ZeroCore Posted July 7, 2016 Share Posted July 7, 2016 All of what you said is possible, but somewhat advanced (especially without SKSE). Unless you want the player to be able to add a player-made enchantment to the ring on top of the levitation power, I would advise instead moving your script to a magic effect and then enchanting the ring with that effect. That would avoid the (annoying) inconsistencies that result from scripts running on non-persistent inventory objects. If you do decide to go the alias route later, you'll at least already have a working script and you don't have to wait until you've mastered quests and story manager events to keep working on your core concept.Do you know what the best way to rewrite this as a magic script would be? Link to comment Share on other sites More sharing options...
lofgren Posted July 7, 2016 Share Posted July 7, 2016 Shouldn't require too much tweaking. Just replace OnEquipped() with OnEffectStart http://www.creationkit.com/index.php?title=OnEffectStart_-_ActiveMagicEffect and OnUnEquipped with OnEffectFinish http://www.creationkit.com/index.php?title=OnEffectFinish_-_ActiveMagicEffect And use akTarget as Wearer instead of akActor. Link to comment Share on other sites More sharing options...
otake333 Posted July 7, 2016 Share Posted July 7, 2016 How would I go about to make a mod(plugin) that would be a "enhance weapon" and would make it so for an amount of time , when I have a specific kind of weapon (a sword in this case) lighting effect would surround the blande and act as a longer portion of the blade, while applying shock damage ? Link to comment Share on other sites More sharing options...
lofgren Posted July 7, 2016 Share Posted July 7, 2016 Take a look at the Elemental Fury spell to see how enhance weapon effects work. The shock damage and the visual effect would just be a magic effect that uses your vfx as its enchant art or enchant shader and deals shock damage. Link to comment Share on other sites More sharing options...
otake333 Posted July 7, 2016 Share Posted July 7, 2016 Take a look at the Elemental Fury spell to see how enhance weapon effects work. The shock damage and the visual effect would just be a magic effect that uses your vfx as its enchant art or enchant shader and deals shock damage.Hi again , ahah thank you for this , the combination of both of your post really gave me a better idea on how to work with it Link to comment Share on other sites More sharing options...
otake333 Posted July 8, 2016 Share Posted July 8, 2016 So hi again , sorry for the double post ,but basicaly , I was wondering if anyone knew how Effect shaders worked ? I want to make a custom one but I'm completly lost and there isn't really anything I could find to help me. What I want to do is have this shader work on swords (or only one specific sword really) and the visual effect would create a coating in a crystal clear blue light with litle lighting effect around it, a bit like the one in the picture (well actually , what I'm trying to do is exactly like what is in the picture). This effect would be part of a magic effect aplied to an enchantment that a spell uses , so basiacly when I cast the spell my sword gains shock damage and get the effect I'm trying to give it for 60 seconds. But Yeah I have absolutely no Idea how to do this and would need a bit of help please =P http://fr.tinypic.com/r/2yzewwk/9 (Image of my exemple) Link to comment Share on other sites More sharing options...
justaking Posted July 8, 2016 Share Posted July 8, 2016 Hello, I am encountering a small problem. i my finished SRLE build. I followed the entire process and everythig is stable. I know I downloaded and installed the 5.1 version of SkyUI, but when I open the map in-game it gives me an error code saying it is 4.1 and needs 5.1. Not sure what to do from here. Its no where near game breaking, but I have a niggling suspicion that it will come back to bite me if i dont fix it now. Hope someone has encountered this or knows how to fix it. Thanks. Link to comment Share on other sites More sharing options...
cdcooley Posted July 8, 2016 Share Posted July 8, 2016 Hello, I am encountering a small problem. i my finished SRLE build. I followed the entire process and everythig is stable. I know I downloaded and installed the 5.1 version of SkyUI, but when I open the map in-game it gives me an error code saying it is 4.1 and needs 5.1. Not sure what to do from here. Its no where near game breaking, but I have a niggling suspicion that it will come back to bite me if i dont fix it now. Hope someone has encountered this or knows how to fix it. Thanks.You have another mod installed which alters the map menu. Just go to the Advanced page of the SkyUI MCM and turn off that warning if you're seeing the map interface you want to use. (There weren't any changes to the map between 4.1 and 5.1 so using a 4.1 map with 5.1 SkyUI is just fine.) Link to comment Share on other sites More sharing options...
ZeroCore Posted July 9, 2016 Share Posted July 9, 2016 (edited) Can't get a script to work. I'd appreciate it if someone could look this over and possibly tell me how to fix it. Scriptname AAASDB2 extends ObjectReference Actor Property UserActor Auto Event OnActivate(ObjectReference akActivator) UserActor = akActivator debug.notification("Object WAS activated") float ViewAngle = UserActor.GetAngleX() EndEvent it spits out the error: "C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\AAASDB2.psc(12,1): type mismatch while assigning to a actor (cast missing or types unrelated)". The script is on an activator. The point of this script is to get data values from ANYONE who activates it, NOT just the player. Edited July 9, 2016 by ZeroCore Link to comment Share on other sites More sharing options...
cdcooley Posted July 9, 2016 Share Posted July 9, 2016 You need to explicitly cast the value from ObjectReference to Actor on that first line of the event just assigning isn't enough. UserActor = akActivator as Actor Link to comment Share on other sites More sharing options...
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