Omny Posted October 30, 2023 Share Posted October 30, 2023 With my Skeletonizer mod up and running properly, I want to take it to the next level and make Super Mutants skeletonize-able. I've already modeled, rigged and exported a super mutant skeleton model that works fine in-game, all I need to do right now is figure out how to make super mutants switch to that model upon death. This is where I hit a bit of a snag: this here is my script that fires the laser skeletonization effect (which is called by a previous script that detects what projectile someone is killed by). Here's my script so far: scn OMNYLaserSpellFXScriptFloat TimerShort DoOncefloat fFloat begin ScriptEffectStart if GetIsCreature == 0 if GetIsID nvcrmrhouse == 0 PMS OMNYLaserSkellyGlow Set Timer to 1.4 Set DoOnce to 0 Endif elseif GetIsCreature == 1 if GetIsCreatureType 4 == 1 PMS OMNYLaserSkellyGlow Set Timer to 1.4 Set DoOnce to 0 Endif set fFloat to Rand 0.2, -0.2 EndifEndBegin ScriptEffectUpdate SetVelEx 0 0 2 Set Timer to Timer - GetSecondsPassed If DoOnce == 0 If Timer <= 1.1 if GetIsCreature == 0 AddItemAlt OMNYLaserSkellySuit 1 EquipItem OMNYLaserSkellySuit 1 Set DoOnce to 1 Endif elseif GetIsCreature == 1 if GetIsCreatureType 4 == 1ToggleCreatureModel "nv_sm_v2_2_base.nif" 0 ToggleCreatureModel "OMNYSuperSkelly.nif" 1Update3D Endif Endif Endif If Timer <= 0 SMS OMNYLaserSkellyGlow Set DoOnce to 1 endif if Timer <= fFloat dispel OMNYLaserSkellyFXSpell endifEnd The trouble is, while it does technically work (the flames/glowing effects don't go off) and they turn into a skeleton, when I reload my previous save, the super mutant is alive again but they are still a skeleton. Which is kinda cool but obviously problematic for what I'm trying to achieve. For the record, I'm using Neil the super mutant as my test subject, hence why this script only looks for the one model in his model list. All that said, any suggestions? Alternatives? Link to comment Share on other sites More sharing options...
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