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thenewkid20

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Everything posted by thenewkid20

  1. it's called lock-on A common mechanic in the soulsborne games because dodging is a big part and needs lockon to force the player to face the enemy after dodging This one looks like a dark souls retexture of a lockon mod There are two for SSE https://www.nexusmods.com/skyrimspecialedition/mods/18266 (updated DLL in Posts) I tried using this one but couldn't change the lockon hotkey https://www.nexusmods.com/skyrimspecialedition/mods/18086
  2. Dragonpriest death animation is not a .hkx file but a scripted event that plays an "explosion" effect and it appears to turn into ash upon death. In DragonPriestActorScript, this can be found: EVENT OnDying(Actor akKiller) ; play all of the many dying fx and clean up the magic fx selfRef.placeAtMe(FXDragonPriestLargeExplosion, 1) selfRef.PlaySubGraphAnimation( "stage3" ) selfRef.unequipitem(DragonPriestArmor01) DragonPriestEyeGlowFX.Stop(selfRef) ;place ash pile utility.wait(1.0) selfRef.AttachAshPile(AshPileObject) utility.wait(2.0) FXfallingSandDragonPriestEffect.Stop(selfRef) Is there a way to script the effect to play when player dies? I have 0 knowledge on scripting so it would be great if someone else could do it
  3. I've asked this elsewhere but got no response. Please help me troubleshoot my mod. I'm not sure why it doesn't want to work. The NPC is supposed to stop taunting and start unique dialogue when attacking while injured (<50% HP) 1. I made a custom NPC, gave her voicetype and have wav files of her dialogue, nothing wrong with her lines 2. Made a quest that will allow her to talk when fighting against the player, mostly edited under Combat tab 3. Topic:Taunting is set to 50 priority, condition is GetIsInjured subject == 0, but she will taunt throughout the battle even when she's injured. 4. Topic:Attack is set to 50 priority, condition is GetIsInjured subject == 1 <for some reason this one never triggers. I already set her race's injured pct to 50% (0.5). She will only say these if i removed the conditions. 5. Death and other detection dialogues are working normally, priority is 50. I've already tried changing priority of the Attack dialogue to 30, 40, increasing priority value of Taunting but it's still the same results. The game for some reason doesn't recognise the race as "injured" even when they've reached the injured health pct. https://www.creationkit.com/index.php?title=Race#Combat_Data_Tab If this value is unused in the game is there some other method to create this condition?
  4. Since skyrim already has a weight system for weapons which will affect the swing speed, is it possible to incorporate "weight physics" for heavier weapons like 2H axe and greatsword? This is what i'm referring to: https://www.youtube.com/watch?v=BOofzxLNI_c It looks like the swinging is greater affected by gravity than 1H weapons, similar to the skyrim giant's club animations. In the soulsborne games the character also does not stumble when power attacking forward. Is it way beyond the limitations of skyrims engine? Here is a moveset for unreal engine: https://www.youtube.com/watch?v=IwaCQZkLw00 The boss here also has weight in attacks (and that leaping jump - is it possible for skyrim bosses to do that?): youtube.com/watch?v=dlVoHQp5ddE
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