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Chrimison

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    Skyrim

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  1. its still not working it says im missing a cast. thats the only error its throwing.
  2. Hello, I recently came back to modding and i think I took on something too much for me at this point. I'm trying to create a script where when I tell my NPC to transform via quest dialog. The script is suppose to tell the NPC to switch from 1 custom character to another. the part I'm struggling with is if the Extends part. I'm unsure if it extends actor or extends quest. I'm also having trouble with picking the right event name. My original script I made a few years ago had conditions on the transform. This one doesn't. Any help at all would be great at this point.
  3. nevermind this is working great. animations aren't working yet but the effects are thank you both so much
  4. o wow thats a lot more advanced ill give it a shot thanks :happy: just 1 question though will they still not transform if there under 20%? I'm trying to make them work with the npc ko overhaul and the npcs are set to essential. If they die in dragon form they get stuck
  5. Hi everyone. I'm trying to make a function with animations and effects be called inside an event. The onupdate() from what I've read and tested can't have arguments in it that's why I've resorted to this method. Scriptname apHumanAllyScript extends Actor Actor Property apDragonForm Auto bool property apCanTransform Auto int SoundInstance event oninit() apCanTransform = trueendeventevent ondeath(actor apKiller) apCanTransform = falseendevent Function StartTransform(Actor akActor) debug.SendAnimationEvent(akActor, "IdleRitualStart") SoundInstance = NPCDragonDeathSequenceFireLPM.play(akActor) DragonHolesBitsFXS.Play(akActor, 3) DragonHolesLightFXS.Play(akActor, 1) DragonHolesMagicFXS.Play(akActor, 3) DragonHolesFXS.Play(akActor, 3) DragonHolesBitsLite2FXS.Play(akActor, 3) DragonHolesBitsResFXS.Play(akActor, 1) DragonHolesResFXS.Play(akActor, 2)endFunctionFunction EndTransform(Actor akActor) DragonHolesBitsFXS.Play(akActor, 3) DragonHolesLightFXS.Play(akActor, 1) DragonHolesMagicFXS.Play(akActor, 3) DragonHolesFXS.Play(akActor, 3) DragonHolesBitsLite2FXS.Play(akActor, 3) DragonHolesBitsResFXS.Play(akActor, 1) DragonHolesResFXS.Play(akActor, 2) Sound.StopInstance(SoundInstance)endFunction event oncombatstatechanged(actor apTarget, int apState) if apState == 1 registerforsingleupdate(0.5) endifendeventevent onupdate() if getcombatstate() == 1 if getavpercentage("health") <= 0.90 && apCanTransform == true if !(Game.GetPlayer().GetParentCell().IsInterior()) && apCanTransform == True utility.wait(180.0) StartTransform() ;turn into a dragon apDragonForm.moveto(self) apDragonForm.enable() disable() EndTransform() endif endif registerforsingleupdate(0.5) elseif getcombatstate() == 1 if getavpercentage("health") <= 0.20 && apCanTransform == false endif elseif getcombatstate() == 1 if apDragonForm.getavpercentage("health") <= 0.50 && apCanTransform == false endif else unregisterforupdate() endifendevent Sound Property NPCDragonDeathSequenceFireLPM Auto EffectShader Property DragonHolesBitsFXS Auto EffectShader Property DragonHolesFXS Auto EffectShader Property DragonHolesLightFXS AutoEffectShader Property DragonHolesMagicFXS AutoEffectShader Property DragonHolesBitsLite2FXS AutoEffectShader Property DragonHolesBitsResFXS AutoEffectShader Property DragonHolesResFXS AutoEffectShader Property DragonHolesSmokeFXS Auto the errors i get are about akActor i assume its because akActor isn't in onupdate but I'm not entirely sure on how to fix it
  6. SOLVED if anyone else runs into this problem apparently the custom race mods vanilla voice needed to be placed in the custom follower/voice mods "voicesplayer" formlist happy modding everyone :happy:
  7. Hi everyone, I recently made a new race and I'm using a vanilla race voice type with the shout voices added to it. On a different custom mod I have a custom voice type for a few of my custom followers. For some reason when my follower mod is below my race mod in the load order my player with the edited vanilla voice type makes no sound at all and vice versa. Has anyone experienced this problem when making custom voice types or have an idea what I'm missing? any help at all is greatly appreciated.
  8. Hi, I have a custom transforming script that works on an actor and isn`t controlled by the player. The actor will turn into a dragon around 50% health and will turn back human at the end of combat or when the dragon gets to 20% health. The script works fine but im trying to put a cooldown condition in where if the actor turns human at 20% of the dragon health he can`t transform again for a specific time limit and I have no idea how to do this. I`ve tryed health conditions but they do nothing because the actor and dragon both have 2 different healths and it seems that everytime they transform the health gets refilled making the actor immortal :ermm:. If there is a way to make the dragon and actor share 1 health that would be great also or even to make the dragon and npc not refill hp on transform. thanks :happy:
  9. Hey I had this problem a little while back. Did you try going to Gameplay and clicking Facial Animation? It scans all your folders and creates LIP files for your wavs.
  10. Hi everyone I recently made a new race and I'm using a vanilla race voice type with the shout voices added to it. On a different custom mod I have a custom voice type for a few of my custom followers and for some reason if my follower mod is below my race mod in the load order my character makes no sound at all and vice versa. Has anyone experienced this problem when making voices or have an idea what I'm missing?
  11. i was just trying to do this earlier... have u had any luck kn1ghtfall?
  12. Hi everyone, Ive never posted before but i cant seem to find a solution to my problem. I recently created a mod and I'm having clipping issues. I was wondering if there is a way to make an item disappear under the skyrim armor and only be visible once armors taken off... similar to how helmets make hair invisible.
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