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help me please


sandubas

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Hi all! before i start talking, congrats for this site and forum :D 98% of my mods are from here, ty again :D

 

Soooo here i go: im starting on the CS (construction set), so i can make my own mods... but when it gets to weapons i get lost.... i know how to modify damage and those stuff, but i dont know how to add enchants to my self, such as fortify blade, fortify agility and those stuff... its like this:

I put the enchants fortify blade, block, agility, strengh and endurance, so far so good. But when i putted it on game and tested, i realized its range is Touch and fortify those stuff on strike, i wanted them to fortify on me, i coudn't find it on the net so im posting here, please help

 

 

My question is: how to put weapon enchants to have effect on me (block, blade, agility, strengh and endurance).

 

thanks all that help :D :thanks:

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Unfortunately, weapon enchantments just aren't designed to work on the wielder. If you don't mind scripting, though, there are workarounds. The simplest method would be to create a spell instead of an Enchantment, set it to an Ability and give it whatever fortifies you want. Then go to Gameplay/Edit Script, click Script/New, (Keep it as an Object script) and write something like this.

 

scn MyEnchantedSwordScript
;scn is short for Scriptname.  It's required to give the script a unique name on the first line.

ref wielder
;This is declaring a variable that the script can use later.  
;Ref variables hold references, and short/float variables hold numbers.

Begin OnEquip
;Anything that actually produces an effect needs to take place in a Begin/End block.
;OnEquip blocks run, naturally, when the object in question is equipped.

 set wielder to GetContainer
;GetContainer returns the container or actor that has the object in its inventory.

 wielder.AddSpell MySwordEnchantment
;"Having" a spell means different things for different spell-types.
;For diseases and abilities, it means the player will experience their effects until they're removed somehow.
;For spells, lesser powers, and greater powers, it means having the spell as an option in their spellbook.
;This is why it's important that our "Fake Enchantment" spell in an ability.
end

Begin OnUnequip
;Guess when this block runs.
 set wielder to GetContainer
 wielder.RemoveSpell MySwordEnchantment
end

 

Attach that script to your weapon, and you should gain the benefits of the "Fake Enchantment" ability whenever you have the weapon equipped.

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you need to convert it to a *.dds (get the converter from nvidia.com)

the alpha channel of the picture needs to be black xcept of the item itself which needs to be white (only needed if you want to wield the item cause then you would see the ugly beige background of icon in your hud if you didnt use the alpha channel)

you should just open any exsisting icon (textures/menus/icons/) and take the size and background colour from there

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you need to convert it to a *.dds (get the converter from nvidia.com)

the alpha channel of the picture needs to be black xcept of the item itself which needs to be white (only needed if you want to wield the item cause then you would see the ugly beige background of icon in your hud if you didnt use the alpha channel)

you should just open any exsisting icon (textures/menus/icons/) and take the size and background colour from there

 

lets see... all i have to do is make the back of image black and on .dds format?

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no... it needs to have the image size the others icons have (dunno which atm)

 

optional:

 

use the same background colour as your inventory aka the one all icons use

 

if you make a weapon icon you "should" edit the alpha channel (black = invisible, white = visible) so that the background wont be shown in your hud when you wield the weapon but only the weapon icons itself

 

also the *.dds MUST NOT have mipmaps

 

check

http://cs.elderscrolls.com

for all kinds of tutorials and infos

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