jk3691215 Posted Wednesday at 02:33 PM Share Posted Wednesday at 02:33 PM (edited) I'm still new to modding and the creation kit and was playing around creating a basic magic effect script that basically turns the target into a chicken permanently by simply killing the target and placing a chicken at its position, but was wondering if there's a way to make the ash pile invisible (still remain, but invisible so I can access the target inventory) or if there's an invisible container that I can place instead of the ash pile that still allows me to access the inventory. Here's the magic effect script Scriptname DsChickenTransmutationEffectScript extends activemagiceffect ActorBase property chicken Auto Explosion property FXDragonPriestSmallExplosion Auto Activator property DefaultAshPileGhost Auto event OnEffectStart(Actor akTarget, Actor akCaster) akTarget.PlaceAtMe(FXDragonPriestSmallExplosion) akTarget.Kill(akCaster) akTarget.SetCriticalStage(akTarget.CritStage_DisintegrateStart) akTarget.AttachAshPile(DefaultAshPileGhost) akTarget.SetAlpha (0.0, False) akTarget.SetCriticalStage(akTarget.CritStage_DisintegrateEnd) akTarget.placeAtMe(chicken) ; akTarget.Disable() endEvent Edited Wednesday at 02:35 PM by jk3691215 Link to comment Share on other sites More sharing options...
Sphered Posted Wednesday at 05:20 PM Share Posted Wednesday at 05:20 PM I would probably create a custom ash pile record which uses an invisible model, and use that when wanted 1 Link to comment Share on other sites More sharing options...
scorrp10 Posted Wednesday at 06:26 PM Share Posted Wednesday at 06:26 PM That kinda makes little sense. How would player know where to target if the thing is invisible? My ideas would be: Make your custom pile model look like a blackend spot on ground. (From the explosion effect) Or, make it look like an egg . Or, jyust ransfer victim's items to the chicken. 1 Link to comment Share on other sites More sharing options...
PeterMartyr Posted Wednesday at 09:34 PM Share Posted Wednesday at 09:34 PM there is a SKSE Color Script version I have never used setAlpha Edit, I've use Paint, GIMP, Photoshop, I know messing with colors alpha can make it "invisible", but I got no idea what that SKSE code gonna do OFF track as anyone tried GIMP 3 with its native DDS BC7 support yet? You need the RC3 version, it's not officially released yet 1 Link to comment Share on other sites More sharing options...
xkkmEl Posted Thursday at 12:58 AM Share Posted Thursday at 12:58 AM Wouldn't setWorldModelPath do the trick? 1 Link to comment Share on other sites More sharing options...
jk3691215 Posted Thursday at 07:27 PM Author Share Posted Thursday at 07:27 PM (edited) On 3/12/2025 at 8:26 PM, scorrp10 said: That kinda makes little sense. How would player know where to target if the thing is invisible? My ideas would be: Make your custom pile model look like a blackend spot on ground. (From the explosion effect) Or, make it look like an egg . Or, jyust ransfer victim's items to the chicken. How can you transfer items though, is there an SKSE function for that? I tried doing it myself, but it always results in an empty corpse, I'm obviously doing wrong, but I can't pinpoint which CK or SKSE functions are used to achieve this effect. Edited Thursday at 07:32 PM by jk3691215 Link to comment Share on other sites More sharing options...
scorrp10 Posted Thursday at 07:33 PM Share Posted Thursday at 07:33 PM ObjectReference chickenRef = akTarget.placeAtMe(chicken) akTarget.RemoveAllItems(chickenRef) 1 Link to comment Share on other sites More sharing options...
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