Niedel Posted October 4, 2016 Share Posted October 4, 2016 (edited) I am currently in the early stages of developing a "class" or "specialization" mod which intends to allow the player to choose a specialization at the start of the game. The specialization chosen by the player will grant a set of perks, spells, powers, and/or gear - effectively modifying their character's strengths and potentially weaknesses. As of now, I have (somewhat) successfully created a script attached to a quest that fires up once a save or new game is loaded. The script pulls up a set of windows that will be used to allow the player to navigate through the specialization choices as well as selecting one. My first issue has to do with the speed that the initial window pops up - it initializes so fast, that it might even appear before your loadscreen does. For savegames this is less of a problem, but for a player starting a new game it could be problematic (and definitely unwanted) for the menus to appear before even having the chance to create a character. My second issue is related to creating a perk with the "Apply Combat Hit Spell" perk entry point. I have a Barbarian specialization planned out that I am intending to use to test the framework for this mod - one of the bonuses gained through this specialization is the ability to deal additional bleeding damage when using axes or bows. I have created a perk with the "Apply Combat Hit Spell" entry point, and told it to only function with the weapontype keywords for axes and bows. I made a MagicEffect that effects the Health value modifier, and a spell that determines the function of the MagicEffect. Everything is linked together, along with the script (supposedly) granting the player the perk once the selection is made. Despite all of this, once I have it loaded into the game, no matter how much I shoot or hack at npcs - there is no bleed effect occurring. I would guess that this could be a problem with the script, but when I manually grant my character the perk via the console, it is still having no effect. I've spent a huge chunk of the day researching and troubleshooting the "Apply Combat Hit Spell" entry point, not to mention pouring over vanilla Skyrim and Ordinator's applications for the function in both the CK and TES5edit. As far as I can tell, the way I have set up my perk is identical to many of the examples I've looked at today. If anyone has some ideas off the top of their head, I'd love to hear them. Otherwise, I can post my mod files on this topic, google drive, etc if anybody would be willing to take a closer look at them. I'm looking forward to getting some feedback. Thanks ~N Edit: Here is a link to my mod files on google drive https://drive.google.com/open?id=0B561lY6GUEjLNWwyX2RFUFVGUEk. I'll be super grateful if anyone would be kind enough to take a look at them. Edited October 4, 2016 by Niedel Link to comment Share on other sites More sharing options...
NexusComa Posted October 4, 2016 Share Posted October 4, 2016 "My first issue has to do with the speed that the initial window pops up" ... Maybe try setting up a queue for it. Trigger start up off an event or quest status or even a timer ...maybe a bit of all that. Link to comment Share on other sites More sharing options...
Recommended Posts