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firepower02

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Posts posted by firepower02

  1. 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.

  2. 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.

  3. 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.

  4. 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?

  5. 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

  6. Could you make a short video so I can see whats wrong. If it still won't work, I'll write you a spell.

     

    Also in your script, you have some properties you did not use. Are you sure the target is really hit with the spell, by the looks of your spell, you wanted to hit the victim, which you added as an auto property.

  7. It should have worked, I have a similar spell, and when the target is hit with the spell, they are ignored until it wears off. Did you make sure the target is actually affected by the spell? Like they stop moving, and the followers still attack them?

  8. Yes, but what's with the utility.wait(30.0) line? If you want to make it last 30 secs, you can give it a 30 sec duration, and enable ai and consciousness with oneffectfinish. Is this spell cast through hands, or whenever the victim looks at the eyes of the gorgon? The script could stack up and repeat each time the spell is triggered, the 30 sec part could cause lag.

     

    Disabling the pc's ai does nothing, because the player has no ai. if you want the pc to not move, you could disable player's controls, there's a script for that.

  9.  

    In order to add animations you need to modify behavior files. And since we neither have the tool to do so, nor do we have Bethesda's project files with the current implementation, we have to hack into 100.000s lines of xml, which represent the existing behavior files.

     

    You don't have to manually do it. You could use notepad, and use the replace function to replace all instances of the animation path you want to change. ;)

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