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GammaBreaker

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  1. Can't say it thrills me. Feels like an unncessary follow-the-leader mobile UI/UX like Windows 10 and Material, but maybe I'm grossly underestimating the mobile traffic that the Nexus receives. Doesn't matter, though. As long as we don't lose or complicate functionality, I'll get used to it.
  2. Playing this morning, I noticed that Flames, Sparks, and some other spells had no spell names in the menu. After some digging around, I narrowed it down to Better Magic. I had recently edited Better Magic in the Creation Kit, which I have done before. All that had been done was: The addition of a keywordApplication of the keyword to a Magic EffectSet 5 perks to recognize the keyword as something to apply toVery simple, very tiny changes. What happened though, is that upon saving every single lstring ID was broken in the mod, in multiple fields. As a quick experiment, I restored an old version of the mod, re-opened it in the Creation Kit, and only added the keyword. Upon resaving, all of the lstring IDs broke yet again. At this point I've reinstalled the Creation Kit, and the problem persists. Editing another of my own personal mods in a similar way did not produce any similar results, so there seems to be something strange going on with CK and BM. Any thoughts on how to tend to this?
  3. EDIT: Solved the problem. If anyone else runs into it, disabling NiOverride.dll from RaceMenu removed the crashes. The animation finally completed once and turned out to be a decap kill move, which gave me the clue to search for Decapitation CTDs. Apparently this is not an uncommon issue with NiOverride.dll. =========================================================================== I was wandering along, playing my very stable game when I ran into the Old Orc NPC. After offering to give him a good death, it turned out he was quite powerful. Particularly in that he was capable of initiating an instant kill move on me with the first hit. The trouble is that as soon as he starts the one-handed mace, 360-spin killmove, the game crashes the instant before it connects with me. This could easily be skipped by either not getting killed or avoiding the event, but I'd like to iron out the hiccup if at all possible. I'm not using any animation mods, either. It can be reliably reproduced. Any thoughts on what might be the trigger are appreciated. I'll provide whatever additional information I can. Here's my loadorder: Hardware (probably not related, but for good measure):
  4. As a quick rundown, I've placed a corpse inside a vampire den as part of a simple quest. Unfortunately, I forgot that Vampires spam Dead Thrall. So they are animating this corpse that I put down, causing it to move from its proper location (and then turn to ash). Is there a way to block the reanimation of a corpse in the CK, or is there some sort of non-reanimateable NPC corpse that can be used as a template? Also, I was hoping to wedge a sword into a wall and have it stick there until pulled out. When the zone loads, the sword is rejected by the wall and falls to the ground, even with Don't Havok Settle checked on the reference. Is there a way to make it stick, or do I have to settle for sticking it in the ground (if that's possible)? EDIT: At least for the sword in the wall, I've found the defaultDisableHavokOnLoad script. I will try that when I get in from work, and hopefully it will fix the sword issue. EDIT 2: I couldn't find any way to directly block the corpse, so what I've done instead is set the NPC's level to be Player*10, maximum 252 (because seriously who plays that high?). That should prevent pretty much any NPC or player to cast Dead Thrall on.
  5. Thanks for the reply! The errors in Papyrus are gone with that revision of the script, just showing the debug line with the target and caster (and thanks for the tidier debug script). The targets are reliably afflicted by the chance to detonate, but they've ceased dealing damage to themselves/their enemies again. It was a problem I had with another prior version, but was stumped as how to make it offensive, either via the script or the effects. Perhaps it's being considered friendly fire performed by the caster? I appreciate the help. :] EDIT: Tried again using your fixed script. Got it to work! The script was perfect. The problem was that I had accidentally ticked the Hostile flag on the triggered burst. The burst spell was being considered hostile to me rather than hostile to them. Unticking hostile inverted it, and the afflicted targets are now detonating against each other! Thank you for making a proper script. Also thank you for the CritterMoth scripts you made. Cut hundreds of lines out of my Papyrus logs.
  6. So, I was making a spell as part of another mod small mod that allows Sun Fire & Friends to scale. It works...mostly. The design was to do a bit of damage on impact, apply a short damage over time effect, and then there is a 25% chance that the target will detonate in a 15" AOE around the time the DoT is finished. The direct portion works. The over time portion works. The 25% chance to apply the detonation works, and the detonation does go off as scripted. The last part of that I adapted (poorly, obviously) from the Dawnbreaker. That's where it starts to break down. It doesn't seem to do any damage to the enemy that detonates, but it does damage the ones around him. If the 25% chance was successful but the target has died by the time the Wait passes, it will also cause the corpse to detonate. The last part probably just requires some variety of If Target Actor Is Alive check after the Wait passes. It's also throwing a few errors in the Papyrus logs. Doesn't appear to be anything severe, but it does seem to point to my not altering the Meridia script properly. I don't know enough about scripting to narrow it down, and my attempt to use akTarget and akCaster instead of GetTargetActor() produced different wackiness (the explosion damaging me but not them or the explosion damaging them but casting from me). So, while it appears to be largely working, the eye of a more experienced modder would be much appreciated. I am a complete scrub in this regard and have bungled my way through this. If it can't be solved, I'm okay with the AOE not damaging the target it detonate via. I do need to add an Is Alive condition though, and most importantly, what really needs help is knocking out the errors that Papyrus coughs up. There's surely a better way to do this without errors than my hackjob. Here's the most current ESP and the script/script source (currently loose because my CK won't read the BSAs but the game will): SunFireScaling_v1.7z Relevant entries: New entries: Perk: SunfireScaling - Applies 1% magnitude boost to Keyworded spells per skill point of restorationSpell: SunFire75 - The base spell.Spell: SunFire75BurstSpell - The explosion spell called when the 25% procs.Magic Effect: SunDamageFFAimed75 - Base spell effect.Magic Effect: SunDamageFFAimed75DOT - Damage over time portion; probably redundant with current design. Likely to be folded into base spell and entry deleted.Magic Effect: SunDamageFFSelfAreaUndead75 - Explosion effect on the target, called by SunDamage75Script2.pexMagic Effect: SunDamage75Script2Effect - 25% proc effect rolled into base spell, calls script to trigger AOE.Keyword: MagicSunfireScaling - Keyword to flag spells for scaling.Book: SpellTomeSunFire75 - Tome for learning. Added to Florentius. Altered entries: Magic Effect: DLC1SunDamageFFAimed - Keyword added, effective.Magic Effect: DLC1SunDamageFFAimed - Keyword added, effective.Magic Effect: SunCloakFFSelf - Keyword added; effectiveness unknown.Magic Effect: SimDamageConcAimedCloak - Keyword added; effectiveness unknown.Magic Effect: FireDamageFFSelfAreaUndead - Keyword added, effective.Container: DLC1VendorChestFlorentius - Tome added. The Script: The log:
  7. Seems I can't upload things here, I assume due to low post count and such. So I dug up an old web space to upload to. Here's a link to the ESM and BSA: LeveledDawnbreakers.7z. If the hotlink doesn't work, there's a proper link on the (very blank) index page. Was able to delete the PSC/PEX files and the BSA took over, so it should work for anyone. Ran over it with TES5Edit to make sure I didn't fumble any dirty edits in. Currently it contains one extra Dawnbreaker, forged under the Daedric Smithing section and only at the Skyforge. Requires an original Dawnbreaker, Daedra Heart and Ebony Ingot (for now). Tempers like a normal Dawnbreaker, base damage 12. Fire proc damage increased to 12 from 10. Bane of the Undead explosion set to level magnitude of 55, and 50 (or 55) Fire AOE damage. Was able to create the new version, the enchantment did fear higher level undead, and did the additional explosion damage. If anyone with more experience has a few minutes to give this a look over, I would greatly appreciate it. While this is largely a personal mod, if it's stable, I can put the full version up when it's done. Shouldn't take long if it's this simple. Some confirmation would just put my mind at ease. Relevant entries for the leveled Dawnbreaker (soon to be plural) are: DA09DawnbreakerBaneOfUndeadSpellV00DA09DawnbreakerV00DA09EncDawnbreakerV00DA09EncDawnbreakeScriptEffectV00RecipeWeaponDA09DawnbreakerV00TemperWeaponDA09DawnbreakerV00\Data\Scripts\DA09EncDawnbreakerScriptV00.pex\Data\Scripts\Source\DA09EncDawnbreakerScriptV00.psc Script is below just for reference. A simple duplicate of the vanilla script with the V00 tags. Here's a Papyrus log from playing with it outside of Whiterun VS 4 skeletons. There are a lot of "SayOnHitByMagicEffectScript.OnEffectStart" errors, but even a standard Dawnbreaker without my mod does this, and I did not change any vanilla Dawnbreaker files. I believe it's because it's trying to call dialog reactions from skeletons that have no responses, or something to that effect. Otherwise, I do not see any glaring Papyrus log errors. And for good measure, my mods list (it's short), though it should have no conflicts.
  8. That's what I thought might be the case. I'm guessing the script locks in the function at the time of creation or something to that effect? Anyway, charting out the scaled Dawnbreakers now. Each one will consume the previous one as an ingredient, if it works properly. It'll be two separate mods at this point, since Dawnbreaker doesn't rely on Dawnguard in any way. I'll post it later on once I get it working, and hopefully a more experienced modder will be able to look it over for me as I don't want to foul up my or anyone else's saves with a bad mod.
  9. Hello! I'll try to keep from rambling here. After making a Crusader/Cleric/Vigilant/Paladin type character in one of my saves, I found Sun Fire, Vampire's Bane, and the likes to be about as effective as whipping tennis balls at the undead. To rectify this, I started by making a mod similar to Destruction Magic Scaling. A simple hidden perk that magnifies all Restoration abilities by 1% per skill level. This worked fine until I realized just how much it had overpowered my healing spells (bit of a dunce moment). Backtracking, I worked around the problem by adding a new keyword to the mod. Added the keyword to each ability (Sun Fire, Vampire's Bane, etc.) that I wanted to scale. Then changed the perk to only bolster spell effects containing that keyword. Works perfectly. While leveling, Dawnbreaker was losing a lot of its effectiveness. The Turn Greater Undead effect on it is set to a cap of 30. The Bane of the Undead effect on it is set to a fixed 25 damage. So eventually the fear stopped working and the explosion was largely cosmetic. Since the solution to the offensive Restoration spells worked so well, I thought I'd implement a similar feature for Dawnbreaker (same perk, different keyword, to allow separate scaling values). I thought wrong. Chasing down the spell effects for Meridia's Retribution: DA09EncDawnbreakerFireDamageFFSelfAreaUndead - Damage component of the explosion. Not influenced by keyword addition.DA09EncDawnbreakerStaggerAttackAreaEffectUndead80 - Stagger component of the explosion. Not influenced by keyword addition.DA09EncDawnbreakerTurnUndeadFFMassSelfArea - Fear component of the explosion. Not influenced by keyword.DA09EncDawnbreakeScriptEffect - Special script effect of the proc. Influences the Fire Damage proc when keyword is added.DA09EnchDawnbreakerEnchFireDamageFFContact - The basic fire damage enchantment when taking a melee swing. Influences the Fire Damage proc when keyword is added.At this point, I've run out of ideas. Either I'm not chasing down the right items to flag with the keyword, the keyword is an ineffective method for this particular group of spell effects, or it's locked in due to the nature of Meridia's Retribution being a special scripted type enchantment, or some other factor I can't wrap my head around. I'm quite a novice with the Creation Kit, usually just altering existing mods to my liking - reducing inflated armor values on mods to match vanilla values, making things like Immersive Armors play nice with SushiSquid's Smithing Tree. Simple things that just require a few tweaks or minor additions. Nothing complex enough to be able to grasp why Meridia's Retribution's spell effects won't respond to the keyword scaling. A less elegant solution would be to create a set of upgradeable Dawnbreakers at the Skyforge that consume the previous one as an ingredient or something. Each one with a stronger enchantment, since the enchantment values do respond to being increased. If that's even possible. Due to the apparently special nature of Dawnbreaker, maybe even that won't cut it. Anyway, if anyone has any ideas on how to get the AOE Fire Damage and AOE Turn Undead components to respond to percentage scaling, I'd love to know. If needed, I can provide a copy of the tiny little ESP file. I'll probably need to make a clean one, as I've done a lot of fudging around with my current copy of it to unravel this mystery and left a bit of a mess in it. Thanks! EDIT: With some quick tinkering, it's easy enough to make new iterations of the Dawnbreaker. Just duplicating some entries, linking them together, and making a new Dawnbreaker script. So if it turns out that it's impossible to link it to a multiplicative value for scaling, I will just clone up four or five level-staggered versions and make smithing recipes for them. The plan isn't to make a pile of godlike Dawnbreakers, but just to let them keep up with level after 30.
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