XutzBR Posted May 9, 2017 Share Posted May 9, 2017 I have this mod series I'm working on (Remember The Old Ways), nothing fancy, but it improves immersion and is lore friendly. Anyways, the mod adds shrines to gods from other pantheons other than the Nine Divines, for those who want to worship gods from their racial roots. I've made two mods so far, one dedicated to the dragon cult and another to the old yokudan deities. Now I wanna do the Reclamations and the House of Troubles (dunmeri pantheon). Well, to be more specific, here is exactly what I wanna do: The blessings from the House of Troubles will take something away from the player and give something in return. For example, the Blessing of Malacath: Sacrifice 100 of armor rating for +20% melee damage. So far, I got it covered. The blessings from the Reclamations will grant benefits as well as expanding the effects of the dark elves race ability (Ancestor's Wrath). For example, the Blessing of Azura: +20% magic resistance. +10% spell absorption. Ancestor's Wrath increases armor rating. This is where my problem started. How do I do this? How do I create a link between the blessing and the Ancestor's Wrath power? A keyword you would say, but the power's magic effect has that box "Dispel effects with these keywords" marked and I'm pretty sure it will make what I want to do very hard. Besides I'm not even sure if this is the way to do it. Is that the only way to attach a keyword to a spell/magic effect? What I'm trying to do is possible? Thanks in advance for trying to help! Link to comment Share on other sites More sharing options...
Elias555 Posted May 9, 2017 Share Posted May 9, 2017 Add an additional effect to the power and give it the condition HasMagicEffect YourMagicEffect. Another way is to add a perk and check that too. Depends how you want to go about it. Link to comment Share on other sites More sharing options...
XutzBR Posted May 11, 2017 Author Share Posted May 11, 2017 I did the first thing you mentioned, but it didn't work. The increase of armor rating came with the blessing anyway, using Ancestor's Wrath or not. Maybe I need to condition something else as well? Plus, I've made a mistake with the TempleBlessing script; I've changed it and now I can't change it back the way it was. Already restored the file in the scripts directory, bt nothing. =/ Link to comment Share on other sites More sharing options...
Elias555 Posted May 11, 2017 Share Posted May 11, 2017 Post screenshots of both magic effects conditions box, I want to see how you did it. Link to comment Share on other sites More sharing options...
XutzBR Posted May 16, 2017 Author Share Posted May 16, 2017 Both magic effects? You said one additional effect to the power...Anway, I did it like this: http://imgur.com/a/w8d1H Link to comment Share on other sites More sharing options...
Elias555 Posted May 17, 2017 Share Posted May 17, 2017 It needs to be in the magic effects conditions box of fortify armour rating. You're trying to tell the engine to only have the armour effect apply when DPOSazuras protection is on the player. Link to comment Share on other sites More sharing options...
XutzBR Posted May 18, 2017 Author Share Posted May 18, 2017 It worked. Still don't understand why link both of them though. :huh: Strange thing is that, even though it's a benefitial effect, the menu displays it in red, like this: http://imgur.com/jrRPXXdIs it supposed to be like this? Thanks. Link to comment Share on other sites More sharing options...
Elias555 Posted May 19, 2017 Share Posted May 19, 2017 To see how you did it.Depends on how you've implemented it. Is detrimental ticked? Just tick hide in UI if you don't like the colour lol Link to comment Share on other sites More sharing options...
XutzBR Posted May 23, 2017 Author Share Posted May 23, 2017 Detrimental has to be ticked, since is a cloak spell. I guess in this case I can tick to hide it. I another, and hopefully the last, doubt to progress in my work. If you could help me, I would be most grateful.Like I said before, I have this idea of making a shrine that take something away from the player and give something in return. Using the example of the Shrine of Malacath (Sacrifice 100 of armor rating for +20% melee damage.), I can include both effects in the shrine's spell, the problem is that, since one of them must have detrimental ticked, both of them will display in red and in this case, this does bother me. So I came up with an idea to change things: create two separate spells; the Blessing of Malacath and the Curse of Malacath. Now, here comes the boom: apparently I can't have two scripts that do the same thing attached to the activator. Why? How can I overcome this? Thank you very much! :happy: Link to comment Share on other sites More sharing options...
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