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WondraBox

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Everything posted by WondraBox

  1. Just tried it out and it did not compile. I think the problem may be with SKSE. I know I downloaded it and i am pretty sure my Skyrim SE uses it properly becasue I use other mods that say they require it and those mods work just fine.... is there some way I "enable" SKSE in the creation kit? I know its not a plug in or anything like that. If I remember correctly, when you install it, you dump its files into the actual Skyrim files right? So its not really a mod...right? It allows actual mods to use extensive scripts, right? I just dont know how to enable it in the creation kit. and if this starts getting to be to much of a headache to help me with, i 100% understand. the pickpocket feature would be really nice on the spell, but its already pretty awesome as it it. I just really appreciate all the help! Thank you!
  2. Thank you so much for all of your help! I have been busy the last few days so I haven't been able to try these new scripts yet. Unfortunately I dont know when I will get around to it, hopefully after the holidays or even sooner. None the less, thank you for all your help!!!!
  3. Ok, now i am trying to add to this a bit more. The idea is that it is a fire and forget aimed spell that knocks the target unconscious and allows you to pickpocket them while they are unconscious. From what I have figured is that I need a line of code that allows the caster to open up the targets inventory while knocked out. The only way I could find out by doing this is by using the code akTarget.OpenInventory(True) However, what that does is opens the target's inventory as if they where a follower... which is fine i guess, as I have not found another way to do this..... However, if I add that into the code given, it opens the targets inventory when the spell makes contact with them and I need it to be that you cannot "pickpocket" them caster actually goes to the target and "activates" them while they are unconscious on the ground. Any ideas on how to do this?
  4. I am wondering if there is anyone out there that has like a package of free to use visual effects that I can download and add to my mod to help enhance the custom spells I am making. Things like: Menu Display object Casting Art Casting Light Hit Effect Art Projectile Impact Data Explosion Basically Magic Effect visuals that come in a zip folder that I can drag and drop into my mod. Bethesda's options in the base game plus DLC's can be kind of lacking. I looked into making my own by recoloring existing effects as duplications, but its a bit over my head. I also dont really want to download someone else's mod just to grab the visual effects from it. So I was wondering if something like this has been done already and if it is somewhere either on the Nexus or floating around online somewhere. Like a free modder's visual effects pack.
  5. I did some digging, going off of the ragdoll idea and I found this: https://www.reddit.com/r/skyrimmods/comments/355xyk/papyrus_script_make_character_permanently_stay_in/ PlayerRef.SetActorValue("Paralysis",1) to make character enter ragdoll state. Set to 0 to make character go back to normal. Apparently: (paralyze in the papyrus script is ragdoll. the paralyze SPELL has an additional syntax called "paralyzefreeze" or something that makes the target go stiff) apparently someone had a similar thing and solved it this way. The thing is, I dont really know how to set this up so that when the spell hits the target making them ragdoll and go limp, then once the spell effect has ended, removing the ragdoll effect. Like I said, I really dont know coding. I just need to put that information in to a working script. I may also need to disable the targets AI while the ragdoll effect is happening...
  6. I am not sure that the push actor away method would work as I have used that in game when my character gets stuck in an animation. They get back up right after they are "pushed" over. However, the ragdoll function might work... I am terribly sorry to ask but I am not a coder. I can do very very basic scripts through a lot of trial and error, but I dont know how to write this code. If its not to much trouble, and its a fairly simple code, could you please write it up for me so I can plug it into my mod and try it out?
  7. I am trying to make a spell that when the target is hit by the spell, they fall over and go limp and stay on the ground, unable to move for a period of time (like they died but are actually still alive). I know that the paralyze feature works to stun a target, but the problem with paralyze is that the target freezes up in whatever position they were in when hit. This makes it look unnatural for what I am try to accomplish. Way back in the day, when I was tinkering around with the creation kit for Oblivion, I was able to get this effect by making a custom spell in the Creation Kit that did an absurd amount of stamina damage (with duration). This made it so the target would have negative stamina and could not regenerate it. This would cause the target to go limp and fall to the ground (which is what i am trying to do in Skyrim SE). Unfortunately, that does not work with the Skyrim Creation Kit version. I am thinking the only way that this can be done is with a script. Any help would greatly be appreciated!
  8. Hello, I am looking for some help once again. I accidentally posted this over in the OldRim forums so I am re posting here since I am actually trying to do this in Special Edition and i still have not figured this out. I want to make an enchanted item (boots) that change the jump height ONLY of the person wearing them. I also would like the enchantment to be able to be disenchanted and learnable so the player can put it on other items. I found some scripting of someone who was doing a similar thing. They got their coding to work, but I cant figure out why it wont compile when I use it. Here is their script: Scriptname Fairy3rdPhaseJump extends activemagiceffect GlobalVariable Property JumpHeight Auto Event onEffectStart(Actor akTarget, Actor akCaster) JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) Game.SetGameSettingFloat("fJumpHeightMin", JumpHeight ) EndEvent Event OnCellLoad() ;JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent Event OnPlayerLoadGame() JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent I found this script on Lovers Lab (go figure)..... Here is the link to the forum. I could not figure out what I was missing and re-read the forum a few times. : https://www.loversla...scripting-help/ And when I copied this script into my mod I did not copy the script name, I used my own. I am basically looking for a formula that I can just plug some numbers into and change the jump height of the player while they are wearing the enchanted item. All I really need is the jump height. I know how to turn off fall damage via enchant so that part is covered. _____________________________________________________________________________________________________________________________ I was then told to try THIS script: Scriptname Fairy3rdPhaseJump extends activemagiceffect GlobalVariable Property JumpHeight Auto Event onEffectStart(Actor akTarget, Actor akCaster) JumpHeight.SetValue(Game.GetGameSettingFloat("fJumpHeightMin")) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) Game.SetGameSettingFloat("fJumpHeightMin", JumpHeight.GetValue()) EndEvent Which did not compile. I copied everything but the script name (I used my own) and yes I have SKSE installed. I also changed the creation kit files so I can have multiple Master files (dont know if that would cause it to not work) ___________________________________________________________________________________________________________ This is the error I got when I tired to compile the second "fixed" code above. Starting 1 compile threads for 1 files... Compiling "IncreaseMaxJumpHeight"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\IncreaseMaxJumpHeight.psc(7,9): SetGameSettingFloat is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\IncreaseMaxJumpHeight.psc(7,9): cannot call the member function SetGameSettingFloat alone or on a type, must call it on a variable C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\IncreaseMaxJumpHeight.psc(11,9): SetGameSettingFloat is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\IncreaseMaxJumpHeight.psc(11,9): cannot call the member function SetGameSettingFloat alone or on a type, must call it on a variable No output generated for IncreaseMaxJumpHeight, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on IncreaseMaxJumpHeight
  9. Oh snap! i thought i was on the SE forum! Sorry about that. i will go over there then, thanks! and yes I do have SKSE.
  10. Sorry it took me so long to get back to you. So I tried both sets of code you left and neither one compiled. I really dont know why they didnt. I copied them in exactly as you posted (minus the script name because I used my own script name). I apologize for my lack in papyrus coding knowledge. Its very confusing to me. And yes, I did put the script on a magic effect, it just will not compile. this is the error i received for the first script you gave: Starting 1 compile threads for 1 files... Compiling "IncreaseMaxJumpHeight"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\IncreaseMaxJumpHeight.psc(7,9): SetGameSettingFloat is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\IncreaseMaxJumpHeight.psc(7,9): cannot call the member function SetGameSettingFloat alone or on a type, must call it on a variable C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\IncreaseMaxJumpHeight.psc(11,9): SetGameSettingFloat is not a function or does not exist C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\IncreaseMaxJumpHeight.psc(11,9): cannot call the member function SetGameSettingFloat alone or on a type, must call it on a variable No output generated for IncreaseMaxJumpHeight, compilation failed. I dont know if this helps or not. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on IncreaseMaxJumpHeight
  11. I basically just need it to change the players jump height. I believe there is a console command that people like to use to alter their jump height, but that changes the players and all NPC's jump height, and I dont really want that. I just want to alter the players jump height while wearing the enchant and then for it to go back to normal once the enchanted item is removed.
  12. So if I get rid of those last two paragraphs : Event OnCellLoad() ;JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent Event OnPlayerLoadGame() JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent It should work if get rid of these two paragraphs right? Is there any other tinkering that I need to remove? Like the quotations are good and everything? It should work as exactly written? Let me try it later today and I will let you know if it works after removing those two sections of code. Thank you for looking over it for me!
  13. Hello, I am looking for some help once again. I want to make an enchanted item (boots) that change the jump height ONLY of the person wearing them. I also would like the enchantment to be able to be disenchanted and learnable so the player can put it on other items. I found some scripting of someone who was doing a similar thing. They got their coding to work, but I cant figure out why it wont compile when I use it. Here is their script: Scriptname Fairy3rdPhaseJump extends activemagiceffect GlobalVariable Property JumpHeight Auto Event onEffectStart(Actor akTarget, Actor akCaster) JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) Game.SetGameSettingFloat("fJumpHeightMin", JumpHeight ) EndEvent Event OnCellLoad() ;JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent Event OnPlayerLoadGame() JumpHeight.SetValue( Game.GetGameSettingFloat("fJumpHeightMin") ) Game.SetGameSettingFloat("fJumpHeightMin", 200.0) EndEvent I found this script on Lovers Lab (go figure)..... Here is the link to the forum. I could not figure out what I was missing and re-read the forum a few times. : https://www.loverslab.com/topic/104441-some-scripting-help/ And when I copied this script into my mod I did not copy the script name, I used my own. I am basically looking for a formula that I can just plug some numbers into and change the jump height of the player while they are wearing the enchanted item. All I really need is the jump height. I know how to turn off fall damage via enchant so that part is covered.
  14. How do I post a topic?
  15. I am trying to make a stupid over power enchantment that basically stops time when the player wears the enchanted item, which I was able to do. The problem is, the player moves kind of slow and they take a SUPER long time to look up and down. I found out that there is a Perk Entry point that can fix this called Modify Player Magic Slowdown. All you should have to do is set it to 1.0, slap it on a magic effect as a perk, and add that magic effect to the enchant alongside of the slow time magic effect. But for whatever reason, it doesnt want to work. Time is still practically stopped but the player moves kind of slow too (like i said before). I have other enchantments that I made using perk entry points on magic effects and they work just fine. Any ideas?
  16. SOLVED! I figured it out! I found someone else's script that did something similar, and kind of mixed it with the code you posted. It was a lot of trial and error, but It now works! Thank you for your help! and for anyone who wants to use it here is the code and it is set up as a magic effect script so that it can be applied to an armor piece and disenchanted so you can put it on other items: Scriptname PlayerDealsNoDamage extends activemagiceffect Bool Property Fighting = false auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) Game.DisablePlayerControls(Fighting) Game.EnablePlayerControls(true, false, true, true, true, true, true, true) ENDEVENT EVENT OnEffectFinish(Actor akTarget, Actor akCaster) Game.EnablePlayerControls(true, true, true, true, true, true, true, true) ENDEVENT
  17. So I copied the script exactly as you wrote it into a new magic effect. I made sure that it was script, on self, constant effect, compiled it, and it did not work. I then tried adding some properties to the script, even though I have no idea what i am doing in that sense. I tried making a property that made it so it would run on the player, but still did not work. I can still do damage to NPC's.
  18. Sorry for not getting back to you, I had things come up over the past couple of days. I am going to try this right now and let you know how it works. thank you!
  19. Would that not allow the player to move? I still need them to be able to move, just not be able to do any damage with weapons, spells, or melee.
  20. I am trying to make a mod where I need to have the player unable to harm anything while wearing a piece of armor. Its basically an enchantment I want to make without going into too much detail of what its for. I have been trying the different damage modifiers in the creation kit but none of them subtract damage, only add to it. I have also tried the etherealize effect arch type under magic effects but that didnt work either. I tried messing with making a custom perk in a magic effect then placing it on an enchantment and still nothing. I have been at this for hours. i believe the only way to do it is through scripting. I know basic scripting but really have never scripted anything in papyrus. Would anyone have any ideas?
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