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Everything posted by Sphered
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[LE] How to avoid an ally to join combat?
Sphered replied to staalo18's topic in Skyrim's Creation Kit and Modders
Dialogue tends to not work if either participant is dealing with combat. Being set as a teammate, and faction relations, tend to be the major factors that govern combat starting. If your goal is to prevent combat from starting, you need to mitigate those two triggers. You dont necessarily need to set someone as a teammate, to be your follower, and they dont necessarily need to have any faction relationship with you either. Also their actorbase record can be set to help no one Perhaps I skimmed quickly, but I dont have a grasp of your mod concept. And how "necessary" is it for them to use dialogue? Aka, can a sound clip work instead? Etc Edit: There are combat override packages you can approach here, to just stand there, or not do typical combat actions, but they are still technically flagged as in combat at the time, so not sure thats really an option -
OnEffectStart. And if the summon mgef effect gets dispelled, the minion despawns too
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That not a quick feature unfortunately. To get really accurate skin and faces would require custom skin diffuse and normals for exactly one face, and ideally unique morphs as well, since in-game morphs are generalized for a demographic, like Western European morphs are used in Skyrim, etc
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You could make a hybrid Basically you can adapt a vampirelord to be a dragonpriest under the hood, by using a custom skeleton.nif which has nodes for both races. This would use Priest behaviors (hovering) while at the same time using VLord skin and abilities Not a quick easy thing to sculpt, and would have quirks, but if committed you could pull off the theme you are going for Could also in this approach, use SetRace() to go between the hybrid race and full vlord race on demand. Comes down to how much you want something like this to happen
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A decent reference of replacing animations would be nexusmods.com/skyrim/mods/71391 It enables the playable human races to use dragonpriest animations instead. Likely wont look right on vampire lord but it could help demonstrate how to replace animations. Theres also that mod dynamic animation replacer to do it for just one npc and affect no one else Its really just a matter of replacing hkx files but I know that can be overwhelming if you havent done it before. Best of luck
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SSE How to make a animated loading screen
Sphered replied to SorinFire's topic in Skyrim's Creation Kit and Modders
Comes down to editing the .nif file that the stat record points to Open it in nifskope. Click the BSX flag and make sure Bit0:Animated is checked Last step is to add the animation. Certain behavior graphs could potentially work as is, if you name the nodes accordingly, or instead attach a NiController or ControllerManager. This is easy or difficult depending how familar you are working with nif animations -
[LE] How to check if an NPC is summoned?
Sphered replied to saintgrimm92's topic in Skyrim's Creation Kit and Modders
Well technically, aliases have the capability to add keywords. If you force ref someone, they will now have any keywords the alias was built with until unaliased I have never seen a need to go this route, since whatever goal can usually be attained another way, but it is a solid avenue to add a keyword at runtime- 13 replies
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So you basically want him to hover like a dragonpriest at all times This would be tied to behavior graphs. There is the graphvariable called "IsLevitating" for that race, but that is governed under the hood and it might require he meet other criteria to actually hover, but you can always set the variable manually and see if it makes it happen, but I have no idea if it will Whoever.SetAnimationVariableInt("IsLevitating",1) Otherwise you might need to manually replace animations
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[LE] Looking for help creating scripts for NPCs
Sphered replied to serranna's topic in Skyrim's Creation Kit and Modders
You can setup travel routines in a package, with conditions based on a random value. GetRandomPercent specifically. Wouldnt even need a script for this Create stacks in a chain. If Random > xx and not in solitude, then travel to solitude then sandbox and wait a while. Then do it again with ofc several locations in the stack to choose from Could also throw in target practice, find target dummy and use bow on it. Cast magic. Etc. Sandbox imo is well in good but kinda dull by itself, so I like to add more random things to choose from personally -
[LE] Making Summoned NPCs summon multiple NPCs?
Sphered replied to saintgrimm92's topic in Skyrim's Creation Kit and Modders
Pretty neat approach to doing it. If you wanted it more immersive, you could make them visually (animations) cast the summon if you assign their actorbase an AIPack with UseMagic. They dont need to have the spell here either to cast it, and I dare say the whole deal could likely be pulled off without scripts. Though there might be an aspect or two where scripts could still be a good idea- 11 replies
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[LE] This will be the last time, I swear.
Sphered replied to wilwhitt56's topic in Skyrim's Creation Kit and Modders
Eh just put AddItem(Game.GetForm(0xF),30) instead You didnt declare gold in a way that function sees it, but aside, gold is always FormID of 0xF so just go that route if you just want this problem to go away -
[LE] How to check if an NPC is summoned?
Sphered replied to saintgrimm92's topic in Skyrim's Creation Kit and Modders
There are several ways you could go about it Aliases comes to mind if you are looking to avoid record edits. It would take a little time to set that up, but once you did, you could keep a headcount there too. An array where you sweep all the aliases to see if they have a reference, or instead keep a globalvariable or Int stored which tracks when someone is aliased or cleared Magic ability could possibly work too, but since mentioning aliases, that route could be appealing since that also opens more options like custom AI etc There might be some quick way I am not thinking of atm but point being its very doable- 13 replies
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[LE] How to check if an NPC is summoned?
Sphered replied to saintgrimm92's topic in Skyrim's Creation Kit and Modders
You could attach a script to them which has a formlist. It can be setup so that when they spawn they can be automatically added to the formlist, and when killed or despawned, get auto-removed from the formlist At anytime you can check how many actives you have, via FormlistName.GetSize() There is a 128 slot limit and the slots are re-usable so unless 128 at once is not enough for you that would work well- 13 replies
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[LE] How to create simple health regen ability?
Sphered replied to VulcanTR's topic in Skyrim's Creation Kit and Modders
Suppose thats subjective. Could take maybe 10 minutes to put it all together and its done. Just need to make sure its low in the load order since you are editing race records with this method A completely different route could be a cloak aura the player emits, which grants higher regen to everyone in a radius around you, and not the player themself. Simple in concept, and wouldnt require record edits, but being a cloak it would be busier under the hood -
Maxturo has a solid method. If you wanted though, you could make a leveled actor record and/or a formlist, and have it choose randomly from that too. One spell. One random entity when cast. But I do suppose they would need some kind of maintenance if not being "treated" under the hood as a summon. So add an ability to them to cleanup etc like regular summons do I tend to favor this route since easy to make a huge pool of possible spawns, as well as not being concerned with summon limit. But you might prefer the limit
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SSE How to check if sound is playing or not in script?
Sphered replied to rickard13's topic in Skyrim's Creation Kit and Modders
Nvm. Someone felt it was necessary to revisit a dead thread -
[LE] How to create simple health regen ability?
Sphered replied to VulcanTR's topic in Skyrim's Creation Kit and Modders
For races the player will never be, you can just give those race records a higher regeneration value directly. I dont recall if that is combat only but assuming its a general boost, that should suffice As for the races the player can potentially be, give those races an ability. Example of one in the game you could use as a base, is CWAbRegenSpell 000FCF04 but it has a very low value and is combat only so prolly want to adjust that. Use a condition of GetID not player. As for the value to focus on, you want HealRate assuming you want this active regardless of combat Off the top of my head info. Might be a quicker more efficient way but I believe that would work just fine -
GetOwningQuest you are saying the triggerbox has an owner so it would need to be an alias of that quest for that to fire. Assuming that is the case, troubleshoot by Debug.Notification() OnTriggerEnter(). If you dont see the messsage either the box is not placed well or your script isnt extending Alias. Etc Beyond that IDK off the top of my head. Just skimmed and ruling above out I guess. Good luck
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SSE Creation Kit SE - Preview Window is flickering
Sphered replied to mannygt's topic in Skyrim's Creation Kit and Modders
Witnessing the flicker in 64bit, but I rarely use that one beyond saving esp to SSE format For what im sure it is not worth. This does not occur in 32bit CK, and I suspect something with drivers causes it in 64, since it didnt do that before. Thankfully I dont have to worry with it I guess -
Using modifiers (alt / ctrl / shift) to change control.
Sphered replied to DOOM2004's topic in Skyrim's Skyrim LE
Yeah tho not sure how many mods out there have been built to use the capability Basically when the keystroke event is sent, we can include in the script to check for other keys also being pressed at that time, like shift or ctrl or whatever. If one of those held, do this other thing The script gets congested very quickly here, so I could imagine there may or may not be a mod that went there, and if it did it likely went under the radar, but mechanically its perfectly possible to do this -
[LE] Worldspace blocks 0,-1 Etc
Sphered replied to Sphered's topic in Skyrim's Creation Kit and Modders
Thanks for the replies. @Hanaisse yeah that looks useful. I am duplicating parts of Tamriel since the whole thing, just the worldspace and navdata for it nothing else, is over 140MB and the game doesnt like that very much so just picking and choosing portions I want a copy of. Handy. Thanks