SeraphimKensai Posted June 6, 2018 Share Posted June 6, 2018 I have a custom bound 2 handed katana that I'm looking at perform the ranged attack from the Bloodskaal sword. I've recreated everything that the Bloodskaal sword uses for the effect including the script and have it pointing at the sword like is done with the Bloodskaal Sword. The effect isn't currently working from what I can tell. Everything compiles just fine, and I think that's because the effect script extends a referencealias which uses a quest which uses a reference of the sword in a dump cell. I'm thinking that the effect might be working, but only to that specific reference of the sword, however I'm looking at getting it to apply to the conjured bound version as well. Does anyone have any experience on something like this as I don't have a lot of experience with extending referencealias for quests through scripts. Any help is appreciated. Link to comment Share on other sites More sharing options...
WastelandAssassin Posted June 6, 2018 Share Posted June 6, 2018 maybe look at this mod https://www.nexusmods.com/skyrim/mods/54368/this seems to properly use the effect , maybe you can figure out how it's done Link to comment Share on other sites More sharing options...
SeraphimKensai Posted June 6, 2018 Author Share Posted June 6, 2018 Thanks, I'll check it out later this afternoon. Link to comment Share on other sites More sharing options...
FrankFamily Posted June 6, 2018 Share Posted June 6, 2018 (edited) Worth pointing out that the animation events used by the bloodskal blade only work with two handed weapons or one handed weapons in the right hand. You can check here for a more complete script that works with any weapon: https://www.loverslab.com/topic/85371-bloodskal-blade-script/ edit: just read again your post and saw you intend to use this on a 2-handed weapon, nevermind then. The link might still be useful, it's a good breakdown of the animation events used and a few tricks.Also, better use adblock on that site. Edited June 6, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
SeraphimKensai Posted June 6, 2018 Author Share Posted June 6, 2018 Interesting. The script that I have intended is a twohanded though, and it looks like it works to a degree. The big issue however that I see currently is trying to get the ObjectReference script on the actual weapon to run its OnEquipped Event. According to the CreationKit site, apparently calling the weapon through papyrus or console causes the OnEquipped not to run, which I'm beginning to think that extends to summoning the sword via a bound weapon spell. I wonder if someone knows an easy workaround that can add the housing ability to the player when the sword is equipped and remove it when its unequipped that works even though the sword is being summoned via a bound weapon spell. Link to comment Share on other sites More sharing options...
FrankFamily Posted June 6, 2018 Share Posted June 6, 2018 (edited) Use a "passive" enchantment on the weapon instead. That's done as follwos: In the magic effect of this enchantment add an ability to the "equip ability" drop down menu on the bottom. That ability is added and removed whenever the weapon is equipped/unequipped. In a magic effect in this ability you can use OnEffectStart/OnEffectFinish events which are 100% reliable, you can register to the events from there and handle everything without aliases or quests. So, SomeEnchantment > SomeMagicEffect (Fire and forget, contact)* > Equip Ability Slot > SomeAbility > OtherMagicEffect (constant, self) > script *you can also have any other "traditional" offensive effect on that magic effect. There are other ways to aproach it, imo this one is the most contained within the weapon and makes the most sense. Edited June 6, 2018 by FrankFamily Link to comment Share on other sites More sharing options...
SeraphimKensai Posted June 7, 2018 Author Share Posted June 7, 2018 Thanks. That gave me enough pokes to get it all working correctly, now I just have to play around in Gimp and Nifskope to get a nice texture for the spell effects I like.Incidentally working on this today has given me an idea to make a custom bow that I have on equip of the bow, spawn and equip its own arrows, then remove them on unequip so the bow has essentially an enchantment to give it infinite arrows. Thanks again. Link to comment Share on other sites More sharing options...
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