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How do I create a spell that does not alert others when cast, and when the projectile hits something? Having the sound level set to silent, and checking the appropriate boxes on the magic effect has not made it "stealthy".

It won't make npcs totally ignore that you cast a spell, but a hacky solution could be to temporarily (1) change your Sneak skill to maximum, and (2) cast an Invisibility-like effect on the player. This should make it pretty much impossible for npcs to detect you, but not necessarily the actual spells that you cast. And of course, one can uncheck Hostile and check Painless in the magic effect settings.

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The spell isn't meant to hit NPCs, rather it will serve to place objects. The problem is they detect the cast/projectile, like you say, and changing the sound levels, etc only reduce the detection. I'm trying to achieve stealth placement. Yeah I've tried sneak 100 + Quiet Casting, but I have not tried invisibility combined with that yet - I'll give it a shot.

 

Really hoping this isn't another mod idea ruined by game mechanics/limitations -.-

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More than likely that is an unreleased armor that someone made that is merely showing it off, while displaying their preset settings. I hate to sound cynical but I've seen a lot of armor that looks nice but is not for download..

Edited by Rasikko
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Hello anybody here? :geek: I am trying to make an NPC fall to his demise when a particular quest stage occurs.

 

In earlier games (Oblivion or Fallout 3) this is incredibly easy. Literally, just give an NPC a Reference ID, let's say aaaNPCRef. And then I'd just type

 

If (Getstage QuestName == 30)

aaaNPCRef.Kill

EndIf

 

Bam. It's done. I figured that out myself one day. The If/EndIf statements are not even needed, assuming I paste the actual kill line into a Quest Stage's script box. I cannot make this happen in Skyrim though. I know the script on the Creation Kit is simply

 

Function Kill(Actor akKiller = None) native

 

But no matter what I try, I get nothing but error messages. So far, I have given the NPC a Reference ID, and then given that referenced NPC an Alias, and then I added ....

 

Alias_aaaNPCAliasName.GetActorReference().Kill()

 

...into the Papyrus Fragment box for that particular quest stage. This time, there are no error messages (Yes!) but nothing happens once I'm back in the game. The quest gets to that particular stage, but the NPC just continues.

 

EDIT: I have not made the Alias into a Property. Wonder if this needs to be (or can be) done? Seems really overly complicated, if so. But I'll try that later if nobody answers.

Edited by xenaclone
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