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Until I had a closer look into the possibilities of SKSE I wasn't even going to look at this as being part of my quest/tutorial. I need to guide the player into creating specific potions, while I don't think it's possible to actually check the ingredients that were used in the creating of the last potion, I know I can look at the MagicEffects. This will give me some degree of control over what the player can brew in order to complete the specific objective. I found this function: MagicEffect Function GetNthEffectMagicEffect(int n) native However, I have no idea how to utilize this as I am unable to find a list of what exactly should be returned. Without specifically going through and coding the uses so that this pops up in a Debug.MessageBox I am feeling slightly overwhelmed with this function. I don't suppose anyone knows of a list of the MagicEffects or how this function would return all of them?
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I have a script that pushes every ingredient in the vanilla game through a counter: Function ingCount(Ingredient iCur, Int stage, Int max, Int pLot) float CurrentCount = Game.GetPlayer().GetItemCount(iCur) if pLot == 0 if CurrentCount > max CurrentCount = max endif pLOT01AbeceanLongfinCount.Value = CurrentCount UpdateCurrentInstanceGlobal(pLOT01AbeceanLongfinCount) endif This is for the Abecean Longfin, if this was the Bear Claws then pLot would be 1 and the rest self explanitory. The end result also increases a global variable counting off how many ingredients have been maxed. Total should be 92. Function CountAll() ingCount(pAbeceanLongfin, 30, 3, 0) ingCount(pBearClaws, 40, 1, 1) ingCount(pBee, 50, 2, 2) This works completely and will count all ingredients off to the variable 'max' which is separate for each ingredient on how many are required. As I said, this works almost flawlessly, as when the script starts it begins with the Abecean Longfin. This seems to be where the problem lies, as although every single other ingredient works without fail, the Abecean Longfin seems to get skipped, if I drop enough of them and then pick them up it counts but I need it to check these at the start of the quest in case the player has enough pre-questing to tick off the objective. When the entire thing runs in game it ticks off every ingredient except the Abecean Longfin and the Total is set to 91 which is one short. The Abecean Longfin is the last step here and I can pretty much release this, which I am truly looking forward to as I've spent a good many hours developing this over the last week http://tesalliance.org/forums/public/style_emoticons/default/aa_smile.gif Before anyone suggests it, I have also added the line: ingCount(pAbeceanLongfin, 30, 3, 0) onto the end of the function CountAll() and it still seems to get overlooked. Can anyone help here? I'm fairly certain I've provided enough information but if not please ask me for what you may need http://tesalliance.org/forums/public/style_emoticons/default/aa_smile.gif Thank you so much in advance LoT
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Solved this, thanks for looking! :)
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Consider that the game was not created with "armies" in mind, this would be something you'd either have to request in a massive amount of detail or create yourself.
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Possible idea for new magics and lore Tie ins
LegendofThunder replied to toxicdeath2's topic in Skyrim's Skyrim LE
I thought about that, but then they would need a different one on hand for every spell, it would also step on the toes of Azura's star instead of giving it more utility. I also do plan on making durations, effects, and damage scale with the level of soul used in the spell. True, but making them rechargable by the use of soul gems would aid Azura's Star and potentially make more people seek out the artifact :smile: Hmm I suppose if I went that route I could script it to have an increased effect based on its current charge level instead of the level of soul it used. Would make for an interesting possiblity, when a player finds a Soul Magic Gem it could have a random charge? This may need several Great or Grand Souls to fill it fully? Not sure about you, but I find myself with an awful lot of soul gems I don't really need! -
THanks, works perfectly and saves me a ton of lines otherwise :D
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Possible idea for new magics and lore Tie ins
LegendofThunder replied to toxicdeath2's topic in Skyrim's Skyrim LE
I thought about that, but then they would need a different one on hand for every spell, it would also step on the toes of Azura's star instead of giving it more utility. I also do plan on making durations, effects, and damage scale with the level of soul used in the spell. True, but making them rechargable by the use of soul gems would aid Azura's Star and potentially make more people seek out the artifact :) -
Possible idea for new magics and lore Tie ins
LegendofThunder replied to toxicdeath2's topic in Skyrim's Skyrim LE
Certainly sounds very interesting! I am simply thinking that instead of the orbs of knowledge if during the venture into these dungeons the player obtained the ready created soul gem that they can use either a set amount of times and then they must find it again or that is infinite or requires other soul gems to recharge it. Otherwise, definitely sounds interesting, I'm not a heavy magic user so this does appeal to me :) -
I imagine this would take an extremely long time to create. Although it would be incredibly awesome and realistic, this means a lot of coding. The best way to get something you personally desire, is to make it yourself! Granted this would be one hell of an achievement and quite daunting if you've never modded Skyrim or any TES/Fallout games.
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I can't seem to find a thread on this, but...
LegendofThunder replied to AegisRunestone's topic in Skyrim's Skyrim LE
If you're looking to create weapons then yes, use the Creation Kit. From what I am aware it's the official editor of Skyrim from Bethesda. I don't recall any crossbows in the vanilla game so you may need to get creative or source one from somewhere but as for the weapon, I am assuming you want to have this added to list of "Silver" weapons. In this case change the stats so it is more effective to werewolves. I haven't created a weapon before so I cannot give you specific, but http://www.creationkit.com/ has some really useful bits to help you out. I've not used it before and there's plenty of tutorials to get you started, that how I managed it :smile:- 5 replies
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- mod creation
- create mods
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(and 3 more)
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Aiming with Bows - some Skyrim Aimbots / mods out there?
LegendofThunder replied to HunterSX's topic in Skyrim's Skyrim LE
Can't say I've ever been in a situation where shooting an arrow at a dragon that is constantly moving and changing it's x,y and z axis hits more than 5% of the time. Having said this, most of the time I'm trying to do this the dragon is a fair distance away. Nonetheless, the bset change you have is to focus on shooting the dragon when it comes closer. If it's still too difficult, well there is a difficulty setting, or the console command SetAllowFlying :wink: -
I've been scratching my head on this for a while now. After spending a fair few hours writing most of my new quest, I realised I need to check the status of the objective prior to incrementing a variable. I am attempting to do this as follows: if pLOT01Quest.GetObjectiveCompleted(stage, 0) == 1 However, this gives me the error that 'GetObjectiveCompleted is not a function or does not exist'. Surely there is a function that allows me to check the status of an objective? I have used the example from line 4515 on this web page: http://mod.gib.me/skyrim/functions.html Problem is, I believe that to be out-of-date. Anyone point me in the right direction?
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Global Variables in Papyrus
LegendofThunder replied to LegendofThunder's topic in Skyrim's Skyrim LE
When I saved the call of this function after including GetName() the compiler said that GetName() isn't a function or doesn't exist? I am assuming I don't have SKSE loaded into the Creation Kit? This is what calls the function (when a player picks up an item): if pLOT01Quest.GetStageDone(10) == 1 if pLOT01Quest.GetStageDone(230) == 0 if akBaseItem == pDeathbell pLOT01QS.ingCount(pDeathbell, 230, 2, "pLOT01DeathbellCount") endif endif endif This is the function: Function ingCount(Ingredient iCur, Int stage, Int max, GlobalVariable pLot) float CurrentCount = Game.GetPlayer().GetItemCount(iCur) pLot.Value = CurrentCount UpdateCurrentInstanceGlobal(pLot) if CurrentCount >= max pLOT01Quest.SetObjectiveCompleted(stage,1) pLOT01Quest.SetObjectiveDisplayed((stage + 5),true,true) elseif CurrentCount < max pLOT01Quest.SetObjectiveCompleted(stage,0) pLOT01Quest.SetObjectiveDisplayed((stage + 5),0) pLOT01Quest.SetObjectiveDisplayed(stage,true,true) endif endFunction As you can see, I need increase or decrease the global variable depending on the count, and this depends on the ingredient. So I'd prefer to have a single function with parameters, instead of loads of functions. -
Is always worth watching out for quests. Personally I love alchemy so I do my best to visit all the stores and tend to talk to everyone in case there's a side quest and I found this one and it stuck, especially being in Riften with the Thieves Guild!