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MPankey

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  1. So something like this? This would be the most complicated script i've written so i'm sorry if the syntax is awful. Also wasn't sure what type of property that would be. Thank you for all the help by the way! Scriptname EAC_MageKillerDispel extends activemagiceffect SPELL Property MageKillerSecondaryEffects Auto Function OnEffectStart (Actor akTarget, Actor akCaster); applies following functions akTarget.DispelALLSpells() debug.messagebox("dispelled") RegisterForSingleUpdate(1.0) endFunction EventOnUpdate() MageKillerSecondaryEffects.cast(Self,Self) debug.messagebox("Secondary spell casted") EndEvent Edit: So i know this doesnt compile (Gets an error of "(11,13): no viable alternative at input '(' " but am i on the right track at least?
  2. That's what i ended up doing but now i have another problem. If all effects happen at the same time, then the dispel one dispels the other 2 effectively making them do nothing. So i need to figure out a way to control the timing of the effects somehow
  3. I've created the following script that's supposed to neutralize a mage for x amount of time. It dispels all magic effects, nukes their Magicka to 0, and is supposed to temporarily keep them from regaining that Magicka in any significant way. However the last part, specifically the "MagickaRateMulti" needs to have a duration. And i have no idea how to do that. Also if there is a better way to do this, like setting Magicka value to o instead of damaging it, and then stopping that function at the same time that magicka rate starts up again. The end goal i'm going for is on start their effects are dispelled, magicka is set to 0, and regain is crippled, after x amount of time magicka rate will return to normal Scriptname EAC_MageKillerDispel extends activemagiceffect Function OnEffectStart (Actor akTarget, Actor akCaster); applies following functions akTarget.DispelALLSpells() akTarget.DamageActorValue("Magicka",10000) akTarget.ForceActorValue("MagickaRateMult",1) endFunction I know that NPC mages also get a little help perk wise from the game in order to spam magic so if there's a better way to do this please let me know. Any help would be appreciated.
  4. I was an avid user of Hellion Arrows for Oldrim. However the mod has not been updated for SSE and the author has not been active on the nexus in a month shy of 5 years. As their permissions are very clear, the mod cannot be ported to SSE (And should not). I'm creating a spiritual successor to the mod with nothing taken from the original ESP. This will be entirely new. The basic idea of the Mod will be the same, to add craft-able arrows with various magic effects. Arrow Ideas so far are: Arrows for the various elements in vanilla skyrim. Summoning Arrows (only basic Atronach's most likely) A "blink" to teleport the player to its landing area (If i can figure out how to do this.) An assassination arrow with extreme speed, flat trajectory, and bonus sneak attack damage if possible. Other Goals: Preventing NPC's from using these arrows, especially the "blink". Seamless integration into the main game. Hellion Arrows suffered from seeming out of place in the main game when it came to actually acquiring them. Crafting controlled by perks. Benefits of arrows should be matched by their cost/difficulty to get. Possible a unique arrow model but i have no experience with that so consider that a big ol maybe. Things i want from you: Ideas for the name of the mod Arrow ideas Helpful Suggestions Edit: If the Author of Hellion Arrows is active on here/sees this let me know if you're planning on moving your mod to SSE. No need to remake a similar mod from scratch if the original is going to be ported.
  5. Hey there, Author of deadlier Deathclaw's here. Im working on a major update for deadlier Deathclaws and was wondering if you would mind letting me integrate compatibility with beast master into it. As long as all i would need to do was add a keyword and modify what i imagine is the DLC02 lvl lists for Deathclaws it would be an easy addition that would make life easier for users. Wanted to check to see if you mind before i went through with it and also to make sure im right about what i n...
    1. steelfeathers

      steelfeathers

      If you're adding brand new deathclaws, then I'm afraid that making your mod compatible with mine will not be as simple as adding a keyword. Take a look at how I've edited a standard deathclaw to see what changes you would need to make.
  6. Early on in FO4's modding history the community cam upon a large road block for modding. Editing an exterior cell could cause serious issues. Changes to exterior cells could/(would?) cause pre-vis data to not load or load incorrectly, and block pre-combined meshes from rendering, among other issues. I haven't seen any news about a fix for thus. The cell-reset bug seems to have been stealth fixed by Bethesda in an update, but i haven't seen any thing similar--stealth or not-- about a fix for this major issue.
  7. I'm currently still working on updating some of my fo4 mods, but I'd be willing to help after that
  8. Just so everybody knows timtimman is the man
  9. Thanks for the response! That blocked the detonation completely though
  10. So we got the script working! Sorta.. we can throw a mine and then detonate it with the detonator. However after the first detonation any mine thrown immediately explodes. Timtimman, thinks this is because throwing the mine counts as a weapon fire so it triggers the explosion script. Any ideas how to work around this? Here's the latest script: http://pastebin.com/kP1BU5PN
  11. Ive noticed theres a new type of navmesh triangle in FO4. "Float Planes" They seem to be a way to have a continuous navmesh while still designating no go zones. They get created during auto generation but i don't know how to define them while manually navmeshing. Has anyone figured this out yet?
  12. Ive noticed theres a new type of navmesh triangle in FO4. "Float Planes" They seem to be a way to have a continuous navmesh while still designating no go zones. They get created during auto generation but i don't know how to define them while manually navmeshing. Has anyone figured this out yet?
  13. i'm trying to have a light turn on and off depending on the time of day to look like the sun shining through the ceiling of a cave. I already set the sky to be the exteriors sky but if i add sky lighting the entire cave inherits the light instead of just what is below the hole.
  14. Im making a c4 mod and i'm looking for someone with actual experience making models (read: more than me aka more than 0) to make a c4 and detonator model. Even better if you can texture too. Im also trying to modify (not from scratch) the deathclaw model to make unique variants if anyone is interested.
  15. So I really love the idea, especially the added side effect of slightly staggered explosions, but most of what yall have been saying goes way above my head. What's your recommendations on where to learn more about what yall were talking about so I can actually use that idea? The creation kit wiki hasn't been that halepful so far, but that may just be because if bad orginization
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