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Posted

I've never made a mod before. I'm using the creation kit for Skyrim and I've figured out how to reliably make spells use stamina instead of magicka IF they are self target spells. But, if I want to make a spell use stamina (or drain stamina over time) instead of magicka when it is an offensive spell (such as a fireball), I have no idea how to approach it.

I know that there's a way to do it. Certain mods already have it in place (such as the kamehameha attack mod which allows for draining stamina followed by draining health once stamina is depleted), but I find myself unable to contact the authors of the mods that I know already do it. I couldn't find an answer through a google search, so please help, modders.

Posted

I can't help you, but if you can't contact the authors, download their mods and see how they did it by opening their mods in the CK. Opening up other people's mods to see how to accomplish something is a great way to learn (so long as you aren't completely copying something of course).

Posted (edited)

Easy. No script needed.

Make a second effect that damages your stamina.

Then attach that effect into your spell and magnitude to what the cost would be.

Make the overall cost 0.

Then make a condition where the spell will never work if your stamina is below a certain amount.

With that, the spell will cost no magicka but using it will damage your stamina.

Its a workaround.

OR

Use scripts.

You don't need those things if you used scripts.

akActor.DamageActorValue("Stamina", amount)

when casted.

 

EDIT: Just realized something.

 

Use the bug on CK.

 

First make the second effect a non-self target.

Attach it to a spell, THEN change it back to a self target effect.

It wont delete the effect to the spell and what happens now is that you got a spell that, targets enemies and yourself.

Edited by igotnousername
Posted (edited)

Easy. No script needed.

Make a second effect that damages your stamina.

Then attach that effect into your spell and magnitude to what the cost would be.

Make the overall cost 0.

Then make a condition where the spell will never work if your stamina is below a certain amount.

With that, the spell will cost no magicka but using it will damage your stamina.

Its a workaround.

OR

Use scripts.

You don't need those things if you used scripts.

akActor.DamageActorValue("Stamina", amount)

when casted.

 

EDIT: Just realized something.

 

Use the bug on CK.

 

First make the second effect a non-self target.

Attach it to a spell, THEN change it back to a self target effect.

It wont delete the effect to the spell and what happens now is that you got a spell that, targets enemies and yourself.

 

Just tried this using the bug, to no avail. I guess I'm going to try what you said with scripting, and what Veltoss said about opening the other guy's mod. Hopefully it isn't too difficult and I can get it working. Thanks.

 

Edit:

Looked into the other mod. He doesn't seem to be doing anything nonscripted that I'm not. Tried to look at his script, but it has "status: script added and edited locally" and when I try to look into it, I encounter an error while attempting to reload the script and end up with nothing. Any tips?

Edited by nintyplayer
Posted

In order to edit a script in the CK it must be extracted as a loose file (scriptname.psc) to your skyrim data folder.. Lots of mods pack their files inside .bsa archives which function similar to .zip files. You will need to extract the bsa if the mod has one. If the mod does not have a bsa and the files are already loose then maybe the author didnt include the source file. In that case your out of luck.

 

I would be able to tell you but I have no idea what mod your talking about.

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