Jump to content

123hamster

Members
  • Posts

    11
  • Joined

  • Last visited

Nexus Mods Profile

About 123hamster

123hamster's Achievements

Rookie

Rookie (2/14)

0

Reputation

  1. https://www.nexusmods.com/skyrimspecialedition/mods/58862/ Thanks for everything. I have check all the magic effect to confirm that only mage armors uses this script in vanilla.
  2. It works! 60 FPS. Would you mind uploading this fix on Nexus or should I do it? I can't be the only one who needed this fix.
  3. alright cool, so I can just copy and compile as is with no esp changes? Thanks. Never would have thought that int/float/bool would make a difference when the code will run either way (but slower). Hopefully Mage Armor stop crashing my game when hit by multiple flame spells.
  4. Thanks for your interest. So just a n00b question, would Float PROPERTY ShaderDuration auto Work without modify every magical effect that uses this script? Do we have to go into each mage armor (and whatever else that uses it), and set property to 0.0?
  5. Thanks again for the code, this wind up being very useful as a replacement for the original MagicPlayEffectShaderOnHitScript. I didn't realize the original script was this problematic. Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) GoToState("Cooldown") MagicEffectShader.play(TargetActor,ShaderDuration) RegisterForSingleUpdate(1) EndEvent State Cooldown Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) EndEvent EndState Event OnUpdate() GoToState("") EndEvent
  6. Unfortunately, attack speed only affect weapons. Changing unarmed speed will require replacing animations with a faster one.
  7. Thanks, it works great. Edit: Though I don't immediately crash, my video card still wind up freezing up after a while. I probably should avoid using this script.
  8. So I have a simple script that cast a spell whenever I get hit, which is attached to a permanent magic effect with conditions. Problem is, when I get hit by flame or frost it triggers like 100 times a second and crash my PC, before my conditions kick in to make it stop. How do I limit the event to trigger only once per second? Scriptname MagicCastOnHit extends ActiveMagicEffect {This script cast a spell on hit.} ;======================================================================================; ; PROPERTIES / ;=============/ SPELL PROPERTY armorSpell AUTO ;======================================================================================; ; VARIABLES / ;=============/ Actor TargetActor ;======================================================================================; ; EVENTS / ;=============/ Event OnEffectStart(Actor Target, Actor Caster) TargetActor = Target EndEvent Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) armorSpell.cast(TargetActor, TargetActor) EndEvent
  9. Well since I decided to add a NPC in Riverwood, it might as well be a giant bear. https://imgur.com/a/WPQvY3j
  10. So the easiest way to "add item to shop" is still just make your own merchant NPC and shove it inside it's hidden chest? Now that's a bummer. I definitely don't expect the user to be modding their own leveled list.
  11. So I made a few new spell tomes, how should I introduce it to the game? Do I just toss them somewhere in Riverwood? I heard I shouldn't release mods with modified leveled item list because it will conflict with other item mods.
×
×
  • Create New...