'm very new to scripting but jumping in. I'm trying to make a spell that will apply a magic effect to an actor and then if the actor is hit again while under the effect of the magic effect, it will apply a spell to the target that will stagger them. It's a combat hit spell entry obtainable by perk. I can't get it to work and I keep getting the error that DoCombatSpellApply is not a function or does not exist. I can't figure out what to do or if I'm anywhere near right. Thank you for any help. Scriptname SSO_Mark40ArrowSwarmScript extends activemagiceffect MagicEffect Property SSO_Mark40ArrowSwarmEffect Auto spell property ArrowSwarmStagger Auto Event OnEffectStart(Actor akTarget, Actor akCaster) GoToState ("Start") EndEvent State Start Event OnHit(objectreference akAgressor, Form akSource, Projectile akProjectile, Bool abPowerAttack, Bool abSneakAttack, Bool abBashAttack, Bool abHitBlocked) akAgressor.DoCombatSpellApply(ArrowSwarmStagger, akTarget) EndEvent EndState
  13. So with the conversion of Reproccer to UPF, will it be able to read already made xml files? I'm think of patchus maximus and asis. Would it be able to read those and put out the same output as reproccer or would you need to change the xml? Thank you, mator!
  14. Hey guys, Every time I load Dawnguard.esm in ck I get a file in use error and it then creates dirty edits in the file I'm working on when I save it. Anyone have any idea what is causing this? I can't find it anywhere in my searches. Thank you!
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