SKYPSX Posted August 3, 2014 Share Posted August 3, 2014 I wanted to make a little mod that when you kill any enemy regenerate a small amount of life. How I can do with Creation Kit?? Link to comment Share on other sites More sharing options...
lofgren Posted August 3, 2014 Share Posted August 3, 2014 Do you have dawnguard? Link to comment Share on other sites More sharing options...
SKYPSX Posted August 3, 2014 Author Share Posted August 3, 2014 yes Link to comment Share on other sites More sharing options...
SKYPSX Posted August 4, 2014 Author Share Posted August 4, 2014 (edited) When I kill an enemy with any weapon regenerate a small amount of life. I think it's something simple but I do not.Does anyone know it? Edited August 4, 2014 by SKYPSX Link to comment Share on other sites More sharing options...
Valkasha Posted August 4, 2014 Share Posted August 4, 2014 Link to comment Share on other sites More sharing options...
lofgren Posted August 4, 2014 Share Posted August 4, 2014 It's relatively simple but you will still need to create two or three spells (depending on implementation), two to three spell effects, and write at least one script. I'm making some screenshots and I want to test my method but I will get back to you as soon as I know if it will work. Tomorrow most likely, next day at the latest. Link to comment Share on other sites More sharing options...
SKYPSX Posted August 4, 2014 Author Share Posted August 4, 2014 Thank you very much to all, the CK is costing me a lot. Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 4, 2014 Share Posted August 4, 2014 While there may be a better way to do this, you could try this tutorial on the CK Wiki, since it does something pretty similar to what you want. Then, you change the monitor script to something like this: Scriptname MonitorScript extends ActiveMagicEffect Actor Property PlayerREF Auto Actor MySelf Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForSingleUpdate(0.25) MySelf = akTarget EndEvent Event OnUpdate() RegisterForSingleUpdate(0.25) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForUpdate() EndEvent Event OnDeath(Actor AkKiller) If AkKiller == PlayerREF PlayerREF.RestoreAV(10); set 10 to however much you want to restore the player's health EndIf EndEvent The issue is I'm not sure if OnDeath works in an ActiveMagicEffect script (I don't think it does...), and there's no way to tell the script - that I know of - that MySelf is the one who died. Since the script isn't attached to the person who died, I'm not sure how I would go about doing this. The script might end up looking something like the above script though. I haven't worked with Dynamically Attaching Scripts a bunch, so I might be entirely wrong. Link to comment Share on other sites More sharing options...
SKYPSX Posted August 5, 2014 Author Share Posted August 5, 2014 (edited) Edited August 5, 2014 by SKYPSX Link to comment Share on other sites More sharing options...
SKYPSX Posted August 5, 2014 Author Share Posted August 5, 2014 (edited) While there may be a better way to do this, you could try this tutorial on the CK Wiki, since it does something pretty similar to what you want. Then, you change the monitor script to something like this: Scriptname MonitorScript extends ActiveMagicEffect Actor Property PlayerREF Auto Actor MySelf Event OnEffectStart(Actor akTarget, Actor akCaster) RegisterForSingleUpdate(0.25) MySelf = akTarget EndEvent Event OnUpdate() RegisterForSingleUpdate(0.25) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) UnregisterForUpdate() EndEvent Event OnDeath(Actor AkKiller) If AkKiller == PlayerREF PlayerREF.RestoreAV(10); set 10 to however much you want to restore the player's health EndIf EndEvent The issue is I'm not sure if OnDeath works in an ActiveMagicEffect script (I don't think it does...), and there's no way to tell the script - that I know of - that MySelf is the one who died. Since the script isn't attached to the person who died, I'm not sure how I would go about doing this. The script might end up looking something like the above script though. I haven't worked with Dynamically Attaching Scripts a bunch, so I might be entirely wrong.Thank you very much. I'll try. When I get it I will post in Nexus. Edited August 5, 2014 by SKYPSX Link to comment Share on other sites More sharing options...
Recommended Posts