MotoSxorpio Posted August 16, 2015 Share Posted August 16, 2015 Anyone know any good healer follower mods?I dunno, check your post here: http://forums.nexusmods.com/index.php?/forum/422-skyrim-mod-requests/ or here: http://forums.nexusmods.com/index.php?/topic/485981-skyrim-mod-detectives-thread/ Link to comment Share on other sites More sharing options...
lofgren Posted August 16, 2015 Share Posted August 16, 2015 OnObjectEquipped takes two parameters. http://www.creationkit.com/OnObjectEquipped_-_Actor You are interested in the first one. So something like EVENT OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject == TheOneRing15 OneRingLevel.SetValue(1.0) elseIf akBaseObject == TheOneRing30 OneRingLevel.SetValue(2.0) elseIf akBaseObject == TheOneRing45 OneRingLevel.SetValue(3.0) elseIf akBaseObject == TheOneRing60 OneRingLevel.SetValue(4.0) EndIf EndEvent Another option might be to have the Power of The One detect which ring is currently equipped when it is activated. That way you don't have to to track a variable, and you don't have to have a script running on the player all the time. Link to comment Share on other sites More sharing options...
lordvalinar Posted August 17, 2015 Share Posted August 17, 2015 Uhh the latter portion catches my interest "to have the Power of The One detect which ring is currently equipped when it is activated". How would I go about doing this? (like what is the conditional parameters)?Because that would be a far better and more preferable option lol OnObjectEquipped takes two parameters. http://www.creationkit.com/OnObjectEquipped_-_Actor You are interested in the first one. So something like EVENT OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject == TheOneRing15 OneRingLevel.SetValue(1.0) elseIf akBaseObject == TheOneRing30 OneRingLevel.SetValue(2.0) elseIf akBaseObject == TheOneRing45 OneRingLevel.SetValue(3.0) elseIf akBaseObject == TheOneRing60 OneRingLevel.SetValue(4.0) EndIf EndEvent Another option might be to have the Power of The One detect which ring is currently equipped when it is activated. That way you don't have to to track a variable, and you don't have to have a script running on the player all the time. Link to comment Share on other sites More sharing options...
lofgren Posted August 17, 2015 Share Posted August 17, 2015 If the power is a spell, you can put GetEquipped in the magic effect condition box. http://www.creationkit.com/GetEquipped If the power is a script, you can use IsEquipped: http://www.creationkit.com/IsEquipped_-_Actor Link to comment Share on other sites More sharing options...
lordvalinar Posted August 17, 2015 Share Posted August 17, 2015 I'm guessing by "Spell" you mean the S wrapped in a red box, even if it's a Lesser Power... I think I get what you mean. Cool thank you so much for the assistance :D that'll be much easier lol*Gives you a cookie from the Dark Side Cookie Jar* ^_^ If the power is a spell, you can put GetEquipped in the magic effect condition box. http://www.creationkit.com/GetEquipped If the power is a script, you can use IsEquipped: http://www.creationkit.com/IsEquipped_-_Actor Link to comment Share on other sites More sharing options...
Kerberus14 Posted August 18, 2015 Share Posted August 18, 2015 I have made a spell which changes the StaminaRate actor value by a magnitude of 5 and duration of 8 seconds on the spell. Setting the Recover flag on it enables the effect to work properly but the duration on it is infinite, removing the Recover flag on it makes the effect not work at all but at least it does not last forever. http://puu.sh/jFOiO/bb00a40dce.png http://puu.sh/jFOkp/4034c48ff8.png What's wrong? =/ I looked into the vanilla magic effects and they run properly. Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 18, 2015 Author Share Posted August 18, 2015 I have made a spell which changes the StaminaRate actor value by a magnitude of 5 and duration of 8 seconds on the spell. Setting the Recover flag on it enables the effect to work properly but the duration on it is infinite, removing the Recover flag on it makes the effect not work at all but at least it does not last forever. http://puu.sh/jFOiO/bb00a40dce.pnghttp://puu.sh/jFOkp/4034c48ff8.png What's wrong? =/ I looked into the vanilla magic effects and they run properly. Sorry, I don't know ANYTHING about MGEFs or spells. Link to comment Share on other sites More sharing options...
lordvalinar Posted August 19, 2015 Share Posted August 19, 2015 (edited) I have made a spell which changes the StaminaRate actor value by a magnitude of 5 and duration of 8 seconds on the spell. Setting the Recover flag on it enables the effect to work properly but the duration on it is infinite, removing the Recover flag on it makes the effect not work at all but at least it does not last forever. http://puu.sh/jFOiO/bb00a40dce.pnghttp://puu.sh/jFOkp/4034c48ff8.png What's wrong? =/ I looked into the vanilla magic effects and they run properly. Is it supposed to be DEPLETING stamina rate? Or recovering it? I noticed you have a script in there but no properties EDIT: I'm guessing recovering.. like some sort of "needs" system it looks like? Have you tried using Value Modifier archtype instead? Also what trigger are you using to activate the ability? Because it shows in the screenshot you have it set as an Ability..... these are passive bonuses you don't really see or 'use'. If you meant this to be an actual SPELL, then you'll need to change that to Spell, Lesser Power, or Power (the latter 2 best to use with the "Voice" slot instead of hands generally). Then you'll need to put the spell into a Spell Tome, in which the player can get access to to learn the spell (or just add the spell via console) Edited August 19, 2015 by lordvalinar Link to comment Share on other sites More sharing options...
lordvalinar Posted August 19, 2015 Share Posted August 19, 2015 Now actually I got another question :\ is there a way to remove magicka as a percentage (%) for spell cost, rather than a static amount?Example: Using the "Power of the One" Lesser Power costs 95% Magicka, instead of like 100-300 magicka. That way the cost will scale with the player's Magicka? Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 19, 2015 Author Share Posted August 19, 2015 Now actually I got another question :\ is there a way to remove magicka as a percentage (%) for spell cost, rather than a static amount? Example: Using the "Power of the One" Lesser Power costs 95% Magicka, instead of like 100-300 magicka. That way the cost will scale with the player's Magicka?Make it script based rather than changing actor value, and then DamageActorValue by GetActorValuePercentage: http://www.creationkit.com/GetActorValuePercentage_-_Actor Link to comment Share on other sites More sharing options...
Recommended Posts