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MidigYo

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  1. I want my wood elf command animal ability to also enhance their health, armor, magic resists and speed based on player level to make them viable until at least mid-late game. Making them hit harder and gain health is easy. Speed, apparently not so. I managed to make my argonian swim faster by adding a 0.10 carry weight change and speed buff both with "IsSwimming" condition. I am doing something similar with "HasMagicEffect" - "RaceWoodElfCommandPower". SpeedBuff Magic effect: https://gyazo.com/f0b3652ecb4d2e4f98223911c407c344 MudCrab Ability: https://gyazo.com/33cc9a746a05be8cd2f3df32fa6b0078 Fortify health conditions: https://gyazo.com/a6bf5658e3bc3f289071d9723690dd3f Also, I just want an ability that adds armor in the same vein that alteration magic does, but as a passive. However, looking at those I have trouble understanding how they work. Nowhere on CK wiki do they explain how Assoc Item 1 and 2 work such as the "DamageResist" and "MagicArmorSpell". In particular, I think I will have to change number 2, but I have no idea which to pick. Oakflesh magic effect: https://gyazo.com/dd7ae478ad823fb33335d967d223c3e6
  2. I just learned how to compile a script and add it to a magic effect. This is what I have: ScriptName DunmerSpirit extends ActiveMagicEffect{This is my first script.It prints the message "Goodbye, JoJo!" to the screen once.} Event OnEffectStart(Actor akTarget, Actor akCaster)Debug.Notification("Goodbye, JoJo!")EndEvent I just want it to say "Goodbye, JoJo!" when I cast the spell for now. In the future, I want to make it so I can summon him passively under certain conditions such as low health. I would also find it interesting If I could glue this summon to myself so it will follow my pathing exactly. It is supposed to be a spirit that sort of hovers over my character. I will work on changing its color, make the legs entirely invisible and make it quite large. I want the actor to be able to attack my enemies and absorb attacks for me while taking no damage. Perhaps be able to cast some fireballs. Atm, I have managed to create a darkelf ghost summon that wields Bonemold armor and a ebony sword.
  3. Here you can see how I went forward: http://imgur.com/a/ddEc7. This did not work for me for some reason. Also, it's important that the perk applies only to the bleed damage and does not block other types of damage. I just really want to make this effect work since I want bleed damage to be an integral part of some weapons damage output.
  4. As a test i am trying to make a weapon enchantment that will increase damage vs. falmer as well as add frost damage (if both are possible without enchantment perks). So far i went into CK, created an esp. then: -Went into enchantments and +new -Made ID, name, Type enchantment, casting (no idea, although i want it to just be passive bonus to the sword), delivery (assume that is contact) and base restriction is material weapons. -I picked DisDamageOnehandedTwohanded and magnitude 3 for the effect. -Then in conditions i picked GetIsCrimeFaction --> FalmerFaction --> Run on --> Target -Set comparison to >= and kept value at 1.0 Im kind of stuck here. Here is what i want description to look like: "Increases damage versus falmer by X and X frost damage".
  5. So as a test i am trying to make a weapon enchantment that will increase damage vs. falmer as well as add frost damage (if both are possible without enchantment perks). So far i went into CK, created an esp. then: -Went into enchantments and +new -Made ID, name, Type enchantment, casting (no idea, although i want it to just be passive bonus to the sword), delivery (assume that is contact) and base restriction is material weapons. -I picked DisDamageOnehandedTwohanded and magnitude 3 for the effect. -Then in conditions i picked GetIsCrimeFaction --> FalmerFaction --> Run on --> Target -Set comparison to >= and kept value at 1.0 Im kind of stuck here. Here is what i want description to look like: "Increases damage versus falmer by X and X frost damage".
  6. Ok, then i guess i can start with the weapon scripts. IDC about skills of enemies, i can think about that later. Most nords have good one handed and two handed skills so that should be a minor issue. I have no idea how SKSE works compared to normal scripts or how to write one. I guess i will look for a good guide on it. A lot i dont understand and the offical CK page provides few options or examples to help me understand how it should look.
  7. I want to make my own mod but most CK or Tes5Edit guides i find pertaining to perks are quite old. I made an esp. in CK, but not sure if i am supposed to just load that or load it with Skyrim.esm and update esm. I want to make a new perk tree in Skyrim. As i understand it perks in Skyrim already have 18 paths and i cant add any new there. However can i make an alternative skill tree in the same veins as werewolf or vampire lord one? If i can access it by hotkey or praying to a shrine that would be swell. I want it to pertain to shouting and will require dragon souls to level with certain shout bonuses. I know some overhauls have it in speech tree, but i prefer not to. I also want to change out one handed and two handed into blade and blunt. I could technically go to each weapon in said section in CK and change axes, maces and warhammers into two handed then do the same with swords & daggers into one handed, rename both skill trees (no idea how i do that either) however that way it wont affect weapons added by mods i think including weapons added by amidianborn content addon. I dont think i would have any issues with changing perks afterwards if i could change the skill each weapon is pertaining to. I plan to switch some spells over to other schools of magic such as light spells from alteration to illusion. Also i want to change staffs and have skill progression and magnitude based on appropriate magic school. Some people i have talked to say that it is impossible without increasing enchanting magnitude of weapon in the other hand, which i personally do not mind. I find it difficult to find any good guides for this. So far i have tried to check mods i like in Tes5Edit get some clues of what they have done provided they didnt make all the changes through scripts.
  8. Ok, so from what i understand i am to use Skyrim esm and update esm to be on. Then i make my own esp. Whenever i want to edit something related to dawnguard (as an example for DLC) i activate only dawngaurd and my new esp with my new esp as active file. This way i make no changes to my vanilla Skyrim, but make changes to my esp which modifies vertain values. If i am to see what it changes i go in Tes5edit and load it up and see how it compares to Skyrim.esm and update.esm. The perk guides dont help too much. I wish there was some sort of mentoring system to get going, but it seems like most things are quite self taught in this community.
  9. I dont care if i use Tes5Edit or CK as long as i can use both without problem, i can use them without depending on a master except vanilla game + all DLC. I want it to be compatible with: -USLEEP -Weapon and armor fixes -Enchantment bug fix -Crash fixes -Bug fixes -SkyUI and SKSE (not sure if it is possible to conflict with it, not sure if SE will require them). -Cutting room floor -RaceMenu -CCOR -Clothing and clutter fixes -Alternative start, live another life By compatible i mean no conflicts that will make it unplayable or ruin their bug fixing or content adding features. I have no gripes about for example altering recipes in CCOR as long CCOR works as it should otherwise. Onto the issue. I need to know: -What plugins do i load when i open CK. Just Skyrim or Skyrim + DLC or Skyrim + DLC + Mods listed above? -Any way i can have the "yes to all" when errors pop up on CK? I see no such button and wonder if there is a hotkey for it. -How do i make an esp. where i can make my changes without affecting original Skyrim esp and esm? -Any good and updated/still relevant guides on perk changes? -Any way i can alter so daggers, swords and two handers go under one handed and rename it "blade" and make axes, maces and warhammers go under two handed and rename it "blunt". For example using any axe will level two handed now named blunt and increase damage with one handed maces and warhammers alos. If this cant be done making perk changes will be pointless. If the latter is possible i would like it if i could get detailed instructions on how to make a new esp. in which i make the skill changes. I know i am asking a lot, but i prefer to know what im doing at the start and hope that examples provided will help me do more in the future. If i got to know how to make blunt category i am sure i can figure out how to make blade skill as well as new perks just fine as long as i got a good perk guide.
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