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Everything posted by DoubleTime520
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SSE Equipping Magic Effects
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
What they did was create an armor addon, and used their custom .nif (the vfx) as the male/female world model using slot 55. Then for the armor they used a sigil stone, marked it as clothing and when equipped, the vfx happens until you unequip it. I figured the same method could be done with vanilla vfx https://www.nexusmods.com/skyrimspecialedition/mods/7595 Thank you for the script, I'll try it out after work tonight -
SSE Equipping Magic Effects
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
I poked around the mod Particle Field and that one seems to use armor addons instead of scripts to add some custom VFX to the game using slot 55. Would i be able to recreate this method and use a vanilla VFX instead of a custom one? -
SSE Equipping Magic Effects
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
I'm guessing a script must be used then? If so could you give me an example? Sorry I'm still pretty new when it comes to scripting and understanding papyrus language. It would use "OnEquipped" right? EDIT: This will be for an XB1 port so SKSE can't be used :( -
So I have been using Vortikai's Dragon Aspect Toggle for a long time, but then I got to wondering, how I go about making the dragon aspect (visuals only) equippable at any given time, like a piece of equipment? And can this be applied to other visual effects as well? Such as the cloak spells and such. It doesn't necessarily need to be able to be enchantable or upgrading through smithing, just looking for a way to basically (duplicate?) equip visuals. I've searched but i don't think I've come across what I'm looking for.
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SSE Mods Sharing a Script
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
Off topic but, I am trying to find a way to increase perk points per X amount of levels. Basically my own version of Enai's 20/50 pct perk point mods. How would I begin to go about that? I've tried searching tutorials and the CK site but can't seem to find anything to what I am looking for to get me started -
SSE Mods Sharing a Script
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
Alright late reply but ended up working on it last night. This worked perfectly. After following you're steps everything works perfect so thank you. Can't believe it was that easy lol. -
SSE Mods Sharing a Script
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
Then the script properties and source MUST be permanent and FINAL before making a dedicated save? I thought that scripts source and properties could be updated throughout gameplay. Essentially I had all the walled Holds spells teleport inside the city. But I realized, at least to me, it'd make more sense if they tele'd to the carriage destinations like the other Holds that have no walls like Whiterun. All i did was change the ObjectReferences of the script properties of the effect aaaWhiterunTeleEffect and others from Cell: A to Cell: B and Reference A: to Reference: B. After that the teleport spells go dead lol. ObjectReference Property Loc01 Auto Event OnEffectStart(Actor akTarget, Actor akCaster) Utility.Wait(1.0) Game.FadeOutGame(False, True, 2.0, 1.0) Game.GetPlayer().MoveTo(Loc01) Game.EnableFastTravel() EndEvent -
SSE Mods Sharing a Script
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
Well after changing somethings in my teleport mod, it seems the scripts just stopped working, even on new game saves. I can no longer teleport anywhere. The spells fire off but do nothing. I changed the teleport locations in the script properties to match the carriage destinations instead of the old x markers i had them set to, and now nothing seems to happen. I'm guessing I'll have to delete the .psc and .pex files, remove the script from the magic effect, save and start over by making the script again, recompiling and then editing properties? Or can i update the script/mod somehow without completely back tracking? -
SSE Mods Sharing a Script
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
Both mods are mine. One is for a player house mod with a teleport, the other is just for teleport to Major Holds and Raven Rock. I'm leaning towards just making them separate scripts. The code is the same, but i figured I'd just make separate scripts for each mod. Have 'Mod A' script named aaaTeleportHome and 'Mod B' named aaaTeleportHolds, or something like that but they'll use the same coding for both. -
So I am wondering if it will create any conflicts that my mods I've created share the same script. Both mods add teleportation spells and use the same script, but use different references/effects/locations etc. Would this create any problems down the line at all? Or would it just be better to have Mod A with Teleport Script A, and Mod B with Teleport Script B?
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SSE Nearly finished teleport spell mod
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
That makes sense. Do you happen to know why the moveto wasn't giving me the 2 load screens, while fast travel was? -
SSE Nearly finished teleport spell mod
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
Alright I deleted0 "Game.GetPlayer().MoveTo(Loc01)" from the script and the issue remained. I then re added that and removed "Game.FastTravel(Loc01)" and the teleport seems to be working perfect now. Thank you for the help :thumbsup: -
SSE Nearly finished teleport spell mod
DoubleTime520 replied to DoubleTime520's topic in Skyrim's Creation Kit and Modders
So just remove one of those lines then? And is there a better of the two? Thank you, i appreciate the help. -
SSE Nearly finished teleport spell mod
DoubleTime520 posted a topic in Skyrim's Creation Kit and Modders
So I am almost done with my teleport spells I made after watching a tutorial from Darkfox127 and using the script that he provides. I'm testing it right now and everything works fine as far as teleporting goes, but one thing is happening that I don't know how to fix. Every time i do teleport, there are 2 load screen transitions instead of the usual one. The first one is a normal load screen time, while the second lasts about 1-1.5 seconds before i actually get to my destination. This only happens when I'm using my teleport spells. Any ideas? No crashes or issues besides this which a bit annoying. This is my first scripted mod as well.
