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Enchantment Possibilities


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I have released a mod that hides skulls around skyrim, much like the hidden skulls in the Halo games, that give different enchantments when they are equipped.

 

I'm in the process of doing updates to make it better with more skulls with more enchantments (the 10 I released was kind of a tester) and I have some new ones lined up.

 

I'm looking for stuff like life detect, higher jump, elemental fury, animal allegiance, slow time, and stuff like that - anything that would work as an enchantment really. I know that some of these are shouts and I did try of them but they didn't work for some reason, maybe due to my lack of scripting knowledge :unsure: ...?

 

I'm not looking for a team thing but you will be presented as much if you can assist in some form - it could be useful references or links, scripts (such as additem on equip which I would like), making some original enchantments, or anything else that might help progress the mod :thumbsup:

 

If anyone needs more info let me know, preferably in this thread or if you want to send me a pm that's fine too.

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If you need any help with scripting then let me know.

Here is a basic bit of script that will allow to add effects to player when they pick up the item:

Scriptname ExampleScript extends ObjectReference

Spell Property ExampleSpell Auto ;You wil need to assign a spell through the scripts properties
Perk Property ExamplePerk Auto ;You wil need to assign a perk through the scripts properties

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer) ; Event called when the item changes container
 if akNewContainer == Game.GetPlayer() ;If the new contaienr is the player then do stuff
      Game.GetPlayer().AddPerk(ExamplePerk) ;Add the perk
      ExampleSpell.Cast(Game.GetPlayer(), Game.GetPlayer()) ;Casts the spell at the player
 elseif (akOldContainer == Game.GetPlayer()) && !(akNewContainer == Game.GetPlayer()) If the new container is not the player but it used to be then undo the previous effects
      Game.GetPlayer().RemovePerk(ExamplePerk);Remove the perk
       ExampleSpell.Dispel(Game.GetPlayer());End the spells effects
 endif
endEvent

 

Alternatively if you want it to be equipped in order to be used:

 

Scriptname ExampleScript extends ObjectReference

Spell Property ExampleSpell Auto
Perk Property ExamplePerk Auto

Event OnEquipped(Actor akActor)
  if (akActor == Game.GetPlayer())
      Game.GetPlayer().AddPerk(ExamplePerk)
      ExampleSpell.Cast(Game.GetPlayer(), Game.GetPlayer())
  endif
endEvent

Event OnUnEquipped(Actor akActor)
  if (akActor == Game.GetPlayer())
      Game.GetPlayer().RemovePerk(ExamplePerk)
      ExampleSpell.Dispel(Game.GetPlayer())
  endif
endEvent

 

These should get you started but let me know if you need any more help

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