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Tutorials WITHOUT "youtoob"


Allannaa

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  On 12/27/2012 at 3:09 PM, Allannaa said:

As for the tutes that tell you how to change stats and perks and abilities, go ahead and work through a couple of those. They will help you learn how Skyrim works, how the scripting works, how the game mechanics work. Once you know that, you can go on from there.

 

 

Where can I find these tutorials for changing and creating perks? I searched this thread for "PERK" and only found four posts that mention perks, but no link to a tutorial.

 

Cheers!

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So, I have been building a house, and thank you again for the awesome thready goodness, it is awesome. I am trying to figure out how to script special displays for the deadric artifacts. Like with the claw display and the Dragon Priest masks. I tried to modify Sjogga's tutorial for the claws, but honestly after 4 days I think i am not thinking straight and my brain refuses to wrap around it. I know has something to do with the line of MiscObject, but for the life of me I cannot figure out what Deadric Artifacts are. My brain...it BURNS!!

 

Any ideas or suggestions would be appreciated. Otherwise I will work on this next weekend and hope that maybe by ignoring it all week a solution will work itself out.

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@ShadeyBladey:

Change Perks - add a perk via dialogue.

 

I did this tutorial before but here you go.

 

 

  Reveal hidden contents

 

Edited by Ashenfire
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@Galadreal:

 

I examined the bookshelf system and retrofitted them to be potion shelves. I modified the scripts as well.

 

I was thinking that if I modified it again, I might be able to make them take masks for display.

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Ashenfire. I got the masks set up. Sjogga had a really good tutorial on here for that. Like I said before my brain was just fried after 4 days. I am not sure how speciality items work in here or what they need to be coded as. I believe that it would be different for the weapons, armor, book, and Azura's Star...but i want to at least get one right before I concentrate on the others.

 

Thanks though.

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@Ashenfire,

 

Thanks for that, I'm sure it will be useful. What I was really after at the moment was how to change a perk tree, change some existing perks and add new ones, but I have worked that out now.

 

What I am looking for now is a good papyrus tutorial and a way of adding Abilities, Shouts and Powers to a player as long as a certain non-equippable item is in inventory, and these perks are lost when the item is removed and they return when the item is returned again.

 

I'm sure your tutorial is going to be very useful for that.

 

They way I look at it is:

 

Abilities - always on, like Frost resistance

Shouts - usable at will (subject to cooldown), whenever you want, like any Voice shout

Powers - Usable once a day, like Battlecry

 

So the "shouts" and "powers" could be spells or something, but they will be activated like shouts.

 

Any advice on that?

 

 

Cheers!

 

~.~

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  Quote
What I am looking for now is a good papyrus tutorial and a way of adding Abilities, Shouts and Powers to a player as long as a certain non-equippable item is in inventory, and these perks are lost when the item is removed and they return when the item is returned again.

That will be a little tricky as there isn't a way to check for the player to be holding a specific item.

What you can do is check for when the item is added & when the item is removed. See spoiler for basic events

 

 

Within player alias script:

 

 

  Reveal hidden contents

 

 

As far as adding abilities, shouts & powers, I've not worked with that. I'm sure it is possible with papyrus, just not 100% sure. AddSpell might be what you would need.

Edited by IsharaMeradin
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  On 7/11/2013 at 4:51 AM, IsharaMeradin said:

 

  Quote
What I am looking for now is a good papyrus tutorial and a way of adding Abilities, Shouts and Powers to a player as long as a certain non-equippable item is in inventory, and these perks are lost when the item is removed and they return when the item is returned again.

That will be a little tricky as there isn't a way to check for the player to be holding a specific item.

What you can do is check for when the item is added & when the item is removed. See spoiler for basic events

 

 

As far as adding abilities, shouts & powers, I've not worked with that. I'm sure it is possible with papyrus, just not 100% sure. AddSpell might be what you would need.

 

 

Yes, it does not matter if the effect is created as a spell or something else, as long as some of them are always on effects and the others are usable like Shouts and Powers, rather than casting a spell that requires magicka.

 

 

My current character has been a Bard using "Become a Bard" by LP1

http://skyrim.nexusmods.com/mods/31680//

 

and "Playable Instruments - Play and Bash" by planexuser

http://skyrim.nexusmods.com/mods/9375/

 

 

"Become a Bard" allows you to use new Shouts (Play Lute, Play Flute, Play Drums) to play songs in-game as long as you have an instrument in inventory (which is normally not equipable), so the scripts must be detecting the items being there.

 

"Playable Instruments" works a little differently - you craft a vanilla instrument into a fine or battle instrument and can then equip it like a weapon to play songs or use them as weapons. It also adds special Bardsong powers like an AD&D Bard where the music has an effect like Illusion spells. Plus, you can make song books and play specific tunes by opening a book in inventory.

 

They both work well together once you sort out which does what and I highly recommend them for playing a bard character - Vanilla should have been like this.

 

I had a look at Become a Bard and it has some ferocious scripts in there, but it is beyond me to work out what is going on at the moment.

 

That was the sort of thing I was thinking of - the player has an item in Miscellaneous inventory (rather than a ring or amulet which would take up an equipment slot) and is able to use these new powers.

 

 

Thanks for the help, I'll copy and paste your suggestions and have a closer look.

 

~.~

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Kia ora

 

Sorry if this is the wrong place

 

Is there a tutorial or a way to craft an item only if the player has an item?

 

I have made a mod that (with edited models so replace's nothing) allows the player to craft

circlets that have a smaller version of the dragon masks instead of the center stone, I'm in the process

of adding beast Race support, but currently it becomes a bit of a cheat as altho they'er not cheap they

can be made at any Skyforge at any time. I would like to have a check something like the mask is in the

Player inventory or the Dragon Priest is dead, having the mask is risky because it would be destroyed

as I understand it,. That would be ok cept I understand that people would still want to have them for their

displays. I would just like to have things so the player has earned the right to make the circlet of Krosis

because he/she has dealt to his ghost and killed it

 

any ideas would be great, keeping in mind I can't script to save myself I'm wondering about crafting recipe

conditions that might do this but have no idea

 

http://skyrim.nexusmods.com/mods/38102/?tab=1&navtag=%2Fajax%2Fmoddescription%2F%3Fid%3D38102%26preview%3D&pUp=1

 

Thanks in advance

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Yes. You can use (or should be able to use) the conditions on the recipe to require an item to be in the player inventory before crafting is possible.

 

I'm not sure of the exact settings to use, but I do know that it is possible. I could look into the CK (only thing Skyrim related I can run now) when I have more time (need to get some sleep at the moment). However, if someone else beats me to it that would be just ducky. :P

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