Jump to content

Quick Questions, Quick Answers


Mattiewagg

Recommended Posts

  On 8/28/2015 at 5:09 AM, Combine99 said:

 

  On 8/24/2015 at 8:59 PM, Mattiewagg said:

 

  On 8/24/2015 at 8:07 PM, Combine99 said:

Is there a spell condition that checks if you have a specific active effect? As in if you have this effect the spell will/wont work. To clarify I want to use this effect on a spell Im' making.

http://www.creationkit.com/HasMagicEffect

 

So I could use this as a cooldown if I were to add this condition to a spell and use a dummy (useless) effect on said spell as the target for the condition ie "player.hasmagiceffect DUMMY"?

 

Should be able to. But it's a condition so:

 

HasMagicEffect DUMMY == 1.0 Run On Player

Link to comment
Share on other sites

  • Replies 2.6k
  • Created
  • Last Reply

Top Posters In This Topic

Thanks for the help Mattiewagg. I have another quick query. What would cause a magic effect to not show up in the effect item list for a spell? I'm looking for "DLC2dunAcolyteMaskFireBoostEnchEffect" its the enchantment on Ahzidal's mask from Dragonborn and it doesn't show up in the effect list for a racial power I'm making.

Edited by Combine99
Link to comment
Share on other sites

  • 2 weeks later...

In this mod SM Essential Player whenever you 'die' you either bleedout or turn into a ghost.. what's odd is that the player does not start the 'death' animation, is the player set as immortal by this mod? How can I do something with a similar effect?


As soon as the player 'dies' I want to do stuff and still have the user be in the game and not be forced to automatically re-load the latest save.


Link to comment
Share on other sites

  On 9/7/2015 at 12:26 PM, Kerberus14 said:

 

In this mod SM Essential Player whenever you 'die' you either bleedout or turn into a ghost.. what's odd is that the player does not start the 'death' animation, is the player set as immortal by this mod? How can I do something with a similar effect?

As soon as the player 'dies' I want to do stuff and still have the user be in the game and not be forced to automatically re-load the latest save.

 

Probably an alias setting them to essential or something.

Link to comment
Share on other sites

Hi everybody, this is the first time I write on the forum (and the first "serious" mod I try to create),

 

I have 3 question,

first: I have a spell, aimed, I want the game add a magic effect to the caster every time the spell is casted (the magic effect is blank, it's only to prevent you from casting the spell); I try the onspellcast event but it doesn't work.

second: there is a way to reduce the stamina using for sprinting?

third: a way to increase the health regeneration proportionally of your missing health

 

Thanks to anyone answer me.

Link to comment
Share on other sites

If you have a forcegreet or blocking topic that doesn't link to anything, AND is marked as goodbye, it won't actually open conversation with the player. It'll just say it outside of conversation, like a hello when you pass by someone. I've tried making an invisible continue to break it into two topics so dialogue is actually opened, but rather than invisible-continuing it'll just give the player the choice of "..." to continue.

 

I really need this to be a goodbye, but it also would feel a lot less weird and less buggy if it actually opened conversation with the player. Is there a way to make a one-topic goodbye forcegreet/blocking branch open conversation with the player?

Link to comment
Share on other sites

  On 9/8/2015 at 4:29 AM, Mattiewagg said:

If you have a forcegreet or blocking topic that doesn't link to anything, AND is marked as goodbye, it won't actually open conversation with the player. It'll just say it outside of conversation, like a hello when you pass by someone. I've tried making an invisible continue to break it into two topics so dialogue is actually opened, but rather than invisible-continuing it'll just give the player the choice of "..." to continue.

 

I really need this to be a goodbye, but it also would feel a lot less weird and less buggy if it actually opened conversation with the player. Is there a way to make a one-topic goodbye forcegreet/blocking branch open conversation with the player?

What I did was create two seperate topics, with an invisible continue connecting them, and a forcegreet package to initiate dialogue. Blank dialogues don't seem to work for me, so you might wanna rewrite your dialogue in a way that you can split it into two seperate topics.

 

This is what the (absolutely amazing) dialogue looks like:

http://i.imgur.com/z92K9H3.png

 

This is what it looks like:

Edited by Arcky
Link to comment
Share on other sites

  On 9/8/2015 at 5:44 PM, Arcky said:

 

  On 9/8/2015 at 4:29 AM, Mattiewagg said:

If you have a forcegreet or blocking topic that doesn't link to anything, AND is marked as goodbye, it won't actually open conversation with the player. It'll just say it outside of conversation, like a hello when you pass by someone. I've tried making an invisible continue to break it into two topics so dialogue is actually opened, but rather than invisible-continuing it'll just give the player the choice of "..." to continue.

 

I really need this to be a goodbye, but it also would feel a lot less weird and less buggy if it actually opened conversation with the player. Is there a way to make a one-topic goodbye forcegreet/blocking branch open conversation with the player?

What I did was create two seperate topics, with an invisible continue connecting them, and a forcegreet package to initiate dialogue. Blank dialogues don't seem to work for me, so you might wanna rewrite your dialogue in a way that you can split it into two seperate topics.

 

This is what the (absolutely amazing) dialogue looks like:

http://i.imgur.com/z92K9H3.png

 

This is what it looks like:

 

Unfortunately, I've already tried that and it doesn't work as it should.

 

  On 9/8/2015 at 4:29 AM, Mattiewagg said:

....I've tried making an invisible continue to break it into two topics so dialogue is actually opened, but rather than invisible-continuing it'll just give the player the choice of "..." to continue.

I'll give it another try, though.

Link to comment
Share on other sites

I seem to recall the Creation Kit having a shortcut when Navmeshing, that will snap all selected vertexes to the surface, but I can't recall what it was.

 

Since the CK has frakked up my navmesh (half of it floats above way too much above ground), I kinda really need that shortcut now

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.

×
×
  • Create New...