Jump to content

mgb519

Members
  • Posts

    11
  • Joined

  • Last visited

Nexus Mods Profile

About mgb519

Profile Fields

  • Country
    United States
  • Favourite Game
    Timesplitters 2

mgb519's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I'm trying to make a mod where players and npcs do less damage as they get more wounded. How could I go about addind scripts to npcs since addperk doesn't work? Alternately, how can I reliably modify the attack damage mult without a perk?
  2. I had a question about classes and subclasses. Is there a way for me to check if an ObjectReference is specifically an Actor?
  3. I'm working on a spell where the player has a sort of mage armor, where if they're hit by a hostile spell the caster takes damage. Scriptname FeedbackArmorScript extends activemagiceffect Actor attacker Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) attacker = akCaster as Actor if akEffect.IsEffectFlagSet(0x00000001) attacker.DamageAV("Health",GetMagnitude()) Endif EndEvent I'm concerned since the OnMagicEffectApply event takes in an ObjectReference and not an Actor, there could be problems if for example the player was hit by a fire trap while the spell was in effect. It's possible that I'm wrong since my experience with papyrus is limited, but I'd like to account for it just the same. Is my concern founded? Is there some way to check if the ObjectReference is an Actor?
  4. If I wanted to make the spell sum up the mana spent by the caster and all affected targets and use that for an explosion when the spell is releaseed rather than simply doing damage over time, how might I do that?
  5. Doesn't UNP already do that, though? Maybe just get the models from that?
  6. I wasn't sure if this belonged here or in mod talk, but I figured I'd rather be wrong this way then the other way around. I'm working on a set of spells using the absorbblue effects, and I was wondering if someone could make an explosion that resembled those effects.
  7. I figured it had to be smaller than that since the health bar drains pretty continuously when you're using flames. Setting the update rate to 1 second didn't seem to work the same. In other news, would it be possible to make a concentration spell that is a ritual spell (2 hands) and casts over a radius the way firestorm does, but is still a concentration spell that you have to keep channeling?
  8. Well, that worked. As implemented now: Out of curiosity, what's the update rate for a vanilla concentration spell?
  9. That doesn't fix my CTD problem. Is there anything under visual effects or anywhere else that I should watch for?
  10. I was looking into skyrim modding, and I thought it would be cool if there was a sort of spell that dealt damage to enemies based on their own magicka usage. As I lack experience, it didn't work and resulted in a CTD. I was implementing it as a concentration spell, so that as long as the player kept casting it the npc would continue to take damage. So I set up an active magic effect as follows: Scriptname ManaBurnEffect extends activemagiceffect Hidden Float lastMagickaValue Event OnEffectStart(Actor akTarget, Actor akCaster) lastMagickaValue = akTarget.GetActorValue("Magicka") EndEvent Event OnUpdate() GetTargetActor().DamageAV("Magicka", (lastMagickaValue - GetTargetActor().GetActorValue("Magicka"))) GetTargetActor().DamageAV("Health", (lastMagickaValue - GetTargetActor().GetActorValue("Magicka"))*100) lastMagickaValue = GetTargetActor().GetActorValue("Magicka") EndEvent Does anything seem suspect here, or should I look elsewhere for the problem?
  11. It occured to me that there ought to be a mod that makes bounty hunters spawn as encounters in holds where the player is wanted.
×
×
  • Create New...