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demnish

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  1. That is very nice indeed. I've mostly modded games like Half-Life etc so I guess that is why I thought it replaced files rather than combine with them.
  2. This is my script: Scriptname zeebDovaScript extends ActiveMagicEffect Float Property DefHR = Game.GetPlayer().GetActorValue("HealRate") Auto Float Property DefMR = Game.GetPlayer().GetActorValue("MagickaRate") Auto Float Property DefSR = Game.GetPlayer().GetActorValue("StaminaRate") Auto Float Property DefWSM = Game.GetPlayer().GetActorValue("WeaponSpeedMult") Auto Float Property DefASM = Game.GetPlayer().GetActorValue("AttackDamageMult") Auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) Game.GetPlayer().SetActorValue("HealRate", DefHR * 2) Game.GetPlayer().SetActorValue("MagickaRate", DefMR * 2) Game.GetPlayer().SetActorValue("StaminaRate", DefSR * 2) Game.GetPlayer().SetActorValue("WeaponSpeedMult", DefWSM * 2) Game.GetPlayer().SetActorValue("AttackDamageMult", DefADM * 2) ENDEVENT EVENT OnEffectFinish(Actor akTarget, Actor akCaster) Game.GetPlayer().SetActorValue("HealRate", DefHR) Game.GetPlayer().SetActorValue("MagickaRate", DefMR) Game.GetPlayer().SetActorValue("StaminaRate", DefSR) Game.GetPlayer().SetActorValue("WeaponSpeedMult", DefWSM) Game.GetPlayer().SetActorValue("AttackDamageMult", DefADM) ENDEVENT This is the error message: How can I store the default value? I don't want my spell to permanetely change something. Let's say I've leveled up, Health has changed. I've done something so my HealthRate has changed. How can I store this value before the script runs so I don't mess up my character when the script ends? Do I worry for no reason since the engine takes care of this automatically? Kind regards, Zeeb.
  3. Thank you a lot, this will help me create my mods in a different and more efficient way! Now I've got a whole new perspective on the function of the Creation Kit. (I thought the mods replaced files instead of combining them) Time to go crazy! :smile:
  4. Thank you for your answer, appreciate it a lot. I'm completely new to modding so I've made all my files unique with a prefix as to never conflict with anything else. I have a second question about mod confliction so I guess I'll just ask away:
  5. It will be short and sweet. If I make a custom item in my mod, add it to lets say Whiterun. Then another mod adds custom items to the Cell of Whiterun, will those edits coexist or will my item disappear if that mod is higher in the load order and vice versa?
  6. Thank you for your answer! EDIT: F my life, I've been looking for EnablePlayerControls but didn't find it, now when I was looking through a random function, there it is at the bottom. Seems that my script now works as intended! Thanks Rasikko :D I'll post here again if I encounter any further problems with this script.
  7. SOLVED Here is the script if anyone needs it. It is to be used to prevent certain player controls during spell duration: (Just remove the SetActorValues if you don't need them) Scriptname zeebTestPowerScript extends ActiveMagicEffect Bool Property Movement = false auto Bool Property Fighting = false auto Bool Property CamSwitch = false auto Bool Property Looking = false auto Bool Property Sneaking = false auto Bool Property Menu = false auto Bool Property Activate = false auto Bool Property JournalTabs = false auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) Game.DisablePlayerControls(Movement, Fighting, CamSwitch, Looking, Sneaking, Menu, Activate, JournalTabs) Game.GetPlayer().SetActorValue("WaterWalking", 1) Game.GetPlayer().SetActorValue("Invisibility", 1) Game.GetPlayer().SetActorValue("MovementNoiseMult", 0) ENDEVENT EVENT OnEffectFinish(Actor akTarget, Actor akCaster) Game.EnablePlayerControls(true, true, true, true, true, true, true, true) Game.GetPlayer().SetActorValue("WaterWalking", 0) Game.GetPlayer().SetActorValue("Invisibility", 0) Game.GetPlayer().SetActorValue("MovementNoiseMult", 1) ENDEVENTThanks to Rasikko for helping out! :smile:
  8. Thanks alot, it's fun to start modding a new game, you'll learn a lot of new and cool stuff. (Even if I'm kinda late to the scene) Really glad that the Skyrim modding scene has such a helpful community! :)
  9. Thanks a ton! :happy: This does not break any quest scripts or other functions though right? :geek:
  10. Hey guys! I was playing some and noticed how I wanted to tweak some things, so I figured I'd make so you can't Fast Travel using the map, only through carriages. When browsing Nexus I found similar mods that has done this without the use of scripts so I tried to look up in the CK where the related files could be so I could change them myself. However, I had no such luck and couldn't find what I was looking for. Anyone that knows the names of the variables/files that is related to Map Fast Travel? Thanks in advance, Demnish/Zeeb.
  11. Very nice, I actually didn't know there was such a spell, but some reverse engineering and I'll guess I'll be good to go! Appreciate the help from both of you, I'ma go at it, thanks. :)
  12. Oh okay, I thought papyrus along with CK handled this internally automatically. Do you know the name of dynamic marker creation that I can look up on the CK wiki? EDIT: I didn't manage to find out how to create a dynamic marker anywhere on the CK wiki or Google so I tried something else called GetCurrentCrosshairRef. However that function was not working, only gave me errors.
  13. Hey guys, I tried to make a blink/teleport ability. The spell has FF and Target Location and this is the script: Scriptname zeebTeleportTestScript extends activemagiceffect Event OnEffectFinish(Actor akTarget, Actor akCaster) akCaster.MoveTo(akTarget) EndEvent However, it does nothing.
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