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WildWitch

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  1. Hiya Firstly my idea contains spoilers of the main quest and some dlc quests you have been warned. :P Im writing my idea down in hopes of getting together a modding team to make this mod a reality please contact me through nexus if you want to help. Basicaly the idea is to let the character ascend to godhood as a new divine, after all the divine blood of akatosh runs through your veins. Its been said a thousand times I know but hear me out, the mod will hopefully have the following features A palace in the sky moddled off where meridia takes you to when you restore her beacon, I can do this but if you want to help please contact me A lesser power that opens a menu that allows the divine being to descend, this is where it gets interesting, the new divine will descend (fall from a great hight) in a flaming ball of light (new fx or using stendars aura fx) and when they hit the ground the light will explode causing a stagger effect to all around, the player can descend to any map marked location on the outside except for a few quest related areas (ie the place where you fly to in the main quest) basicaly this can be done by using a move player to point and set it high above the already present map markers in the game cast fx player free falls and explodes on ground impace with bane of the undead fx Lasty decend can only be used when at the sky palace. A lesser power ascend (very much like the meridia beacon activator script when you levitate up) that takes you to the entrance of the sky palace. An illusion spell that allows you to view any interior (this will take a lot of work specificaly placing markers that allow the player to see inside the interiors (i can do the hard slog of placing all the markers), this spell will work like the scene where the dragonborn uses the dragon elder scroll at the time rift....warp...thing. A togglable ability that damages and fears all undead in a radius around the player while slowly increasing restoration skill as if the player was casting healing constantly. (toggle in case you find undead your not supposed to kill like harkon in the scene where you meet him) A conjuration spell to summon a holy sword/bow (retextured or complelty new model of the current bound sword/bow) that works like dawnbreaker or auriels bow) A Destruction spell to explode into flames (basicaly instant cast firestorm :) I can make this) A destruction spell to hurl fireballs that explode into firestorms on impact, (again I believe I can make this) A restoration spell to release traped souls from soulgems ( I already made this as blessed magic mod) A alteration spell to stop time (togggleable) (I think I can make this but I would need help to figure out how to put safe gaurds so no time slowing/stopping effects can occur while ability active) toggleable illusion ability that calms all animals in area (think I can make this moddled off of calm with must be animal condition) Toggleable illusion ability that commands npcs (not daedra/automatons/unded) close to the player. (Id need help with this one) Toggleable illusion spell to mask players divine status so they appear as a humble adventurer again. Invunrability ability (I can do that) An alteration spell that works like the vampire lords grasp spell Toggleable conjuration ability that dismissess daedra and summons around the player. Now for some things not related to abilities :) The player can raid the soul cairn for souls ( a fake soulcairn) where you can confront and the ideal masters (fake npcs) in combat (Id need a lot of help with this) The player can battle the evil daedric gods manifestations on nirn and throw a spanner in the works of the deadric gods schemes. The player can throw get togethers where all the gods come and have a ball/party at the sky palace. A trophy room in the sky palace where player can display big jars daedric artifacts divine amulets ect The player can slowly establish temples in the cities of the holds with preist npcs to spread the doctrine of the player. The player can choose a doctrines for thier temples Ie, help others, give to charity ect The players presence will cause npcs to use the prayer animation as the player passess (could attach this to a cloak magic effect prehaps) Id need someone to help with this. Divinity system - Divine points are collected through good dead such as giving to beggers raiding the soul cairn, battleing undead and daedra. Divine points alow the player to unlock new abilities much like the hunger system for vampires, the player looses divine points for doing bad things and may regress to being a mortal again, things like stealing, murdering inocencts any crime related action really. Restrictions - The player cannot pray at the shrines of the divines to receive blessings, the player cannot wear amulets of the divines. It doesnt make sense that the player as a divine would worship the other divines. As I get more Ideas I will be adding to this but without help this projects scope is way beyond me due to scripting know how limitations ect. Thankyou for taking the time to read this :)
  2. Unfortunatly a mod I just installed and really like conflicts with my placing of the book shelves so I will be re-doing this mod to work from a menu system rather than a spell cast at system :), there is sufficient data online for me to hopefully make a menu for this mod.
  3. Ive just hit a wall with my research menus Basicaly I need a basic menu script that activates when the player activates my booksetobject Then shows message Then Allows the player to push 1 of 3 option buttons Then Adds a book to the player depending on which button they push Thanks Matthiaswagg :smile: I will put you in the mod credits. Heres what I have but the menu doesnt show up in game Scriptname ZZZ_SRAncientSpellsActivatorScript extends ObjectReference Book Property ROEquilibrium Auto Message Property AncientSpellsMessage Auto Actor Property PlayerRef Auto Event OnRead() Game.DisablePlayerControls(False, False, False, False, False, True) ; Ensure MessageBox is not on top of other menus & prevent book from opening normally. Game.EnablePlayerControls(False, False, False, False, False, True) ; Undo DisablePlayerControls Menu() EndEvent Function Menu(Bool abMenu = True, Int aiButton = 0) While abMenu If aiButton != -1 ; Wait for input (this can prevent problems if recycling the aiButton argument in submenus) aiButton = AncientSpellsMessage.Show() ; Menu abMenu = False ; End the function If aiButton == 0 ; Equilibrium PlayerREF.Additem(ROEquilibrium, 1, FALSE) ElseIf aiButton == 1 ; Nothing EndIf EndIf EndWhile EndFunction
  4. Yah Im no good at scripting lol, mostly I cut and paste bits of scripts I find in game to get the effect I want :smile: Thanks again Each spell needs a spell rite for the script to work for example fireball needs the Rite of fireball book (note) plus its spell catalyst Here are the spell catalysts and thier spells to trigger a successful experiment Alteration Spells --Novice-- Candlelight = Torchbug Thorax = Flames Oakflesh = Firewood = Frostbite --Apprentice-- Magelight = Torchbug Thorax = Sparks Stoneflesh = corundum ore = Frostbite --Adept-- Ash Shell = Ash Creep Cluster = Flames Detect life = Sabre Cat Eye = Sparks Iron Flesh = Iron Ingot = Sparks Telekinesis = Grass Pod = Flames Transmute = Gold Ore = Sparks Waterbreathing = Nordic Barnacle = Frostbite --Expert-- Ash Rune = Spawn Ash = Flames Detect Dead = Sabre Cat Eye = Frostbite Ebonyflesh = ebony ingot = Flames Paralyze = Imp stool = Flames Telekenetic Unlocking = Grass pod = Sparks --Master-- Dragonhide = dragon scale = Flames Mass Paralysis = Imp stool = Sparks --Misc-- Equilibrium = Void Salts = Flames Conjuration Spells --Novice-- Bound Dagger = iron Dagger = Frostbite Bound Sword = iron Sword = Frostbite Conjure Familiar = Blue Butterfly Wing = Sparks Raise Zombie = Skull = Frostbite --Apprentice-- Bound Battleaxe = iron Battleaxe = Flames Conjure Boneman = Bonemeal = Frostbite Conjure Flame Attronach = Firesalts = Flames Flaming Familiar = Glowdust = Flames Reanimate Corpse = Skull = Flames Soultrap = Common Soul Gem Empty = Sparks Void Vault = Void Salts = Frostbite --Adept-- Banish Daedra = Salt = Sparks Bound Bow = Hunting Bow = Frostbite Conjure Ash Spawn = Spawn Ash = Flames Conjure Frost Attronach = Frost Salts = Frostbite Conjure Mistman = Ectoplasim = Flames Conjure Seeker = Ruined Book = Frostbite Revenant = Skull = Sparks Corrupt Soul Gem = Black soul gem empty = Sparks Purify Soul Gem = grand soul gem empty = Frostbite Release Soul = grand soul gem full = Frostbite Sacrifice Soul = Black Soulgem Full = Sparks Sacrifice Spriggen Soul = Taproot = Flames --Expert-- Conjure Ash Guardian = Heart stone = flames Command Daedra = Salt = Flames Conjure Dremora Lord = Daedra Heart = Flames Conjure Storm Attronach = Void Salts = Sparks Conjure Wraithman = Ectoplasim = Sparks Dread Zombie = Black soulgem empty = flames Expel Daedra = Salt = Frostbite --Master-- Flame thrall = Firesalts = Frostbite Dead Thrall = Black soulgem empty = Frostbite Frost Thrall = frostsalts = flames Storm Thrall = Voidsalts = frostbite Destruction Spells --Apprentice-- Fire Rune = Glowing Mushroom = Flames Firebolt = Glowing Mushroom = Flames Frostrune = Nightshade = Frostbite Ice Spike = Nightshade = Frostbite Lightning Bolt = Deathbell = sparks Lightning Rune = Deathbell = Sparks --Adept-- Chain Lightning = Deathbell = sparks Fireball = Glowing Mushroom = Flames Flamecloak = Glowing Mushroom = flames Frostcloak = deathbell = frostbite Icestorm = Blisterwort = frostbite lightning cloak = Deathbell = sparks Whirwindcloak = scathecraw = Sparks --Expert-- IcySpear = Nightshade = frostbite Incinerate = Glowing Mushroom = flames thunderbolt = Deathbell = sparks wall of flames = Glowing Mushroom = flames wall of frost = Nightshade = frostbite Wall of storms = Deathbell = sparks --Master-- blizzard = hagraven claw = frostbite fire storm = hagraven claw = flames lightning storm = hagraven claw = sparks Illusion Spells --Novice-- Clairvoyance = Glowing mushroom = Frostbite Courage = Hanging moss = Sparks Fury = Blisterwort = Frostbite --Apprentice-- Calm = Butterfly wing = Frostbite Fear = Namira's Rot = flames Muffle = Frost Mirriam = Sparks --Adept-- Frenzy = blisterwort = flames Frenzy rune = blisterwort = Frostbite Rally = hanging moss = Frostbite --Expert-- Invisibility = Chaurus Eggs = Flames Pacify = Butterfly wing = flames Rout = Namira's Rot = Sparks --Master-- Call to Arms = hanging moss = flames Harmony = Butterfly wing = Sparks Hysteria = Namira's rot = Frostbite Mayhem = Blisterwort = Sparks Restoration Spells --Novice-- Healing = lavender = flames Lesser ward = salt = flames --Apprentice-- Fast healing = Lavender = Sparks Healing Hands = Lavender = Frostbite Necromatic Healing = bone meal = Frostbite Steadfast ward = salt = Sparks Sun Fire = Torchbug Thorax = flames Turn Lesser Undead = Blue mountin Flower = Sparks --Adept-- Close wounds = lavender = Forstbite Greater Ward = salt = Frostbite Heal other = Lavender = flames Heal undead = bonemeal = flames Poison Rune = Nightshade = flames Repel Lesser Undead = blue mountin flower = Frostbite Stendars Aura = Torchbug Thorax = Frostbite Turn Undead = blue mountin flower = flames Vampires Bane = Torchbug Thorax = Sparks --Expert-- Circle of Protection = Glow Dust = Flames Grand Healing = Lavender = Sparks Repel Undead = Blue mountin Flower = flames Turn Greater Undead = Blue mountin Flower = Frostbite --Master-- Bane of Undead = Blue mountin Flower = Sparks Guardian Circle = glowdust = Frostbite
  5. yes the ifspellcastat is to check weather the right spell is cast at the Ritual bowl, thanks for your help :)
  6. Hiya I hope this day finds you well I am trying to make a mod for an alternitive way to learn spells in skyrim Basicialy I need a script that does the following if spell cast at (Refspellflames) if altarbowl contains 1 of referenced item 1 if altarbowl contains 1 of refrenced item 2 Remove item from bowl Givespelltoplayer Else if spellcastat (Refspellfrostbite) if altarbowl contains 1 of refrenced item 1 if altarbowl contains 1 of refrenced item 2 Remove Items from bowl Givespell to player Else if spell cast at (refspellsparks) if altarbowl contains 1 of refrenced item 1 if altarbowl contains 1 of refrenced item 2 remove items from bowl give spell to player ect else Trace "Your experiment failed" endif end As you can see I have a problem as I need the script to check what spell is cast at the bowl and what items currently resides in the bowl and I need to do this for every spell in the game, how do I get it to check Thankyou for reading this Kind Regards Wildwitch
  7. So I just need to put in (blessing Name).cast(playerRef, playerRef) ?
  8. Hiya Im writing a script that applies a blessing to a player when they release a soul from a soulgem via a spell. I want to make it so that greater, common, lesser, petty soulgems cause the player to recieve a blessing. Heres what I have so far Scriptname zzz_ReleaseWhiteSoulScript extends activemagiceffect SoulGem Property SoulGemGrand Auto SoulGem Property SoulGemGreater Auto SoulGem Property SoulGemCommon Auto SoulGem Property SoulGemLesser Auto SoulGem Property SoulGemPetty Auto MiscObject Property SoulGemShards Auto Sound Property FailureSFX Auto message property failureMSG auto message property SuccedGrandMSG auto message property SuccedGreaterMSG auto message property SuccedCommonMSG auto message property SuccedLesserMSG auto message property SuccedPettyMSG auto Spell property BlessingGreater auto Spell property BlessingCommon auto Spell property BlessingLesser auto Spell property BlessingPetty auto EVENT OnEffectStart(Actor akTarget, Actor akCaster) objectReference caster = akCaster if caster.getItemCount(SoulGemGrand) >= 1 caster.removeItem(SoulGemGrand, 1, TRUE) Game.GetPlayer().ModActorValue("magicka", 2) caster.addItem(SoulGemShards, 2, FALSE) SuccedGrandMSG.show() elseif caster.getItemCount(SoulGemGreter) >= 1 caster.removeItem(SoulGemGreater, 1, TRUE) --> caster.addItem(SoulGemShards, 2, FALSE) SuccedGreaterMSG.show() elseif caster.getItemCount(SoulGemCommon) >= 1 caster.removeItem(SoulGemCommon, 1, TRUE) ---> caster.addItem(SoulGemShards, 2, FALSE) SuccedCommonMSG.show() elseif caster.getItemCount(SoulGemLesser) >= 1 caster.removeItem(SoulGemLesser, 1, TRUE) ---> caster.addItem(SoulGemShards, 2, FALSE) SuccedLesserMSG.show() elseif caster.getItemCount(SoulGemPetty) >= 1 caster.removeItem(SoulGemPetty, 1, TRUE) ---> caster.addItem(SoulGemShards, 2, FALSE) SuccedPettyMSG.show() else FailureSFX.play(caster) failureMSG.show() endif endEVENT As you can see there are gaps where the spell cast function should be as I have no idea how to do it.
  9. Hiya all, I'm looking to make a spell that lets the caster use alchemical potions to poison a target. For example Caster casts the spell and an option to select a poison in their inventory comes up The caster selects the poison and it is applied to the target So far the best I could find was ------------------------------------------- Scriptname OpenTargetInventory extends activemagiceffect Event OnEffectStart(Actor Target, Actor Caster) Target.OpenInventory(True) EndEvent ------------------------------------------- I want to create this spell for witch type characters who relies on alchemy and conjuration to do their will. thank you :)
  10. One reocurring theme in the elderscrolls loer is witches and I would very much appreciate being able to be one in a coven with quests and scripted ceremonies of fleshcrafting. Unfortunately I dont have the scripting know how for this so I cant do it myself. FLESHCRAFTING flesh craft ceremonies - witches can craft flesh to make powerfull modifications i.e hagravens Fleshcraft Hagraven - Become hagraven (will be attacked on site) (toggle) requires hawk feathers + bear claws. Fleshcraft sabre eyes - ability for toggalable night vision (toggle) requires sabre eye. Fleshcraft fish gills (-10% speechcraft success as you look like a freak) - water breathing (toggle) requires fish. fleshcraft carpiece (slightly less carry capacity) - hardened skin armour (toggle) requires mudcrab chitin. Fleshcraft claws - increase unarmed damage (toggle) requires bear claws. fleshcraft sap for blood - regenerate health at an increased rate (move slower as your sapblood doenst pump as quick) (toggle) - requires spriggen sap. Fleshcraft roots - gives ability to grow roots into the earth and absorb magical energies, cannot move, both spell (toggale) Initial ceremony requires taproot. fleshcraft spider queen - grants the ability to spawn eggsacks that spawn baby spiders (-10% speechcraft) (works like the runes) (toggle) requires spider eggs. Fleshcraft poison fangs - grants the ability to spit poison like frostbite spiders also increases intimidate success rate (toggle) requires sabre cat teeth and frostbite venom. fleshcraft spriggen heart - grants a voice of the sky type effect (toggle) when fleshcrafting a spriggen heart requires taproot - when turning back to a human heart requires a human heart. fleshcraft Desiesed flesh - when people hit you they get a random disease (-30% bargening and speechcraft beause you look and smell vile) - (toggle) - requires skeever tail SPELLS In the lore all witchcraft spells come from interacting with spirits this means that all spells are from the conjuration tree, although putting them as lesser powers is propebly a good idea. also because others cannot hear the spirits casting is silent Fus roh dah spell - witches can use air spirits to blast thier enimes away (2920 hearthfire) Life Drain spells - Witches can pull the essence of life out of thier victems (herbaines beastery Hagravens) Witches can manipulate dark magics to curse targets and commune with the spirits Curse, lifebane - each hour targets maximum health is reduced by ten, until they die Curse, skybane - in a thunderstorm lightning will repetidly strike the target Curse, waterbane - when entering water the targets life will be drained, including in rain Curse, Shadebane - whilst hidden from sunlight target takes damage plauge - plant a disiease that will spread like wild fire shadow shroud - combines the power of agent of shadow and the perk shadow warrior shadow step - jump from one shadow to the next Death syphon - while spell active increases mana regen when near dead bodies fire spiritdance - flames errupt from the ground around the caster concentration spell leaf fall - slowfall spell spirt of deciet - witch summons a spirit that can unlock or pickpocket depending on the target. harvest death - can pull and trap the souls of dead bodies terrible nightmare - target goes to sleep and suffers a terrible nightmare that has a 20% chance of causeing a heart attack killing them spirit knife - witch summons a spirit to infect various poisons on target with a spirt knife - consumes poison as if applied to a weapon on use summon swarm - summon swarms of spiders/skeevers to attack target spirit of vengeance - a spiritual clone of the target attacks them trap/release spirt - spell traps the spirt/s of creature or person for summoning later (when summoned will fight for the player) all trapped souls can only be used once Commune with sky - witches can stir the spirts of the sky to change the weather Witches have the ability to imbune objects and people with overwhelming emotions take for example briar hearts who loose themselves to become machines of rage and vengence. Imbune Hate, unleash hate - imbune hate marks the targets (any number) and unleash hate consumes the marks to create a frenzy effect for a short time. Imbune fear, unleash fear - same as above but with fear effect Irresistible sujestion - makes the targets allies of the caster for a short time, will protect the caster (like what namiras coven leader does to the preist) quests initiation - player has to prove their loyalty to the coven by capturing and sacrificeing a victem secrets of fleshcrafting (repeatable) - player is sent to find materials for flesh-crafting Vigilanties (repeatable) - Vigilants of stendar attack the coven player helps defend herb lore (repeatable) - Player is sent to gather alchemy ingreadiants to create an alchemic garden Coven Initiates (repeatable) - player finds new members for the coven scattered throughout skyrim, and conducts the initiation ceremony. Rituals (repeatable) - Player can trigger quest to initiate ceremonies of fleshcrafting Thank you
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