Elias555 Posted January 18, 2017 Author Share Posted January 18, 2017 What's the best way to make a floating sword actor(for conjuration)? Preferably so that arrows don't stick out of a zero opacity humanoid. How is the effect of the ghost blade achieved? I like the effect but I don't like the weapon.Bump! Link to comment Share on other sites More sharing options...
Zzyxzz Posted January 18, 2017 Share Posted January 18, 2017 (edited) Does the onHit Event react to magicEffects / damage over time effects?To be more specific:I have a poison, that causes every second damage, will the onHit script trigger on it, every second it deals damage?If yes, there is an option in the magic effect, that says "No Hit Event", does this count only for applying the magicEffect or also for every tick if the effect?Thanks Edited January 18, 2017 by Zzyxzz Link to comment Share on other sites More sharing options...
Zzyxzz Posted January 18, 2017 Share Posted January 18, 2017 Does the onHit Event react to magicEffects / damage over time effects?To be more specific:I have a poison, that causes every second damage, will the onHit script trigger on it, every second it deals damage?If yes, there is an option in the magic effect, that says "No Hit Event", does this count only for applying the magicEffect or also for every tick if the effect? Thanks To answer myself: MagicEffects do not trigger onHit Events. Link to comment Share on other sites More sharing options...
numitea03 Posted January 18, 2017 Share Posted January 18, 2017 (edited) Hi all, I've recently reinstalled the Creation Kit after a hiatus and am playing around with it again. When I first installed it a few days ago, the pan function worked fine. Then yesterday, the middle mouse button suddenly did nothing. I didn't mess with any settings that I know of, but.... It doesn't do anything. So fine, I started using the space bar to pan, and that worked. Now, today, that doesn't work either. I press the space bar, click, and drag, but the camera just rotates like it would just by clicking. Anyone have any thoughts about what I might have screwed up? Thanks in advance! Edit: I did check the move-speed setting and made sure that pan was set to 5 in the movement tab and 1 in the preview movement tab. Edited January 19, 2017 by numitea03 Link to comment Share on other sites More sharing options...
TomTesoro Posted January 21, 2017 Share Posted January 21, 2017 I'm having an NPC problem where their confidence is set to foolhardy, but they are still fleeing when combat happens around them. What's the deal with that? Link to comment Share on other sites More sharing options...
numitea03 Posted January 21, 2017 Share Posted January 21, 2017 I'm having an NPC problem where their confidence is set to foolhardy, but they are still fleeing when combat happens around them. What's the deal with that? I'm having an issue where certain facegen parts that I've selected in the creation kit aren't showing up, too... like, I edited Vorstag, but kept his face paint? When I go into the game, no face paint. When I diasble that specific mod, the facepaint comes back, so I'm pretty sure that it's not a different mod interacting weirdly. Not sure if this is related to your foolhardy issue or not, but it's weird that the settings aren't carrying over properly. I'm pretty sure you can set confidence via the console, but that doesn't fix the root issue. Confidence: 0=cowardly, 1=cautious, 2=average, 3=brave, 4=foolhardyselect npc with console open, then "setav confidence 4" Again, doesn't solve the root issue. I would also be curious if anyone had ideas on this. Link to comment Share on other sites More sharing options...
TomTesoro Posted January 30, 2017 Share Posted January 30, 2017 Is it possible to create a soul gem with multiple soul capacity? Like, one that can hold more than one soul at a time. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 30, 2017 Share Posted January 30, 2017 In theory, if you modified the soul trapping script(s) you could incorporate a soul gem that could hold multiple souls. You'd just need to create one version for every possible quantity of souls that it could hold. Then the soul trap script would remove one and add the next. However, getting the enchanter and/or weapon recharging to work properly with it may not be possible. Doesn't mean you couldn't create a separate workstation to 'break apart' the multi-soul gem into individual soul gems for the enchanter and/or weapon recharging. Link to comment Share on other sites More sharing options...
Elias555 Posted February 6, 2017 Author Share Posted February 6, 2017 Is the bound dagger spell set up differently? I changed the model like I did with the battle axe and now it's invisible. Link to comment Share on other sites More sharing options...
TurelimVampire Posted February 14, 2017 Share Posted February 14, 2017 Hey, I reskinned a skeleton from Skyrim using testskeleton.nif & created a new actor, race, armor & armor addon entry for it but in-game it stands in the t-stance & has no animations.You can see the axe it should be holding floating around in the air & it's glowing eyes move independently of the head & it zips around the world space, just with no animations.I'm wondering if the nif I used was wrong. It's the only skeleton nif in the meshes folder I extracted from the BSA. Is it an unrigged mesh or is there a setting I may have forgotten to change or add?I'm using nifskope rc4, if that's relevant. Link to comment Share on other sites More sharing options...
Recommended Posts