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Krijanowsky

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About Krijanowsky

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    Brazil
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    .Hack//G.U Redemption

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  1. It seems you have a pirated copy of the game and it was not installed properly. Sorry if I'm wrong.
  2. Messed around with the mod today and I think I discovered the issue or, at least, had an insight about the proccess behind the scenes. The problem is, since the script calls for the "spellout" event at the end, of course the game will play the animation. What boggled me is the fact that other mods using the same method and almost the same scripts didn't seem to call the animation, since the animation never played. Apparently, all come down to the duration of the magic effect. If the set duration is long enough (let's say 5 seconds), the spellout event will be shown in game. If not, then the magic effect will finish mid animation (the first one we call in the script) and the other, the spellout, won't have enough time to be played, but the benefitial effects are still applied, that is, the character does not get stuck in the charge animation. Not all animations should be used in the same duration, though, because some animations are longer than others. It requires some fine tuning, but I think 3 seconds is a good enough number for most cases. So, that's it! I hope my little problem and solution may help someone who might need in the future. P.S: I tested this hypothesis with another animation for another artifact and yeah, it really seems to be the case. Both animations are playing nicely, with no ugly spellout animation letting my character stuck. Success!
  3. Papyrus compiles everything just fine; no errors whatsoever. I'm guessing the problem is with the behaviour or, at least, the way SAE works, though I'm not sure what exactly. I need to play the animation with a sword (for a Dawnbreaker skill), DAR changes the animation and then the character was supposed to just resume the fighting or whatever the player is doing at the moment, but without calling the SpellOut event, the character just gets stuck, believe it or not, IN the SpellOut animation. On the other hand, if I call the SpellOut event, the character performs the pose for 2 or 3 seconds, and only then the behaviour resumes. I really need to get rid of this last portion of the animation so as to not break the flow of the gameplay for end users, but it's been a pain in the arse...
  4. Replaced the debug.sendAnimationEvent(selfRef as objectreference, "RitualSpellOut") with: debug.sendAnimationEvent(selfRef as objectreference, "IdleForceDefaultState") just to see if the magic release animation would stop playing and, oddly enough, it didn't. It remains the same, no matter what I do... maybe the "RitualSpellStart" forcibly calls the "RitualSpellOut" animation via behaviour? I'll continue to try things out...
  5. Hey y'all! I am trying to make a simple mod, in which I give the daedric artifacts a skill with custom animations. Everything (almost) is working fine, except that when the animation ends and the script calls for "Ritual Spell Out", the character stays on that position for a while. The thing is, from what I saw peeking through other's scripts, this wasn't supposed to happen. I call the AnimEvent using Debug and I have to call the Ritual Out or else the character gets stuck. Other mods do the same, with basically the same script and this ugly animation never plays (like the mod Vitrium, for instance). But mine does, and no amount of changing the script helped. By the way, this is the script: SPELL Property FastHealing Auto Bool FirstPersonView = false Actor selfRef Event OnEffectStart(Actor Target, Actor Caster) selfRef = Target if selfRef == game.GetPlayer() if selfRef.GetSitState() == 0 && selfRef.GetAnimationVariableInt("bIsRiding") == 0 && selfRef.GetAnimationVariableInt("bInJumpState") == 0 && selfRef.GetAnimationVariableInt("IsEquipping") == 0 && selfRef.GetAnimationVariableInt("IsUnequipping") == 0 Game.DisablePlayerControls(true, false, true, false, false, false, true, false, 0) if selfRef.GetAnimationVariableInt("i1stPerson") == 1 FirstPersonView = true game.ForceThirdPerson() endIf debug.sendAnimationEvent(selfRef as objectreference, "RitualSpellStart") # here I call for the modified animation and it works nicely! FastHealing.Cast(SelfRef) else self.dispel() endIf else self.dispel() endIf endEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) debug.sendAnimationEvent(selfRef as objectreference, "RitualSpellOut") # The problem lies here. This animation lasts longer than the one that should be the ONE. if FirstPersonView game.ForceFirstPerson() endIf game.EnablePlayerControls(true, true, true, true, true, true, true, true, 0) endEvent Does anyone know what's wrong with the script? Thanks!
  6. Sorry for the very very late reply, but I've been through some real life problems. Anyways, thank you for this! I admit that this is a real challenging approach since I know very little about modding, but I'll give it a lot of tries. XD
  7. Oh, I see. I am trying to fix the stagger spell now. Thank you for the guidance and patience, it's been REALLY great to have someone to point me in the right direction. And, of course, good movie to you!
  8. I created both spells and attached a small debug script to see when the effect on them is fired and well, as separate spells, they work as intended: the cannon ball gives me a notification only when it hits an npc and the stagger spell as soon as I cast it. Oddly enough, when I put your script inside the cannon MEffect and cast the spell ingame, two things happen: First, the stagger only occurs when the spell hits an npc, but that's not what I want. I'd like it to stagger the player at the moment of the casting. Second, when the spell hits a target and the stagger (on the player) begins, it doesn't stop. I had to Alt F4 my game Haha I don't know if it matters, but the delivery type of the spells is, for the cannon, Aimed and for the stagger, Self. The script is like this inside the Magic Effect: Scriptname AAACannonBallScript extends activemagiceffect SPELL Property StaggerSpellProperty Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Debug.MessageBox("Got Staggered?") StaggerSpellProperty.Cast(akCaster, akCaster) EndEvent
  9. Dang, I'd need to deal with scripting, then? Thanks a lot, man, but unfortunately, I have no idea of how to approach this and Papyrus is very confusing. But I'll try my best to read some resources and try to apply what I learn. EDIT: I've been trying what you said for the last few hours, but the magic effect doesn't even appear in the dropdown menu to be added to the Cannon spell, no matter what I do.
  10. Hello y'all, long time no see... I'm trying to make a spell stagger the player upon casting it to simulate the impact (it will be a sort of fireball cannon), but so far, I had zero successes. Does anyone have a tip on this? Thanks!
  11. Oh, well... Thing is: I'm adding separate heads for each race and, on each race, separate heads for each gender, plus some unique heads for some named npcs. Guess I'll need to do this manually anyways... But, thank you.
  12. Hi y'all. I am working on the update for my mod Head Hunt and I'm having a real hard time adding the head trophies to the npcs, because I am doing this manually and my laptop is from the Age of Stones, which makes everything just worse. I need advice to do the following: When any of the nord male npcs die, a specific head item will be added to his inventory so the player can loot and equip it. I will do this for ALL the npcs, so any way to make things easier would be appreciated.
  13. Technically, you can, but it's not a practice people think it's ok. Mods are meant to be free, and this leads people to learn how to mod. That's why the community is so great and varied. As for the models you want to be modded, I'm not a modeler and I am not really interested in learning this, but if you post some images for reference, the odds of someone wanting to make them appear would be higher.
  14. You can find it on eskrimmods. Just Google it and search the mod using the tabs at the top of the page.
  15. I don't know about modding this, but, you coud favorite all the food on your inventory and, if using SkyUI, assing a hotkey to eat them, much like we do with potions on our inventory. I didn't tested this, but it should be good enough.
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