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ProjectTitan313

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  1. I see what you mean on conflicts, that I can fix. The remove spell/ability part was honestly part of testing, using showbirthsignmenu to switch between signs and see if it was working. I know it works know, so yeah I can clean those out and use your example code above. I run very few mods compared to most people; usually just unofficial patches and about 3-4 of mods I make myself so conflicts aren't as common. Would this run continuously upon startup or just iterate once? I would like to thank everyone for the enormous amount of help as well.
  2. Just a sec: ScriptName TitanBirthsignScript short doonce Begin GameMode if ( GetIsPlayerBirthsign BirthSignSteed == 1 ) player.addspell 00CustomSpellBSSteed set doonce to 1 endif if ( GetIsPlayerBirthsign BirthSignSteed == 0 ) player.removespell 00CustomSpellBSSteed set doonce to 1 endif if ( GetIsPlayerBirthsign BirthSignAtronach == 1 ) player.addspell 00CustomSpellBSAtronach set doonce to 1 endif if ( GetIsPlayerBirthsign BirthSignAtronach == 0 ) player.removespell 00CustomSpellBSAtronach set doonce to 1 endif end It works as intended, adding the obvious ability/spell to the matching birthsign (Atronach/Steed) and removing it if it changes, but it iterates the script every 5 seconds (real time not game time). I tested this with MessageBox, and it pops up every 5 seconds (I removed it for being horrifically annoying as seen in the above code). It just seems like script bloat to have this constantly running. It has not caused any real issues or framerate drops, so if that can't be fixed it's not a major problem. It is a Quest script, attached to a custom Quest that is enabled at the start of the game.
  3. Ok I did this with GetIsPlayerBirthSign (instead of health), and it seems to work as intended, attaching a custom spell to The Steed (for the sake of example). I added a messagebox as a debug to popup if the player has the Steed, and if not, one to popup that you do not have The Steed. It seems to run on an infinite loop, popping up that message box every 3 seconds or so. I can remove the messagebox, obviously, but is this supposed to run on an infinite loop, or can I just set this script to execute just once on startup? edit: if not it works 100% fine with the message boxes removed.
  4. Yes because I'm unfamiliar with the script language used in Oblivion (As well as Skyrim but that's a different topic). I know a few different scripting languages (AHK, Python, others) already but always good to know more. If we have a tutorial series already, toss it at me and I'll see what I can do on my own before holding hands lol.
  5. That's the problem though: I'm running the obse launcher to run the creation kit (with just Oblivion.esm), but under Character > Birthsigns, I cannot add spells/abilities to the Spell table on the right hand sign. I can delete things, but I cannot add or edit. I'm ok with giving NPC's the additional spell/ability, but its looking like I may have to do this via script. Not sure how that would affect things if I change birthsigns inside the tutorial / Imperial Sewer. ie add spell via script to The Steed, and at the sewer gate change to The Atronach, how would I remove the spell if birthsign is changed via showbirthsignmenu ?
  6. I don't have that Blademans esp. Under Character -> Birthsign, I pick a birthsign (doesn't matter which one) and upon right-clicking the "Spell" field on the right, my only option is "Delete".
  7. These are good, but I can't get the creation Kit extender to run; just pops a cmd window and immediately closes when I run the LaunchCSE.bat as admin. Not sure what's going on there. EDIT: I have the creation kit editor running with the extender, but I still do not have an option to add spells/abilities in the Birthsigns menu (under Character), just a delete option.
  8. Skipping the backstory, I would like to add a spell or an ability to a vanilla birthsign. I know new/custom birthsigns are very buggy, so not even bothering. As a specific example, I can finish everything I need if I can: 1) Add an ability to Resist Poison 50 points (self) onto the Serpent Birthsign, or 2) Add a 30 points Charm for 30 seconds on Touch spell to The Lady. I've crawled the forums and google for at least 30 mins prior to posting, if this thread topic already exists with a working example please throw me at it.
  9. In a mod I've been working on for quite a while, I'm having an issue with some new perk ranks I've added to Augmented Flames/Frost/Shock. The perks work in-game, but the problem is that it stacks a 1.75x Mod Spell Magnitude on top of the old 1.5x multiplier for Augmented<element>60 perk, instead of replacing the old modifier like what happens with the two vanilla perks. With Fireball as an example: With Augmented Flames, it has 50 damage displayed ingame. (40*1.25) = 50, so this checks out. With Augmented Flames 2 [AugmentedFlames60], it has 60 damage displayed ingame (40*1.5) = 60, so this checks out. With my custom Augmented Flames 3 perk, it has 105 damage displayed ingame. Perk has a 1.75x Mod Spell Magnitude. (40*1.75) = 70, but I get 105. What happens is this: ([40*1.5]*1.75) = 105 Which is.. undesirable. Rank 3 is stacking with Rank 2, instead of replacing it, like how Rank 2 replaces / does not stack with Rank 1. What I did: For the Rank 3 elemental perks, I duplicated the Rank 2 perk, edited the pre-existing Mod Spell Magnitude multiplier from 1.5 to 1.75, and edited the original Rank 2 perks to have the respective Rank 3 perk as the next perk. The Rank 2 perks function perfectly fine; I only edited the Next Perk setting. What I'm asking is, how do I have my Rank 3 perk function the way the vanilla Rank 2 perk does in replacing the old 1.25x Magnitude multiplier with the new 1.5x multiplier? I may of also hit the same issue with the "Recovery" perk (Restoration). Added a 3rd rank in the exact same manner as the above perks; hard to tell if its broken in the same way though. Any help is appreciated, and I can provide additional info if/as needed.
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