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WildWitch

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Posts posted by WildWitch

  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. 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

  6. 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.

  7. 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 :)

  8. 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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