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AnduinX

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  1. Thanks for your response. I'm well aware that it's proper etiquette to ask permission before using a resource. That's not what I was asking about. In the construction set, when you click Character->Export NPC Face Textures What exactly does it save? If I used a texture from 2ch Modular Beautiful People, would my mod still require 2ch Modular Beautiful People to run, or would the saved facial details allow the game to load the face and hair data without having 2ch Modular Beautiful People installed?
  2. If my mod has a character that uses face, eye, and hair data from 2ch Modular Beautiful People, will that mean that the mod requires 2ch Modular Beautiful People, or can I export the character data so that people could play it without having 2ch Modular Beautiful People installed? Also, can clothing data be exported, or will I need to upload a separate resource file for that? I am new at this, and I'd prefer to not clutter things up with a ton of required files when I release my mod.
  3. Ok, I changed the spell name from 1SummonStake to AAASummonStake and it compiles now. It seems a number can't come first in a spell name. Thanks for your help! The problem now is that it's not giving the spell to the player upon loading the game for some reason. I have added the script to the list of Papyrus scripts for the Player. I'm not sure what I'm doing wrong here.
  4. Ok, this is what I have now: Scriptname AddSpellsScript extends ObjectReference SPELL Property 1SummonStake Auto Event OnInit() ; This event will run once, when the script is initialized AddSpells() EndEvent Event OnPlayerLoadGame() AddSpells() EndEvent Function AddSpells() Game.GetPlayer().AddSpell(1SummonStake) EndFunctionIt's still failing, this is what the compiler is giving me now: Starting 1 compile threads for 1 files... Compiling "AddSpellsScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\AddSpellsScript.psc(3,15): no viable alternative at input '1' C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\AddSpellsScript.psc(3,32): mismatched input '\\r\\n' expecting STATE C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\AddSpellsScript.psc(14,29): extraneous input 'SummonStake' expecting RPAREN No output generated for AddSpellsScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed.
  5. I'm an Oblivion modder looking to break into Skyrim modding. What I'm trying to do is to get the game to add spells to the player whenever it loads. The spell name is '1SummonStake.' This is my code: Scriptname AddSpellsScript extends ObjectReference Event OnInt() AddSpells() EndEvent Event OnPlayerLoadGame() AddSpells() EndEvent Function AddSpells() Game.GetPlayer().AddSpell(1SummonStake) EndFunction What I get when I try to compile this code is the following: Starting 1 compile threads for 1 files... Compiling "AddSpellsScript"... C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\AddSpellsScript.psc(14,29): extraneous input 'SummonStake' expecting RPAREN No output generated for AddSpellsScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on AddSpellsScript
  6. Sorry for the late reply, I just wanted to say thanks. I'd have never found that on my own.
  7. With the construction set I can set the level of an NPC with OBSE scripts, but doing so does not seem to change the stats of the NPC to what they should be at its new level. Is there a function that forces the game to recalculate the stats of an NPC? Note: I know that checking PC level offset will make an NPC level with you, but this is not what I want. I would like to be able to set the level of an NPC to be half that of the PC.
  8. I would love to be able to set the level of one of my summons to 50% of the player's level every time it is summoned, with a code like this: The problem is it doesn't work. Oddly enough, my NPC is actually higher level than my player is. The variable X is half that of my player level, I verified it with a MessageBox. It is simply not modifying the NPC's level.
  9. Thanks! I upped their aggression and lowered their personality to 0 and they now attack anything that I do. The script you posted works great too :smile:
  10. I'm making a summoning mod that allows the player to have multiple summons. I have been trying to work in a balancing factor to this, and came up with a system that detracts from the maximum health/magicka of the player. The more summons the player uses, the bigger the penalty. The player can unsummon and drop the summon count to 0 to get rid of the penalty. To accomplish this I find the maximum health/magic of the player, determine the summon penalty, and use ModAV to subtract health/magicka until the player's health and magic are below the limit I have set. The problem is ModAV seems to have some permanent effect on the health/magicka values. Even after I unsummon my creatures, health and magicka will stop regenerating at a certain point. My player's health might sit at 17 out of 67 hit points, for example, and never go up. I can cast heal spells or try to type 'Player.ModAV health 50', but it never budges. I don't understand what's going on here. Here is the script that I have been using, I have attached it to the player as an object that should run constantly:
  11. I recently created a mod in which I summon NPCs to my location. I successfully got my companions to follow me with a script, and got them to assist me in combat by adding them to the player's faction. On top of that I modded the player's faction to give a +100 disposition bonus. Adding my NPCs to player faction solved most combat issues, but there are still occasions in which they don't assist me. For example, I punched a horse and they just watched as the horse beat me up. I shot a guard and resisted arrest and they did not lift a finger to help me. It seems they will only assist me if a hostile target attacks me. If a non-hostile target attacks me they could not care less. Is there any way to get my companions to assist me in ALL circumstances? My companions are NPCs, not creatures, so I can't make them player owned in the ownership tab. Additionally when I accidentally hit my companions they will turn on me. Is there a way to prevent that?
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