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Posts
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Everything posted by WraithFF
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Yes, something like that. I'd hate to manually go through every single spell in the game and make a scroll for each, I'd rather have it done automatically, that way it could possibly include spells added by other mods as well, but I'm not very familiar with creating new objects for the game using scripts. Is there a tutorial for how you would go about doing something like this that I could be linked to? (I'd search for a tutorial myself, but I'm not really sure what tutorial I'm searching for)
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I'm wondering if there's a way of recharging or increasing the current charge of an enchanted weapon through the use of scripts. I've looked at various ways of doing this, but the closest to something like this that I've found are the functions: int GetEnchantmentValue() SetEnchantmentValue(int value)from the creation kit Weapon Script page (http://www.creationkit.com/Weapon_Script). However these functions do not affect the current charge, but instead the maximum charge of the item. I managed to solve it, so no need for any replies. This is how it's done: The values I was searching for were actor values called "LeftItemCharge" and "RightItemCharge". These give the current charge of the item, unlike the functions showed above. Good day.
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Well, I'll be taking a look at what can be done without scripts for now, then. I'm also going to take a closer look at perks, like Lofgren suggested. "Can be done with Papyrus, I haven't touched scrolls, I didn't even knew they existed. Easily scripted. " How would you go about scripting something like that then? Even if I knew how the script was done I still wouldn't know where to put it in order for it to run. I'll hold off on "jumping straight into papyrus" until I know there's no other way of doing it.
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I've taken a look at how perks work and also at how some of the perks in the game work, but I'm not really convinced by the idea that I can't do what perks can by scripting. Most of the perks just change an actor value on some conditions, which could be done by scripting. Sure, some of my ideas may not require scripting, but I don't see any harm in doing it. And I'm not exactly planning to use perks in the mod anyways. Maybe I'm missing the point?
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Thanks for the information, but what do you mean by "just scripting"? Don't I need to put the scripts somewhere for them to be called, in order for them to actually do something? I'm currently testing scripting through quests and so far it's going well, but I'm still in the dark about turning all spells into scrolls, dynamic prices and basically everything other than the condition when I cast a spell and staff recharge over time. Some of the things I know are possible because other mods managed to do it, but I guess some things simply aren't possible or as easy as I'd like them to be.
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Well, I've already worked with scripting quite a bit for spells (and I have some years of programming experience in other languages), but not for this kind of stuff. So the question is where I would put these scripts and how they'd be called (I'm still relatively new to most of the Creation Kit's features). On other notes: I've figured out that quests have events which allow them to start whenever something happens. So perhaps that could be used when checking for a condition when a spell is cast. I'll look more into this in the meanwhile.
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I've been using the creation kit for a while now and know how to create new spells, enchantments, scripts and so on. But I can't figure out how to add or change default functionality. If I need to use a different program for these, let me know. Some of the things I can't figure out are for example: Making scrolls of all spells (I understand this was done in the mod "Perkus Maximus", so it must be possible), increasing overall damage done or taken, changing all scrolls to not be destroyed upon use, making staffs slowly recharge over time (This has also been done in Perkus Maximus and other mods as well), changing the cost of items to equal specific stats of that item (for example making all weapons cost as much as they weigh times 10), checking for a condition every time a spell is used and changing how recharging works for specific enchanted items (such as staffs) (For example recharging double the amount). If anyone knows how to do any of the above examples, please let me know how it's done, it would be even better if you knew how it was done so it included things (like staffs and spells) added by other mods. I understand that I might be able to create quests or change perks to have some of the desired effects (for example the staff recharge over time effect, and possibly the condition when a spell is cast), but I'm not sure if that is reliable. I hope there is a way of doing this through scripting, since I have most experience with that. I believe I will also need a way for a script to run whenever an event occurs. But I have no idea how to do that I understand this can be done through quests events, so I'm currently looking into that. But I have no idea how to even approach the other stuff, so that's why I'm asking. There's no need to post complete code, just direct me towards what could be done or link me to some tutorial page (I haven't found one myself, other than the official creation kit quest page).