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Sphered

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Everything posted by Sphered

  1. Theres a way to set remaining charge via script for sure. As for mods, I suspect a lot of folks just use that cheat one which just gives you infinite. I usually have it going since testing and messing around is all I tend to do in the game
  2. 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
  3. If you want meshes merged I can take a look. Assuming you are dealing with multiple Controller Managers, and yeah you have to do some niche steps to make them work together
  4. OnEffectStart. And if the summon mgef effect gets dispelled, the minion despawns too
  5. 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
  6. 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
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. Edits to the projectile record influence that. Relaunch Interval particularly
  17. 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
  18. 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
  19. Theres a balloon mod I thought did a decent job at.. tricky collisions vs most attempts I have seen Nexus mods 59841 by Anton. No permission to use but you could get some ideas
  20. Nvm. Someone felt it was necessary to revisit a dead thread
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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
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