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About Joshlaryeth

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What would the script be like for, say: a weapon has 4 shots in a magazine and total, get remaining ammo after "weaponfire".
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At the moment the conception is very vague and subject to change, I've a few ideas for backstories, if necessary outside of origin lore of each particular item. I've the papyrus scripting knowledge and have already written several scripts and playtested them for basic functions like cooldown timers, or 'ammo regeneration' and designed a few magic effects/enchants. I have basic papyrus ability in general and have made 3 mods, one most recent for Skyrim SE: Wizard Warrior - Defector. So, I understand pretty much all the ins and outs of creation kit and know how to find information for things I don't know. Here's the pitch: The Player acquires gadgets/abilities throughout the game through perks/stats/quests/etc with cooldown/recharge timers and/or energy resource cost. The Player will garner a kit comparable to that of MMO's like WoW. Primary weapons will be used for filler damage when damage abilities are on cooldown or contextually suboptimal. Some Primary weapons will have Counter-Strike spray patterns, those that don't will have relatively reduced damage potential, but this allows the player to improve and deal more damage per second through recoil control if they wish to. There will also be in-betweeners with damage output potential balanced respectively. Enemy stats, spawns, and variations will be revamped to matched the player's increased lateral, and in some cases basically vertical, utility. The challenge will scale with the players level in order to compensate the player's learning curve, starting out basic and manageable with minimal kit/game knowledge, and stats and variations as well as enemy 'abilities' will increased based on mean playtest experience. I'm extremely flexible and open-minded, welcoming all sorts of ideas, and would love to have fellow modders on board. Please PM me or respond here if interested. Thank you.
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Attach these scripts to MQ102, legit leaving the vault, ditched the custom quest angle, and I swear it works once in a while upon loading a save from a start outside vault. Then I start a few new games and they won't fire. It's driving me nuts, something that should be so straightforward and simple not working. So here's the two scripts. I've seen them work, especially when I first ditched the custom quest and attached them to MQ102 and loaded a game just walking into sanctuary hills. I'd be unbelievably grateful for any help. Properties Filled. I'm using a Skip the Vault Mod, can't imagine playtesting without one. First Script: Scriptname AAA_PlayerStuffScript extends Quest ;-- Properties --------------------------------------ammo property AAA_AADPAmmo autoweapon property AAA_AADPWeapon auto Event OnInit() Game.GetPlayer().AddItem(AAA_AADPAmmo, 1, true)Game.GetPlayer().AddItem(AAA_AADPWeapon, 1, true) endEvent Second Script:Scriptname AADAmmoScript extends Quest Weapon Property AAA_AADPWeapon AutoAmmo Property AAA_AADPAmmo AutoFloat Property UpdateSpeed = 0.5 Auto Hidden Event OnInit()RegisterForAnimationEvent(Game.GetPlayer(), "weaponFire")Endevent Event OnAnimationEvent(ObjectReference akSource, string asEventName)If Game.GetPlayer().IsEquipped(AAA_AADPWeapon) && (akSource == Game.GetPlayer() && asEventName == "weaponFire")StartTimerGameTime(UpdateSpeed)EndifEndEvent Event OnTimerGameTime(int aiTimerID)Game.GetPlayer().AddItem(AAA_AADPAmmo, 1, true)endEvent
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Scriptname AAA_ParalysisInvincible extends activemagiceffect Float Property UpdateSpeed = 0.2 Auto Hidden Float SpellHPActor Target Event OnEffectStart(Actor akTarget, Actor akCaster)Target = akTargetSpellHP = 100.0StartTimerGameTime(UpdateSpeed)EndEvent Float Property UpdateSpeed2 = 0.25 Auto HiddenActorValue Property HealthAV autofloat Function GetValue(ActorValue akAV) Event OnTimerGameTime(UpdateSpeed2)If (SpellHP > 0.0)ActorValue HealthAV = Game.GetValue("HealthAV")float HealthPercent = Target.GetValuePercentage("HealthAV")If (HealthPercent < 1.0)float Healthcurrent = Target.GetValue("HealthAV")float HealthToHeal = (HealthCurrent / HealthPercent) - HealthCurrentIf HealthToHeal > SpellHPHealthToHeal = SpellHPEndifTarget.RestoreValue("HealthAV", HealthToHeal)SpellHP -= HealthToHealEndifStartTimerGameTime(UpdateSpeed)ElseDispel()EndifEndEvent I'm getting: "no viable alternative at input event now". Should I be using an extends other than activemagiceffect?
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This is what I've done so far but cannot compile. Any help would be greatly appreciated. Scriptname AAA_ParalysisInvincible extends activemagiceffect ActorValue property HealthAV Event OnEffectStart(Actor akTarget, Actor akCaster) Target = akTarget SpellHP = 100 StartTimerGameTime(UpdateSpeed) EndEvent Event OnTimerGameTime() If (SpellHP > 0.0) float HealthPercent HealthPercent = Target.GetValuePercentage(HealthAV) If (HealthPercent < 1.0) float Healthcurrent float HealthToHeal HealthCurrent = Target.GetValue(HealthAV) HealthToHeal = ((HealthCurrent / HealthPercent) - HealthCurrent) If HealthToHeal > SpellHP HealthToHeal = SpellHP Endif Target.RestoreValue(HealthAV, HealthToHeal) float SpellHP SpellHP -= HealthToHeal Endif StartTimerGameTime(0.2) Else self.Dispel() Endif EndEvent
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Sorry but new questions arise. So, I have a spell that has a magic effect modAttackDamage and theres a set of 4 double conditions, of which one set (2 conditions) need to be met to apply the effect. Yet, the effect won't trigger. Here's 2 Screenshots of my conditions list, the error must lie there:
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I'm recruiting modders for a project. The pitch is this mod will be based off of 'warrior wizard' as a spell casting medium. For those unfamiliar with the mod, it basically lets you assign a spell to be cast off an action: right light attack, left right attack, block, block bash, bow attack, & power attacks, with a key to toggle it on and off, and with keys 1-5 for separate setups while toggled. It creates a good flowing method of spell casting which serves as a great base for my mod. The second mod it requires as a base is enemy [r]evolution in order to add spells from various packs to enemies based on the player's level. Lastly, a random encounter mod with highly customizable settings to keep the overland interesting and more challenging. My mod introduces class kits with backstories but more importantly different kit-specific spells (akin to, but derived from MMOs) For example, my first kit dubbed 'The Deserter' has a Spell which has a random chance of generating one of four stances: and each stance has a seperate separate rotation to maintain a damage buff i.e. (Right Attack, Left Attack, Power Attack, Bash) in 4 different orders depending on which stance you get. The stance lasts for a duration and then the player must recast the stance generating spell to get their next random stance in which they must attack in a certain sequence to maintain a buff. Of course, if you lose the buff, you merely need to start the sequence over to restore it. The premise being, one's ability to maintain the correct attack sequence determines a large portion of their damage output. The second main catch of the kit is that when below 50% health, the player must choose 1 of 3 buffs where 1 will surely be more appropriate for the others in different contexts: damage reduction, attack speed, and stamina regeneration (stamina is an important resource now). Lastly, the kit comes with other skills which vary from a high damage attack to enemies below X% Health, a Bleed DoT which the player must keep track of to maximize damage output, and more to come (utility abilities: perhaps a 10 yard backstep with a cooldown, a javelin toss which snares an enemy in place for a duration allowing the player to fight less enemies at once with good positioning and timing). The idea is that each kit should be complex enough to stay interesting, have a high skill ceiling to encourage learning to improve, and feel much more fun to fight with than the base game. But my aim is to go beyond merely developing fun to play 'classes' and to tailor the player's experience to dense combat encounters scaling with player level, a new (more open-ended) questline to give the player some direction instead of the original game's tired, old main quest. Lastly, for now, a revamped perk system to compliment said kits. Anyone interested in helping out, please feel free to leave contact info.
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So, creating a dummy magic effect which fires alongside the magic effect we'd like to have a cooldown on and having a condition of the latter magic effect: ('HasMagicEffect' 'Dummy' != 1) should work and the duration of the dummy effect would effectively be the cooldown for the spell's primary effect to work again. However, Say my magiceffect is a valuemodifier with a duration. The Dummy Effect then cancels out this magiceffect. I'd like to know a workaround for this. I'd also like to know what the ideal type for the dummy effect should be to avoid it not applying in different contexts. Essentially, if anyone could write me an activemagiceffect script that disallows a spell to fire for a set duration, I'd be eternally grateful. Thank you.