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Everything posted by Kerberus14
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The script is attached directly to the player in CK, that's the only way it'll work. ^^ The script is only supposed to run one cycle. Once or more if you ONLY UnEquip in combat, and once or more if you ONLY Equip in combat.
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I could do that for the player, but then any other NPC that isn't the player would do normal damage to Vampire/Werewolf NPC's, wouldn't they? My followers would be living anti-daedras.
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If I were you I would use OnObjectEquipped and OnObjectUnEquipped instead of those. This is a general script, it works for all the armors and weapons/spells. You can replace the "as Armor" for armors with "as Weapon" for Weapons or with "as Spell" for Spells. Scriptname CombatChange extends ObjectReference Actor Property PlayerRef auto Function UnequipItem(Form akItem, bool abPreventEquip = false, bool abSilent = false) native Function EquipItem(Form akItem, bool abPreventRemoval = false, bool abSilent = false) native Int Property WasUnEquip auto Int Property WasEquip auto Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) akReference = PlayerRef if PlayerRef.IsInCombat()==1 && akBaseObject as Armor && WasEquip==0 PlayerRef.EquipItem(akBaseObject,false,true) Debug.Notification("You can't change armors in combat.") WasUnEquip=1 endif if PlayerRef.IsInCombat()!=1 WasUnEquip=0 endif EndEvent Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) akReference = PlayerRef if PlayerRef.IsInCombat()==1 && akBaseObject as Armor && WasUnEquip==0 PlayerRef.UnequipItem(akBaseObject,false,true) Debug.Notification("You can't change armors in combat.") WasEquip=1 endif if PlayerRef.IsInCombat()!=1 WasEquip=0 endif EndEventThis is my go on the script. Tested it and it works.
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I don't want to add them to the actor(s) in CK because they are TOO many actors. I would have to take every Vampire/Werewolf NPC and add the perk to each one separately. It's a perk that makes an NPC/Player character immune to any damage source that isn't coming from Silver Weapons or Fire Damage.
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Papyrus script question - unique actors
Kerberus14 replied to BurnTheBooks's topic in Skyrim's Skyrim LE
You could try and see if it works instead of asking if it doesn't work. Although if you made them Unique in Creation Kit you could check if they are tagged as Unique as I've said, pretty much doing the same thing, except you'd be adding some extra lines. -
I don't have any idea how to attach these perks to NPC's, either in CK or Dynamically with a Quest.. Do I really have no options available? lol
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Papyrus script question - unique actors
Kerberus14 replied to BurnTheBooks's topic in Skyrim's Skyrim LE
Maybe you could check if the Actor is Unique then. Bool IsUnique() Since ticking that box does nothing(but I figure they are tagged as Unique, which would make the above work), you could make it do something in Papyrus. -
I have an idea. Replace "PlayerRef.IsInCombat()==False" with "PlayerRef.IsInCombat()==0" I've never used True or False statements, and I don't know if they work properly either, I'm more of a 0 or 1 guy. http://www.creationkit.com/IsInCombat OR replace it with "PlayerRef.IsInCombat()!=1"
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Papyrus script question - unique actors
Kerberus14 replied to BurnTheBooks's topic in Skyrim's Skyrim LE
Then make a variable for each actor that changes to 1 when they are summoned, and to 0 when they dissapear. If that variable is bigger than 1 then add a condition so that actor won't be summoned unless the variable is 0. Your script will be a lot bigger but it will work. OR you could check if the Actor you have summoned already exists, and set that as a condition instead of a random variable. -
Isn't that script of yours theoretically obsolete because there is a game setting that does the same thing? I ran into it while looking for something else, I know it is there, but I don't know what it's called.
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It doesn't work in Papyrus, I tried that.. TESV\Data\Scripts\Source\temp\BloodMagic.psc(24,9): no viable alternative at input 'GetCasting' TESV\Data\Scripts\Source\temp\BloodMagic.psc(11,35): variable left is undefinedTESV\Data\Scripts\Source\temp\BloodMagic.psc(11,13): GetCurrentCastingType is not a function or does not existTESV\Data\Scripts\Source\temp\BloodMagic.psc(11,40): cannot compare a none to a int (cast missing or types unrelated)
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Seeking Talented Modders for Big Project
Kerberus14 replied to DayChan's topic in Skyrim's Skyrim LE
Hesitate? No, they don't even consider it, even if you're really good at it they won't, lol. I'm terrible at making textures/meshes, and I've cried for help for those two months to get one to make a few for me, and still nobody, I don't think they would even now. -
Seeking Talented Modders for Big Project
Kerberus14 replied to DayChan's topic in Skyrim's Skyrim LE
I posted a topic like this once before(although my topic had all the ideas revealed), hoping people would help me with my mod, the closest I got was people helping me learn how to make my mod, it's been two months since and have reached a completion rate of at least 20% so far, and still there aren't any people willing to help at this point either, my guess is that nobody will ever help you so you've got to do it yourself. -
Then how about adding the Perk to each race in particular in CK? Would that be better? @lofgren Nevermind that.. I guess I can't find it.. I need a method to tell if I have a concentration spell equipped. Do you know how to do that?
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Seeking Talented Modders for Big Project
Kerberus14 replied to DayChan's topic in Skyrim's Skyrim LE
You're all being too mean with the guy, maybe he has extensive experience of other programming languages, or he's a very experienced artist. If you need a scripter PM me, as I said, mister OP. I can make all sorts of things in CK that isn't related to: map editing/textures/meshes. -
How can I add a perk to any non-player character via Papyrus? When the Player character enters a new cell, I want to scan for all the NPC's in that cell and add abilities to them if conditions are met. And how can I check if a spell is a concentrated spell?
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Seeking Talented Modders for Big Project
Kerberus14 replied to DayChan's topic in Skyrim's Skyrim LE
The ideas are worth more than the effort and skills combined. Steve Jobs practical skills weren't the best, but he had original ideas. -
I think that the phase would end if it lived past it's expiration date, but you should test it out to see if it is like that.
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up.
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Seeking Talented Modders for Big Project
Kerberus14 replied to DayChan's topic in Skyrim's Skyrim LE
I'm good with Papyrus and I have good knowledge of Creation Kit, if you need a coder hit me up via PM, I got nothing to do. -
The closest I can get is a spell that does this: 1. Targets a dead body on the ground. 2. Transforms the body into a skeleton. 3. Summons something on top of that body. I'll summon chickens.
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1.Making scrolls of all spells (I understand this was done in the mod "Perkus Maximus", so it must be possible), increasing overall damage done or taken, 2.changing all scrolls to not be destroyed upon use, 3.making staffs slowly recharge over time (This has also been done in Perkus Maximus and other mods as well), 4.changing the cost of items to equal specific stats of that item (for example making all weapons cost as much as they weigh times 10), 5.checking for a condition every time a spell is used and 6.changing how recharging works for specific enchanted items (such as staffs) (For example recharging double the amount).1. Can be done with Papyrus, I haven't touched scrolls, I didn't even knew they existed. Easily scripted. 2. After using the Scroll you can just use Papyrus to make it re-add the scroll to your inventory as many times as you want, it's flexible, just think. 3. Using the Event OnUpdate(), checking for keywords and using some commands I've never used, but I know they exist, you can do it for staffs you have equipped in either hands. 4. Don't know, never went there. 5. Possible through Papyrus, here you can find a list of all the conditions you can use: http://www.creationkit.com/Condition_Functions 6. Back to 3, you can edit how fast you want to recharge your staffs and so on.
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Papyrus script question - unique actors
Kerberus14 replied to BurnTheBooks's topic in Skyrim's Skyrim LE
Make the actor Unique. http://puu.sh/ecY3p/92a0e0da2c.png Link: http://www.creationkit.com/Category:Actor -
Mod Link -> SkyEnd - Realism <-`Work In Progress` Load order: http://puu.sh/ebHCj/4d02ec52c3.png For updating users: Go to your Scripts/ Folder and delete AthleticsScript.pex and AthleticsScriptPart2.pex. - You can train your skills on Training Dummies, props to CarlCorey for his Training Dummies mod, several QoL changes have been done to it.(If the Mod doesn't appear in the Mod Configuration Menu then download the mod from here: Training Dummies Mod by Carl Corey) - Movement Speed scales with Stamina, the less Stamina you have the slower you move and the opposite. - Your physical damage scales with Stamina, the less Stamina you have the less damage you will do, capped at 40% less damage. - Regeneration's tweaked for all races. Stamina and Magicka regenerate quickly while Health barely regenerates at all. - Carry Weight/Jump Height scales with your Stamina. - Jumping, jogging and attacking now costs/drains Stamina. - Combat Mini-Game: Get hit or block a hit 5 times and you will regen 10% of your health instantly, this mini-game's purpose is to reward players for being good at the game. Only works for Non-Vampires and Non-Werewolves - Level Restricted Armors, you can't wear certain armors unless you meet the level requirements to wear it. You can also not craft certain armors unless you have the perk for those armors. Perks in the Smithing Tree are restricted by Player Level and not by Smithing Level, so you can only craft the armors you can wear. - Perks in the smithing tree enhance the armor by 1.15X stacking with each perk you learn. - Hide and Leather Armor recipes moved to the Tanning Rack, armor ratings have been tweaked for tiers, smithing tree has two new perks: Leatherworking and Ironsmithing. New Recipes: 1 Torch - 1 Leather Strip, 1 Charcoal and 1 Firewood at the Tanning Rack. 3 Charcoal - 1 Firewood at the Smelter. All ingots now require 1 Charcoal to craft in addition to their original recipe. 1 Leather - 5 Leather Strips at the Tanning Rack 4 Leather Strips - 1 Leather at the Tanning Rack __________________________ .Now optional. Level Restrictions for Armors: Hide Armor - Level 0 Leather Armor - Level 3 Iron Armor - Level 5 Steel Armor - Level 10 Elven Armor - Level 15 Glass Armor - Level 20 Advanced Armor - Level 23 Orcish Armor - Level 25 Dwarven Armor - Level 27 Ebony Armor - Level 30 Daedric Armor - Level 35 Dragon Armor - Level 40 __________________________ ------------------ Compatible with Custom Armors ! ------------------- You can only get a maximum of 50% Physical and Magical Resistance. - Weapons scale better with Skill Levels(2.0X). - Armor Ratings scaling has been set lower so you will reach that 50% cap much harder.(0.06) - Blocking with a shield now blocks 95% of the damage dealt to you. - You no longer gain any stats for pressing the STAMINA/HEALTH/MAGICKA buttons each time you level-up, this system has been replaced by my own Athletics script. Athletics explanation: You increase your Stamina and/or Magicka by using them. The ammount of Stamina or Magicka you gain is in direct corelation with your character level, the higher you are the more you get. Stamina is capped at 1000 for balancing reasons.- Your Health scales directly with Stamina, Health is 75% of your Stamina. - Skill Levels have no cap(which also means you can no longer respec a Skill Tree). - You deal more damage and take more damage in return(200%) at all difficulty levels. - All Skills start from 1, this will make leveling easier, not that it matters(or does it?!). - Level cap set to 100. Requirements for SkyEnd are: Dragonborn and Dawnguard. Incompatible with: 1. Complete Crafting Overhaul Remember to report bugs! Please! Green* Will be done soon.Version 1.7 - Blood Magic (using Health instead of Magicka as a resource) added as a permanent state to Vampires. Blood Magic is 50% stronger and lasts 50% longer. The Health ratio is 1/2 of the Magicka cost of the spell. - Endurance Magic (using Stamina instead of Magicka as a resource) added as a permanent state to Werewolves/Human Form Werewolves. Endurance Magic is 50% weaker and lasts 50% less. The Stamina ratio is 3/2 of the Magicka cost of the spell. - Vampires are immune to any other weapons but Silver and Fire Spells. - Werewolves/Human Form Werewolves are immune to any other weapons but Silver and Fire Spells. - Vampires regenerate 15% of their health per second, vampires do not use Stamina. - Werewolves in Human Form regenerate 5% of their Health per second and 10% of their Stamina per second, while in Werewolf form they regenerate 20% of their Health per second. Version 1.6 - Combat Mini-Game now only works for Non-Vampire and Non-Lycan characters. - Athletics Script has been remodeled and is in final version, no further changes will be done, it works perfectly(and I'm proud of this one). - Athletics Script now has functionality with FISS, -> http://www.nexusmods.com/skyrim/mods/48265/?. OPTIONAL!!! - Several tweaks to attributes that make scaling smoother. Version 1.5 - Blocking set at 95% for every NPC, not just player. - Lowered the stamina drain for jogging. - Tweaked a few scripts. - Fixed the Training Dummies mod bug. - Blocking drains stamina. - Re-scripted the Athletics. I desire feedback and suggestions. If your suggestions/ideas are good enough, I might consider implementing them. Thank you.
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Is this the one you're looking for? http://www.creationkit.com/Category:Script_Objects I'm looking for the one where it explains what these lines are: sourceType==20 sourceType==24