saintgrimm92 Posted October 18, 2022 Share Posted October 18, 2022 (edited) I'm now working on a blessing spell; similar to the other blessings, lasts 8 hours, cures disease, etc.But, instead of a boost to hp or something, I want the blessing to give the player's attacks magicka/stamina damage for the 8 hour period. The issue is that I don't remember how to make it work correctly. I've got other mods that do something somewhat similar, but I no longer have the source scripts to see how the hell I did it lol. In fact, a boss in one of my mods has an ab effect that's constant and gives him magicka dmg... But again, I don't have the source script anymore, so I can't look at the source of the script I have on his AB spell effect. I'm pretty sure it will require a script, as if I just put damage stamina/magicka on the blessing spell, that would damage the player's mag/stam when obtaining the blessing as opposed to giving the player a stamina/magicka dmg buff.Any help is highly appreciated! Edited October 18, 2022 by saintgrimm92 Link to comment Share on other sites More sharing options...
maxarturo Posted October 19, 2022 Share Posted October 19, 2022 What do you mean exactly by "to give the player's attacks magicka/stamina damage", this could mean multiple things according on the individual proccessing the information. Explain your idea with simple words and in order. Link to comment Share on other sites More sharing options...
saintgrimm92 Posted October 19, 2022 Author Share Posted October 19, 2022 (edited) What do you mean exactly by "to give the player's attacks magicka/stamina damage", this could mean multiple things according on the individual proccessing the information. Explain your idea with simple words and in order. Basically, I'm trying to make a blessing that will give the player the effects of Molag Bal's Mace for 8 hours no matter what weapon is being used. I don't have ck open atm so I can't say how many points of stamina/magicka damage that would be, but with the blessing on, if the player punches or uses a weapon against an NPC, it won't only damage their hp but stamina and magicka as well. For the NPC I made in a different mod that has a similar effect:He has an ABspell. Magic effect is constant, self and has a script.The script property points towards a damage magicka on contact spell, but I haven't modded in over a year and no longer have the source script, so I don't remember what the script says and can't access the source to re-create it. So I figure for this blessing I need an 8 hour duration spell, magic effect constant, self, script. Script pointing to an on contact dmg stamina and an on contact dmg magicka spells; I just need some help re-learning where to even start on the script lol. I wasn't good at scripting even when I was modding before, so naturally it's the bit that's taking time to re-learn. EDIT:I spent some time on the CK wiki yesterday, and I'm wondering if it was as simple as a "DmgMagickaSpell.cast()" but I'm not entirely sure what event I'd use for attacks. OnHit maybe? If that's even a real event? lol. Some parts of modding just came straight back to me - Events, syntax and all that crap I'm having to look up every single thing I'm trying to do cuz I just can't remember lol. Edited October 19, 2022 by saintgrimm92 Link to comment Share on other sites More sharing options...
maxarturo Posted October 20, 2022 Share Posted October 20, 2022 (edited) First of all, Molag Bal's mace uses a simple vanilla enchantment. I don't know if there is an SKSE or SKSE add-on function to remove and/or replace enchantments from equipped weapons. There are some SKSE functions that manipulate enchantments. But the issue here is that you want this to work with all and any random weapon in game, this means store every single weapons enchantment that is modified for 8 real life hours, and with this comes some problems, what if when the blessing is active the player upgrades - disenchants - sells the weapon or ALL weapons. This is doable, but it requieres a long and complex set up and script. I would advice you to keep it simple: - When the blessing is activated it also adds to the player a 'Perk' that moddifies the damage attack value for 8h, and nothing more. * Plus, there are functions that don't run on the player, for example 'IsInCombat()', and to monitor the player's combat state needs a more complex approach, so that you can grab the opponent (by script) and to apply the desired 'Virtual Enchantment Damage' when the player executes a specific 'Animation Event' on the opponent. * The 'OnHit()' event dosen't works like you think it does. * I would advise to NOT use an "Ability Cloak Spell' for this!!! Edited October 20, 2022 by maxarturo Link to comment Share on other sites More sharing options...
saintgrimm92 Posted October 20, 2022 Author Share Posted October 20, 2022 (edited) First of all, Molag Bal's mace uses a simple vanilla enchantment.I don't know if there is an SKSE or SKSE add-on function to remove and/or replace enchantments from equipped weapons.There are some SKSE functions that manipulate enchantments. But the issue here is that you want this to work with all and any random weapon in game, this means store every single weapons enchantment that is modified for 8 real life hours, and with this comes some problems, what if when the blessing is active the player upgrades - disenchants - sells the weapon or ALL weapons.This is doable, but it requieres a long and complex set up and script. I would advice you to keep it simple:- When the blessing is activated it also adds to the player a 'Perk' that moddifies the damage attack value for 8h, and nothing more. * Plus, there are functions that don't run on the player, for example 'IsInCombat()', and to monitor the player's combat state needs a more complex approach, so that you can grab the opponent (by script) and to apply the desired 'Virtual Enchantment Damage' when the player executes a specific 'Animation Event' on the opponent. * The 'OnHit()' event dosen't works like you think it does. * I would advise to NOT use an "Ability Cloak Spell' for this!!! Oh, that's all more advanced than anything I've done. I've only written a script that required SKSE one time ever lol. I don't mean to copy Molag Bal's enchantment, I just wanna give the player the same effect. I want it to STACK with enchantments I think Molag's mace does like 10 points of magicka dmg and 10 points of stamina damage per attack or something along those lines. So I just need to make all of the player's attacks do 10 points of magicka/stamina damage per attack for 8 hours. If the player is using molag's mace, then my blessing will literally DOUBLE the effect, because the mace does 10 mag/stam damage and the blessing does 10 mag/stam damage, causing 20 mag/stam damage total. I had completely forgotten about the perk system. I think you're right on that being the best way to do it. After reading your message, I loaded up my Dark Haven mod and had a look at stuff again. Most of the NPC's that have special effects do indeed have custom perks. That spell being called on the script that I've been talking about might not even do what I was thinking it does, as the NPC also has multple custom perks that I didn't notice previously, because "perk" hadn't even entered my mind at all. Thank you very much for the help. I think I can figure out how to make it from here by looking at my older mods. I greatly appreciate the help :smile: EDIT: My god..... Not only can I figure out how to do it by looking at my perks in Dark Haven..... There's literally already perks that do exactly what I'm trying to achieve. lmao. The perks are added by the armor and only when the full set is worn. But 1 armor set causes the wearer to do stamina damage, so I literally had everything I needed right here in front of me, but would have NEVER found it if you hadn't mentioned perks. So thank you again! Edited October 20, 2022 by saintgrimm92 Link to comment Share on other sites More sharing options...
Recommended Posts