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KravisGile

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About KravisGile

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    Skyrim SE
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    Skyrim SE

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  1. I've tried everything I could think of. The scripts, extracted from the Misc.bsa and the Scripts.zip file are all in Scripts or Scripts\Source. The "Edit Source" option on scripts in the CK is grayed out and unclickable. Creating a new script extending to ObjectReference gives an "Extend Script does not exist" even though I am literally looking at the ObjectReference script, sitting in the list when filtered... Is there something inherently disabled in the SSE CK (perhaps a CreationKit.ini line) that is preventing me from doing anything with scripting?
  2. I really appreciate all the help and suggestions. My reservations regarding scripts is mainly focused on avoiding any potential bad line of script from corrupting someone's save. However, I decided to "bite the bullet" and attempt a script for an Unequip Shout/Equip Shout based on Health Percentage... and what happened? As soon as I went to make a new script, I get the error message "Extend Script does not exist" for ObjectReference. Googled the error. Mentions unzipping Scripts.zip into the right area.. which I've already done. They really don't make this easy, do they?
  3. Sorry if this is immediately obvious, but I assume I place the HealthPercentage condition in the perk's main window instead? (Ability Perk Entries don't allow conditions from within). Also, shouts cannot be chosen in Ability Perk Entries.
  4. Did you create this NPC? If you do not use script to remove, unequip and equip the spells and shouts the results are not going to be very good. There will be lags between the times the spell is no longer available and the NPC equips the new spell. It is a custom boss, yes. Scripting was never something I was good at. I was hoping there was an alternative via entry points and conditions. Setting events with GetHealthPercentage works flawlessly. It's a shame there's no entry point to remove or unequip a spell.
  5. For spells, this works. However for shouts, this doesn't work. Shouts cannot have a "Spell Cost". You can apply a cost, but it does nothing. They can have a cooldown, but it affects all shouts. I'm really trying to make this mod as script-free as possible. Hmmm...
  6. Hey all, I'm currently developing a mod that puts a boss NPC into "phases" based on HealthPercentage, similar to boss fights in The Witcher 3. Is there a way to force Skyrim AI to stop using a spell or shout at a certain health percentage by using a perk entry and/or condition and not a script? I've gone so far as to set "ModSpellMagnitude" to a 0.01 multiplier and ensured that the other spells weren't affected, but the NPC continues to use it and not their (now stronger) spells.
  7. Great great interview. It's always great to see Chesko get some well deserved publicity.
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