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mathern

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  1. What is BBP? (<--I hate Acronyms)
  2. I recommend Climates of Tamriel: http://skyrim.nexusmods.com/mods/17802/? Set on it's darkest setting and mixed with Better Torches, Claralux More and Brighter Lights, and Wearable Lanterns it makes for a world that is intensely frightening at night (especially when you're a noob and sabre cats jumping out of the darkness could mean death). The lighting mods help because it is truly dark and you'll NEED light to travel at night. Claralux is especially good because it makes the roads travelable at night, but makes stepping ten feet from the road an adventure that only a brave traveler would take part in. The other two only help a little bit.. but anything you can do to fend of the darkness helps... hah. http://skyrim.nexusmods.com/mods/27443/? http://skyrim.nexusmods.com/mods/17605/? http://skyrim.nexusmods.com/mods/17416/?
  3. I personally only use C.O.T. (no enb, no other graphics enhance mods) and then lighting mods like "People have Torches", "Better Torches", "Wearable Lanterns", and, most importantly, "Claralux - More and Brighter Lights"... If you REALLY wanna tweak out, though, check out the S.T.E.P. project. The process they describe will make you a near-Grand Master at Skyrim graphics: http://wiki.step-project.com/Guide:ENB
  4. Hmm... my suggestion was kind of a stab in the dark, I thought maybe it would ignore faction things... Interesting script that I found in the "RaceWoodElfCommandAnimal" Magic Effect: Scriptname VoiceCharmFactionScript extends ActiveMagicEffect Faction Property CharmFaction Auto bool Property bMakePlayerTeammate = false Auto Event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.AddToFaction(CharmFaction) akCaster.StopCombat() akTarget.StopCombat() if bMakePlayerTeammate akTarget.SetPlayerTeammate(true, false) endif EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.RemoveFromFaction(CharmFaction) if bMakePlayerTeammate akTarget.SetPlayerTeammate(false, false) endif EndEvent Maybe you could temporarily add the actor to the MagicAllegienceFaction (the faction that "CharmFaction" was set to in the magic effect window) rather than temporarily remove them from any of the enemy factions?
  5. Have you tried Kragnac's Instant Fortress? http://skyrim.nexusmods.com/mods/17835/? It allows you to assign 4 or 5 followers to different positions in the home.. They move about differently based on their positions.. I personally don't like followers that much, so I put all the hot women that come attached to other mods in this house so I can appreciate their appearance while I'm storming through my house dropping things off before I leave again.. haha. Edit: Also, I really like this mod because it allows me to set up a wizard tower where ever I wish... My character is a cooky wizard that is constantly performing ridiculous experiments in Riverwood. The poor people's lives have changed dramatically since my tower appeared on the river bank just across from the Inn
  6. Problem solved... but in a sketchy manner. I won't waste time elaborating. The result was that I created a toggle form of "Detect Life" and "Detect Dead". If anyone is interested in how, go ahead and contact me!
  7. Add a new script to your spell, and in that script insert: Int Property Rank auto Event OnEffectStart(Actor akTarget, Actor akCaster) Rank = akTarget.GetRelationshipRank(Game.GetPlayer()) akTarget.SetRelationshipRank(Game.GetPlayer(), X) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.SetRelationshipRank(Game.GetPlayer(), Rank) EndEvent Replace X with 3 for ally.. if you don't want ally the following link can show you the other options: http://www.creationkit.com/SetRelationshipRank_-_Actor Regards, Nick
  8. Hi, So I'm trying to create a spell that spawns a hazard at the player. The hazard is invisible and has the effect that any corpse within its radius is highlighted. Thus I have created: Spell with effect that spawns hazard ->Hazard that calls Hazard Spell -->Hazard Spell with Hazard Spell Effect Hazard Spell Effect: --NO TARGET CONDITIONS in the spell or in the effect -Options: Script Archetype Fire and Forget Contact -Flags: FX Persists No Death Dispel No Hit Event Painless -Script The script functions to ask if the dead thing is hostile (i.e. a skeleton) or not and cast a Fire and Forget/Target Actor spell from the player at the targeted actor either way. Since there are no target conditions, this spell is currently highlighting any NPC characters (besides chickens? wth?) in the range of the hazard, but corpses are neglected... how do I convince the hazard to target the corpses as well? *EDIT* Note that I have used the Target condition "GetDead == 1.0" in both the spell and the target conditions with no effect, so I removed them thinking the hazard itself didn't consider corpses an option for targeting. Thanks!
  9. Great idea! BUT, I prefer my no-drawbacks-werewolf-carnage the way it is, thanks! :P. I actually modded my game so that I can be both a werewolf AND a vampire lord and the effect of having both removes any negative effects of either.. plus I boosted the unarmed strength of them both because my mods make the game much harder and the two forms were getting me killed all the time because I couldn't heal fast enough.. ha! That said, I saw a mod once that forced the player to transform into a werewolf on full moon nights for the whole night.. that would be awesome, because I find that I often forget that I am a werewolf and go long periods of time without using the ability.. would force me to be more aware of my "curse".
  10. Teenagers... the most useless age. Haha. Give them acne and a poor work ethic? Special ability to drive adults insane once a day.. haha! I'm just kidding, of course. This is a great idea. Just brings images into my head of a whole bunch of eyeliner wearing punks creeping in the major centers of all the cities and towns.. haha. Please make NPC teenagers that do such so I can vent the rest of my opinions upon them with my bow!
  11. I will play around with this extensively.. is there a good place to post the necromatic findings I develope during my experiments? I feel like the knowledge of how to affect corpses with spells is kind of hard to come by at the moment. Thanks,
  12. Yes, so the general answer is: Go into the creation kit, find the specific actor base, and mess with it until you're happy. (OR use mods like Deadly Dragons/WARZONES - Civil Unrest in combination with the "Legendary" difficulty.. you will die. LOTS.).
  13. Solution to problem: Spell Property DetectDead auto Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForUpdate(3.0) EndEvent Event OnUpdate() DetectDead.Cast(Game.GetPlayer()) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnRegisterForUpdate() EndEvent Upon finding the rather elegant RegisterForUpdate(float x) function and OnUpdate() Event the rest fell into place. A little fiddling will do the rest. Thanks steve40 for the idea to cast a spell repeatedly every two seconds!! This still does not create a complete work around for my initial problem, though. Creating spells that affect corpses without directly aiming at them (i.e. by only having them in the area) seems to be quite difficult without using the "detect life" archetype... Any advice on that or examples of spells that affect corpses without aiming at them would be appreciated. That said, my current spell idea can be accomplished with no further input. Thank you all!
  14. Here's my pseudo code idea... obviously the grammar is wrong... help? Event OnEffectStart(Actor akTarget, Actor akCaster) lastgametime = game.getgametime() While(EffectIsNotFinished) If((game.getgametime() - lastgametime)>=2seconds) castSpell lastgametime = gametime Endif EndWhile EndEvent
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