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[LE] I need help with a custom copy of SilverSwordPerk


Vhzhlb

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Hello everyone, i hope you are well.

I'm a player who needs a little help to understand what is happening here.


Right now, i'm trying to made my own effect like the one of Wuuthrad and the Silver Sword (a.k.a. do +X damage to Y races without enchantments in the weapon), i know that WuuthradPerk and SilverPerk already do this, but i don't like to mess with things of the game, and if i'm going to broke something, i prefer if is not related to the regular items of the game.


So, i copy the "WuuthradScript" and the "C06BladeOfYSgramorPerk" and made the changes that i wanted to them (making them more akin to the SilverSwordPerk), but the effect is only applying to the two-handed weapons. (Leaving the Bow, Dagger, and one-handed weapons with the debug message appearing, but withouth the effect)


So, the script is this:


Scriptname AtmoraWrathScript extends ObjectReference


Perk Property AtmoraPerk auto


Event OnEquipped(Actor akActor)

akActor.AddPerk(AtmoraPerk)

Debug.Notification("We were equipped by the player!")

EndEvent


Event OnUnEquipped(Actor akActor)

akActor.RemovePerk(AtmoraPerk)

Debug.Notification("We were unequipped by the player!")

EndEvent



And the Perk is this:



Entry Point: Calculate Weapon Damage | Function: Multiply Value

Value = Value * 900 (normaly, is going to be 1.30, but for the sake of testing i put that)


Weapon:


Condition Function: HasKeyword

Keyword: "WrathOfAtmora"


Run on: Subject


Value: 1.0000


Everyhing else is uncheck.


Target:


Condition Function: GetIsRace

GetIsRace: Elf Races/Elf Races Vampires (DarkElfRace, HighElfRace, WoodElfRace, etc, etc)


Run on: Subject


Value: 1.0000


OR


Everyhing else is uncheck.



Right now, i'm out of ideas of what could be, so, i appreciate if someone can point to me what i did wrong.

Regardless of what could be, thank you for your consideration and for taking your time to read this.


P.S: I'm not a native English speaker, so, i'm sorry if my english is bad.

Edited by bladeshylen
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The only thing I would ask is this: have all of the weapons you made got the "WrathOfAtmora" keyword?

 

I know that sounds like a daft question, but it is easy to forget adding keywords to items if you are making a lot of th

 

Yes, they have it.

I was looking the script of SilverSwordScript from USSEP, and i let my script act in similar way, that made it work fine.

I'm still looking for a effect more similar to Wuuthrad, but i can live with this result. Thanks.

(btw, i was testint with a new character each try (trough "coc riverwood" in the start menu))

Edited by bladeshylen
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Good to hear that you fixed it.

 

By the way, from my experience, you do not need to test with a new character each time. What I do is to play the game with no mods and copy the save files to a back up. I play from the start to level 80 with a mage, a warrior and a thief. I make new backups for them all. Then, when I test, I can delete or move my Skyrim save files and load the backups. That way, the game does not 'know' about the changes that I made.

 

You only need to delete and re-load your un-modded save files if you've edited a few things in your mod...

 

1) You have changed a script.

2) You have changed any properties in a script. This can be if you have edited the properties in the base item that the script is attached to, or even if you have added the base object into the game and edited its properties in the 'render window'.

3) You have changed the "FaceGen" characteristics of an actor. (The game saves the first face that you made and does not update it, so any changes you make afterwards cause 'black face bug')

4) You have changed the "AI packages" of an actor.

 

Any other edits you make to forms in CK don't seem to matter. The next time that you test your mod, the changes will be there and you can test without playing from a new game.

 

Another thing that you should know about testing is this. If you use the console and 'COC' into a cell, then some things work properly and other things don't. This happens whatever save files you use.

 

Things that do not work correctly:

 

1) Actors (NPCs) will not always appear where they are meant to. They will appear as close as they can get to where you put them. If you want to test your actors, use 'COC' into a cell next to the cell that you want to test. Then enter that cell through a load-door.

2) Actors will not always use the 'AI packages' that you gave to them. Again, do not COC directly into the cell to test it. Use a normal door.

 

This is good to know because you might think your mod is not right, but it is!

 

P.S. If you celebrate "New Year", have a good time!

 

P.P.S. Your first language may not be English, but you write it better than a lot of people! Bladeshylen? That sounds Russian, maybe Ukraine or Arabic... even Turkish. Ah, please forgive me. I get curious. Happy New year (If you celebrate 'New Year').

 

I hope your mod goes well.

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Good to hear that you fixed it.

 

By the way, from my experience, you do not need to test with a new character each time. What I do is to play the game with no mods and copy the save files to a back up. I play from the start to level 80 with a mage, a warrior and a thief. I make new backups for them all. Then, when I test, I can delete or move my Skyrim save files and load the backups. That way, the game does not 'know' about the changes that I made.

 

You only need to delete and re-load your un-modded save files if you've edited a few things in your mod...

 

1) You have changed a script.

2) You have changed any properties in a script. This can be if you have edited the properties in the base item that the script is attached to, or even if you have added the base object into the game and edited its properties in the 'render window'.

3) You have changed the "FaceGen" characteristics of an actor. (The game saves the first face that you made and does not update it, so any changes you make afterwards cause 'black face bug')

4) You have changed the "AI packages" of an actor.

 

Any other edits you make to forms in CK don't seem to matter. The next time that you test your mod, the changes will be there and you can test without playing from a new game.

 

Another thing that you should know about testing is this. If you use the console and 'COC' into a cell, then some things work properly and other things don't. This happens whatever save files you use.

 

Things that do not work correctly:

 

1) Actors (NPCs) will not always appear where they are meant to. They will appear as close as they can get to where you put them. If you want to test your actors, use 'COC' into a cell next to the cell that you want to test. Then enter that cell through a load-door.

2) Actors will not always use the 'AI packages' that you gave to them. Again, do not COC directly into the cell to test it. Use a normal door.

 

This is good to know because you might think your mod is not right, but it is!

 

P.S. If you celebrate "New Year", have a good time!

 

P.P.S. Your first language may not be English, but you write it better than a lot of people! Bladeshylen? That sounds Russian, maybe Ukraine or Arabic... even Turkish. Ah, please forgive me. I get curious. Happy New year (If you celebrate 'New Year').

 

I hope your mod goes well.

 

I didn't think about the problems caused by the coc command, thanks for telling me, i would try to remember the next time that i try to do a mod.

 

Btw, happy new year to you too! (And everyone else reading this) I hope that is a good year for everyone.

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