-
Posts
13 -
Joined
-
Last visited
Content Type
Profiles
Forums
Events
Posts posted by WildWitch
-
-
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.
-
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 -
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 -
yes the ifspellcastat is to check weather the right spell is cast at the Ritual bowl, thanks for your help :)
-
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
-
Ok thanks I got it to work :)
-
Make the spells cast on self and have the player cast them. That is the way that shrines do it.
So I just need to put in (blessing Name).cast(playerRef, playerRef) ?
-
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
endEVENTAs you can see there are gaps where the spell cast function should be as I have no idea how to do it.
-
Thanks this worked for me :)
-
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 :)
-
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
True Divine Mod
in Mod Ideas
Posted
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 :)