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RaisingThersites

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  1. Hey all, probably a silly question for Skyrim SE: in a custom cell, how does one keep all the enemies from rushing the player as soon as one has seen the player? This is my current dilemma; as soon as I enter a relatively small interior (ship) every single enemy in the cell seems to rush to attack. Is it something in the AI package (Currently: sandbox/guard+ patrol)? In the AI Data? (no setting on the aggro radius behavior.)? Something else? A point in the right direction will help! Thanks again!
  2. Hey all! Curious about whether it would be possible to have the shield charge perk/spell without a shield- preferably applied to a weapon (2h in this case). In trying to search CK for where it might specify needing a shield, or to which thing the perk is applied to (shield vs weapon), I'm really not sure where to look. Help?! Thanks again!
  3. Ahhh thank you! I completely forgot about Dawnbreaker. Gonna try!
  4. Hey All! Little backstory, I'm making elemental enchantments that have a hidden bonus (magiccastanotherspell script on the effect) and set a low chance in the conditions (GetRandomPercent, <= ##) to cast on an attack. For example, the ice has a small chance to cast iceform on a target when struck (paralysis + ice effect). The ice and fire (modified flamecloak) work just fine. My issue currently is with the lightning, which, ideally would cast a small electric explosion that would knock nearby npcs down. I have made the spell and it works (modified Firestorm with lightning effects + knockdown in the explosion for it), however implementing it has been tricky. The condition I've used for the other two (GetRandomPercent) doesn't seem to affect this spell, and it casts every time it hits. Could this have to do with it relying on an explosion? Anyhow, what to do?? Sidenote: I did try another route, modifying the Warmaster/Grandmaster perk (paralyzing strike on backwards power attack), figuring that limiting the spell to a power attack might change the problem. So I switched the enchanting around (replaced magiccastanotherspell with addperk on the weapon itself). It appeared to work, the effects would only happen during specified attacks, however, the explosion effect didn't seem to happen (no knockdown.) In addition it would often lock the player character and glitch out, so I voted this solution out.
  5. My goal here is make something like the Ghoulmask from Fallout 3- an item that when equipped causes a faction/or actortype to no longer be hostile to you. I have tried something based on the Kyne's Peace shout. It's got two parts- the spell/ability effect which specifies actortype and the faction part which I've created a faction for, but I'm thinking the spell effect isn't translating from a FnF to Constant Effect? Dunno, but it's not working. And what's best for implementing that spell/ability? Would it be best in a perk? As script on the item itself? Like (defaultaddspell/perkOnEquip)? Anyhow, thanks for making it this far! Any help will help! :)
  6. Hey all, I'm wondering about how to make an item appear in loot after a perk is taken, The closest example I can think of is Fallout 3 with the fingers/ears after becoming a Regulator/Contract Killer. Is this worked through in editing the perk itself, or an accompanying script?
  7. Hey all, I'm seeing this around the forums more and more, and wanted to check to be sure. Now that Skyrim has updated to 1.6.318, my SKSE no longer works- which means much of what I had been doing, I cannot do. It would seem that we have two options: -somehow revert the update back to 1.5.97 (is that possible?) -wait for SKSE to update? Are those our only options? Anyone know if they are planning on updating SKSE? Thanks todd, for the update that no one asked for which cancels out the game that I wanted to play :sad:
  8. Hey all, it seems like any given follower that the player can have automatically starts with a hunting bow. For me, creating mages or unarmed brawlers, gets kinda dumb in combat if they start with a bow. Is there somewhere in the Creation Kit that one could change this? Also, if this topic has been brought up before, any links to answers?
  9. Hey All! I've been a bit stumped on this. I have made a few custom altar shrines with blessings and soforth (based on the Divine's shrines/ Akatosh/Arkay etc.) and usually when the player activates a new shrine, the old blessing is replaced by the new. With my custom ones, they are not removing when activating another blessing, but instead stacking. Not quite sure where to look or how to fix this! Maybe it's something obvious I'm missing?
  10. Oi! That's what I was afraid of (womp womp). Thank you for confirming!
  11. I did see that and wonder exactly what it meant. Thank you for clarifying! Incidentally, I did already create a race before I had decided to attempt this scripting feat. How would I change the player's race through script (if there's a link, that's fine too!) Is what you propose as complicated as essentially making a new vampire-like race that one turns into or is it simpler than that?
  12. Hey All! I have done quite a bit of looking into how to create custom smithing categories (mostly here). ] Skipping to the end: It's impossible to create new ones, but there are 2 essentially open slots for categories: sGenericCraftKeywordName08 (Bits) and sGenericCraftKeywordName09 (Bobs) Then it's adding your custom keywords to the Armor Materials formlist Then it's linking everything by keyword through Settings (for String value/name) and Default Objects. My issue is this: I am able to only get one working at a time (Bits). The other (Bobs) seems always to default to the "Misc" category. I've gone over it again and again and I'm hitting a wall as to what I could be doing wrong. Is it not possible to have more than one custom category at a time? Maybe it's something obvious I'm missing? Thanks again!
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