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firepower02

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  1. On the creation kit website it says to check hide backpack. Hide Backpack: Makes the weapon invisible while it is sheathed. The weapon is only visible while it is drawn and held in one or both hands. But it doesn't work, the weapon is still at the side when sheathed.
  2. Hi you forgot to put a link to your mod. My goal is for other npcs to switch to unarmed combat, while the spell is cooling down, then use the spell again.
  3. How do I make spells that have a cooldown, just like shouts have cooldowns?
  4. In Solstheim, there was a part near the tower where the player can't be controlled and forced into an ai package. You can't control the player for a while and he will be like the others mindlessly building the tower. It is possible for the player to be affected by the illusion spells, but the spells will need scripts attached to them that works only specifically for the player while still retaining their original function for using on npcs. Turn off the player's control, and put him into a package that does what the illusion spell intends, then turn on player controls back after the duration. The problem would be, if the player gets hit by an illusion spell, it's like the end. Once the spell expires, he can easily be hit again. It would get annoying not to take control of your character anymore. So, do you really want something like that? I think the idea of changing the look of npcs around to look like your enemies for frenzy spell is more feasible. You don't know who to attack, so you attack everyone. For fear, how about your health and damage is reduced to 1, so obviously you will be afraid to fight.
  5. Actually your mount will also fight for you, but i dont know about having follower dialogue like carry stuff since when you press e you will ride them not open a dialogue.
  6. Can the game tell if the player is falling? Like through a condition function? Like the kind of fall where it's going to kill or hurt the player, not just a little fall.
  7. I downloaded this animated fairy wings by Anton and pmed him asking for other type of wings, but he has not logged in back since May. I want to know how to swap the wings for a different mesh, like the in game butterfly wings.
  8. when I run skyrim launcher to enable/disable some mods, the data files is completely empty. i can still play with the mods on, but i cannot enable or disable the others.
  9. Well this sure piqued your interest. I believe authors shouldn't be able to delete comments on their own mod, other people should be able to see both cons and pros of their mod. It makes it one sided. Oh, and please don't yell when you're asking for something to be done.
  10. Sure it does. EnableAI - Actorand SetUnconscious - Actor You just need not be lazy to look. As for the effect shader. You can have your friend make a stony texture and make an effect shader. It's also on the CK. EffectShader
  11. That's really nice you want to help people even if you only know half of what you're doing, nor have the intent of getting them done. Like I said, effect shaders will do the trick. Being a mesher, I thought you know how to make effect shaders, I was wrong. Effect shaders are applied to an actor's mesh through the spell, it doesn't have to be in a script. Read about them in the creation kit website. Honestly most of the things you asked have answers found in the CK website. Yes I figure that out, I also figure out it's an excellent way of not getting anything done.
  12. Have you tried it in game and see if they would really look like they turned into stone? If it's the same as the stone flesh spell, it doesn't look convincing. I wanted to help you, but it seems like you walk away from unfinished projects too many times. You're not even done with this one and you're on to something else already. Are you really serious about creating a mod, or you just want to try many things at once?
  13. That's good to know. Can you post a screenshot of your "stone" effect shader? I think you should make a new thread since it is a different topic.
  14. Spell Property GGlare Auto Actor Victim Event onEffectStart(Actor akTarget, Actor akCaster) victim = akTarget if (akCaster.HasLOS(victim)) if victim != Game.Getplayer() victim.enableai(false) victim.setunconscious(true) endif if victim == Game.Getplayer() Game.DisablePlayerControls() endif endif endEvent Event onEffectFinish(Actor akTarget, Actor akCaster) victim.enableai(true) victim.setunconscious(false) Game.EnablePlayerControls() endEvent
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