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Everything posted by Kerberus14
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Quest Property QuestRef auto Event OnActivate(ObjectReference akActionRef) QuestProperty.SetCurrentStageID(<YourStageID>) EndEventUsing the Properties menu you select the quest that you want to interact with. Attach this script to the container that you want to change the stage id.
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Slow time has a magnitude of max 0.XX, you can't go past 0.XX I think, but with script you can.
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- creation kit
- magnitude
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SetNthEffectMagnitude(Int index, Float value) Sets the magnitude of the specified effect. Let's say you have a spell with 4 effects. Effect number 3 is 2. SpellRef.SetNthEffectMagnitude(2,<YourValueHere>) You can have any magnitude set through script.
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- creation kit
- magnitude
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I've done this, I've added the perk that reduces damage while blocking by 100% to all humanoid NPC's, with a timed block mechanic too! And it works! It's not hard to do either, what is everyone here smoking about? The way I dealt with arrows is different, if you are hit from behind by an arrow you will take damage but if you are hit from the front and you blocked it at the right time then you won't take damage. I always hated how Skyrim never had Tower Shields, I'd have expected them to have them to combat magic or archers.. but nooo.. small shields.. they'll do just fiiiiiiiiiiiiiiiiine! What a joke.
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How will ES:VI impact Skyrim modding
Kerberus14 replied to TheknightofRand's topic in Skyrim's Skyrim LE
2015 will be a world war, I don't think we'll have time for games for another 30 years after this. Is what I'd like to say, but nah, I'd start modding that game immediately with no second thoughts the moment the creation kit came out for it. Godspeed. -
I want the piston to STOP expanding when the Landing Gear is locked but I don't know how to write the code, can anyone give me a fast example and where the Programming block should be placed? Thank you.
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Nvm.
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Game.GetPlayer().RegisterForMenu("Sleep/Wait Menu") doesn't seem to work..
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If it doesn't have the "DONE" tag beside it, it means it is still being worked on or being considered ;).
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v0.3 - Vampire slowdown effect now is more significant, lasts 1 second but has a cooldown of 6 seconds. DONE - Werewolves only take 50% of the damage, up from 15%. DONE - Vampires only take 25% of the damage, up from 15%. DONE - Able to train skills on training dummies STILL NEED HELP FOR QUEST. DONE - Casting spells increases your skill in respective casting tree. - DONE - Shouting increases your speechcraft skill. DONE - Combat MiniGame now shares a time block mechanic found in other mods(the window is half a second), reduces 100%(Up from 90%) of the damage if you do it succesfully, only refunds you stats if you are non-vampire/werewolf. DONE - I am ALIVE! renamed to Divine Shield, duration down to 3 seconds from 6, cooldown is the same. DONE - Reworked weapon stagger and behaviors: - Sword inflicts Greater Bleed. DONE } - WarAxe inflicts Minor Bleed. DONE } ONLY ON NON-VAMPIRES/UNDEAD - Dagger inflicts Bleed. DONE } - Bows inflict Major Bleed. DONE } - Wendingo - Immune to anything but fire, eats humans, is human, has inhuman reflexes. - Possible overhaul to cannibals in Skyrim? - How to become a Wendingo - Eat 100 Humans or 300 Human Meat, 3 Human Meats = 1 Feeding. Health Regen scales with number of feedings done, you must feed once every 3 days or you will die(not immediately but you will lose percentage health per second until you die.) - Not eating for 3 days will make cease the health regen effect. - Can't equip any weapons or spells, has claws. - Claws deal %health damage. Innefective against undead. - During the night, if you enter combat , time is slowed(minor effect) until combat ends. - During the night applied effect : Predator Camouflage, permanent invisibility if not in combat.
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Event OnEffectStart(Actor akTarget, Actor akCaster) Float AngleX Float AngleY Float AngleZ Float PosX Float PosY Float PosZ AngleX = Game.GetPlayer().GetAngleX() AngleY = Game.GetPlayer().GetAngleY() AngleZ = Game.GetPlayer().GetAngleZ() PosX = Game.GetPlayer().GetPositionX() PosY = Game.GetPlayer().GetPositionY() PosZ = Game.GetPlayer().GetPositionZ() Game.GetPlayer().TranslateTo(PosX , PosY, PosZ , AngleX, AngleY, AngleZ , 10000, 0) EndEvent I want to make the Player character to blink 50 units behind himself when this effect happens. There's also the issue of clipping into terrain or going through walls that I don't know how to fix. I'm using TranslateTo instead of MoveTo because MoveTo lags the game.
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Every non-weekend day around 17:00-18:00GMT+1, every weekend around 13:00. Nexus is most populated at those hours.
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You don't have SKSE scripts installed, I think that's why you're getting that error. GetWeight() is a SKSE function you need to install SKSE using the archive, not the installer.
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Modify the carry weight of the player by as much as the weight of the item you want the diminish using MODAV, there's always a lazy way of doing things. Keyword Property VendorItemFood auto Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) if akBaseItem.HasKeyword(VendorItemFood) Game.GetPlayer().ModActorValue("Carryweight",akBaseItem.GetWeight()) endif EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) if akBaseItem.HasKeyword(VendorItemFood) Game.GetPlayer().ModActorValue("Carryweight",-akBaseItem.GetWeight()) endif EndEvent Attach the above script to the Player in CK and that's all you need to do for the lazy workaround to work. Click on Properties, auto-fill, click okay.
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You don't know much about sarcasm, or the sarcasmface.jpeg? :(
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Create a blank FormList in CK. Make a script that checks the player's inventory once a while. http://www.creationkit.com/FormList_Script Using the script that checks the player's inventory, add all the forms in the formlist with AddForm(Form apForm) Then ultimately, change the weight of all the forms that you want with this http://www.creationkit.com/SetWeight_-_Form. Recommend using OnUpdate event and/or OnItemAdded/OnItemRemoved event.
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I am going to update it every time I add up a considerable change log, and not just 2 lines saying how I added 100 spells that do the same thing, or something about overhauling all the creatures in the game.. it's not even a lot of work to begin with <_<. http://puu.sh/f4EXN/0fc76cc52e.jpg
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Funny that this topic gets more attention than mine that I've been at for 3 months already.
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Come to think about it.. "OOO mostly merged the most popular mods around into one giant overhaul.." sounds like what I'm trying to do with SkyEnd, although it is a shame I couldn't release at least a reasonable version of it yet(the ones in my signature are just test versions, created/posted just to receive feedback due to lack of testers). It's going to be months until I finish this overhaul by myself. And I've done something about the Encounter Zones that you might consider interesting : I didn't find a workaround to make a perfectly leveled world, but I made all levels useless, levels scale with stats, and the whole Skyrim world will accommodate to your stats.
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http://puu.sh/f088x/cbe31d6f60.png I'm trying to apply that script to an area around me when I cast it, all I'm getting is a CTD.
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Float Property Original auto Event OnEffectStart(Actor akTarget, Actor akCaster) Original= akTarget.GetActorValue("SpeedMult") akTarget.SetActorValue("SpeedMult",0) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.SetActorValue("SpeedMult",Original) EndEventhttp://puu.sh/eXBNh/6d225e60f0.png When I cast this, the NPC that is hit by it is still moving. The spell: http://puu.sh/eXBWV/2e9a7d3292.png
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Bump.
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You can make as many hairstyles as you want playable in CreationKit, I know this because I've had a mod feature implemented lately that needed new hair styles. I can't help you with that, I don't know how to mix textures or whatever you're trying to accomplish.
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ROUGH Changelog for SkyEnd Alpha v0.2: IMPORTANT CHANGES!! - Your level is based on how much health you have divided by a formula. Leveling up has been made impossible or close to impossible(you'd have to play for days to get a level up now, and it won't matter because it gets re-set to the formula immediately after.) You level up by gaining stats, your stats reset back to full after leveling up as usual. This is now the new way to level up. DONE - In respect to the above change the athletics script that scaled off your player level has been tweaked to accommodate the changes. DONE - Stamina no longer capped at 1000, but Athletics caps at 1000, which means you can't have 3000 stamina and jump into the skybox or run at lightspeed. DONE - Timescale lowered to 6. DONE - If you have completed Clavicus's Vile quest, you will no longer take damage from the sun/wearing torches/wearing silver/wearing fire spells as a Vampire. DONE - Beast Form static stats. DONE - Vampires take damage if they have a fire spell equipped or torch or silver. DONE Vampires regenerate only 1% of their health per second and 15% of their missing health per second. DONE Vampires can hide in the shade to avoid taking damage from the sun during the day, fire sources in interiors will hurt you, basically anything that emanates heat and/or light can hurt you. DONE - Encounter Zones have been tweaked, all the zones will accommodate to your current level(which now scales with how much health you have, which indirectly scales with your stamina, you have no level cap) DONE - Combat Minigame for nonvamps/werewolf tweaked and fixed, only triggers if you're blocking =p DONE