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redeyedtreefrogthesecond

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Everything posted by redeyedtreefrogthesecond

  1. I don't want it to heal anyone; I'd like it to damage anyone who targets the drinker with an absorb spell/effect. So it would be conditionally damaging enemies.
  2. I'm looking into creating a rather niche potion, one that operates similarly to a black-blood potion from the witcher 3. Essentially, when the player (or preferably any npc) drinks the potion, vampiric absorb spells used against them will damage them normally, but instead of healing the caster, the caster will also take damage. I know I could alter the vanilla absorb spells to check for the potion effect, but want to avoid potential incompatibilities with other vampire mods. Is there a way to apply an effect to the caster of a type of spell? (ideally with a check for: is the magic effect an absorb health spell, is the caster a vampire)
  3. So, I also had this error previously. Eventually I gave up, but when I made a new save for an archer character, I had to get to the root of it. For me, the problem was an interaction between ALLGUD(all geared up derivative) and Archery Gameplay Overhaul. By disabling either (and running FNIS again) things worked... however, if I had my way, I'd have both. The only thing suggested here I haven't done yet is delete the 1st person animation, because the only thing in there is AGO and my skeleton... and, yes, I could completely wipe my load order and start from scratch, and I understand that in the end I may have to do that. But if anyone has any more suggestions (thus far I haven't stumbled on anyone else that's having the problem between ago and allgud, so I'm hoping this opens up some different options), I'd be glad to hear them.
  4. A quick follow-up to this for anyone else looking into a similar issue: I've gotten the effect to work quite well via the use of a perk. I used the bullseye perk effect as a base, replacing the paralysis effect with a spell of my own, and checking that the player has an item with the keywordweapontypebow keyword AND the arrows/bolts from my mod equipped. Thus far, I haven't run into any bugs, though, if I understand the way perks work correctly, it will overwrite the bullseye perk, preventing it from functioning properly while you have these arrows/bolts equipped.
  5. If I lower the radius of the explosion, it will be less likely to hit nearby entities, but it will also be more likely to "miss" the dragon due to how explosions seem to behave. I considered making a very small explosion whose magic effect scripted a larger explosion to spawn, in hopes that the scripted explosion may not remember me as the owner. But, in order to have the magic effect spawn an explosion, it'd need to affect an NPC, which wouldn't solve anything. Also, for reference, I have created a custom explosion, and I've played around with a bunch of settings. Unfortunately, none of them alter the hostility of the explosion itself. This behaviour occurs independent of magic effect (as in, even with NO enchantment/magic effect attached to the explosion, I still aggro NPCs). I've already made sure the force and damage of the explosion is set to 0, and that the sound level is set to 'silent'. I've also attached a snip of the explosion window. What am I missing?
  6. An update on my progress; I've decided that I can live with the projectile disappearing and the edge case of multiple targets being affected sometimes, but, my next issue is that the explosion will ALWAYS turn NPCs hostile. In short, anything near the dragon you hit with it (city guards, namely) will immediately become hostile towards you. The only way I've found of getting around this is by making the crossbow that fired it non-hostile, but, I can't do that as it will 1. allow you to hit any npc with the crossbow without repercussions and 2. I don't want to be restricted to a specific weapon in order to use the arrow. If anyone has a way around this heap of problems, let me know.
  7. Thank you all for the replies. After looking at the arrows from the linked mods (and at the bolts in the dawnguard dlc), I'm able to confirm that they all use the "explosion" feature of arrows. Given this information, using the explosions feature may be my only option for getting the effect I'm looking for. However, that still doesn't quite leave me with the effect I want. As previously stated, I would ideally eliminate the edge case of 2 close-flying dragons being affected by the arrow (though the more I think about it, the more ludicrous that edge case sounds), and more importantly, I'd rather the arrow didn't disappear on impact because of the explosion effect. Now, one thing I can observe about the game is that enchanted bows can deliver an effect to a target without having to worry about potentially affecting multiple targets(or not affecting the main target). How viable would it be to instead let an arbitrary bow deliver my magic effect, based on what arrows are equipped?
  8. Hello everyone, I've just started playing around with the creation kit, and my first focus is on arrows. The specific effect I have in mind is transferring the dragonrend effect to an arrow(inspired by geralt using crossbows to force airborne enemies to level ground). As a proof of concept, I've applied it to a poison, and it works remarkably well. However, for flavor and balancing reasons, I'd prefer the effect be inherent to a special arrow. I dislike the idea of using an enchantment, as it creates a bit of an 'all-or-nothing' economy where once you get the enchantment, you have it for good. I've also toyed with the idea of attaching an "explosion" to the arrow, to deliver the effect that way, but that comes with 2 downsides: first, the arrow is destroyed upon impact with a non-entity, and second, I've heard that the explosion radius has to catch a certain point on an entity to actually take effect, so, for a dragon, that radius would have to be rather large for a "guarantee". This also results in the arrow potentially affecting other nearby entities, including other dragons. Admittedly, this is an extremely edge case, but I would prefer to explicitly apply the effect to the entity that just got stuck with the arrow. Do I have any options available to me, or are explosions the only way to achieve this? Final note, the ultimate goal is to apply this effect to a bolt. I would assume this does not change the process at all, but figured I'd add the info just in case.
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