haMRJha Posted February 26, 2020 Share Posted February 26, 2020 Ive been trying to create a skeletal assassin summon that uses 2 modded daggers and has a few items of armor on but just can get it to set up in CK. cant even get vanilla ebony daggers to work, in the preview screen it just sits at the seletons feet. the whole mod im trying to make is a summoned skeleton with blackend bone textures that uses 2 daggers, head, foot and hand armor plus its engulfed in white flames and last but not least has lingering magicka damage put on the player while its summoned( not sure if i can set it to unsummon when magicka runs out just yet) if anyone could help me it would be awesome cause im stuck, far more use to xedit over creation kit Link to comment Share on other sites More sharing options...
maxarturo Posted February 26, 2020 Share Posted February 26, 2020 Your problem is that: Skeleton's "Skeleton" cannot equip daggers, is not in their Animation. Link to comment Share on other sites More sharing options...
haMRJha Posted February 27, 2020 Author Share Posted February 27, 2020 Dang that sucks, could of sworn id seen them use one in a mod or vanilla before. O well. Any chance you know how to add lingering magicka damage to a summon spell?? Want my fire wolf to drain my magicka as long as its summoned Link to comment Share on other sites More sharing options...
maxarturo Posted February 27, 2020 Share Posted February 27, 2020 For equipping daggers on a skeleton you could do this. This is one solution, i'm too lazy to write it down again: https://forums.nexusmods.com/index.php?/topic/8425138-how-to-add-an-npc-equip-idle-or-con-the-game-engine/ As for magicka damage, there are different ways you could do this, example: 1) Create a cloak spell without any of the visual Fxs that does continuous magicka damage, and add it to your npc as an 'Ability'. 2) Create a 'lingering magicka damage' spell that will be casted on the player when your npc is summon, this requires some simple scripting but nothing difficult. 3) Same logic as above but without creating a new spell, this time create a script that will be attached to your "Summon" magic effect that will cause damage everytime your npc is summon. * There are also other ways you could do this, but this are the most easy and common. I hope this helps you. Link to comment Share on other sites More sharing options...
haMRJha Posted February 28, 2020 Author Share Posted February 28, 2020 Thank you so much for the info and quick reply mate! Ive never done scripting when making/tweaking mods is it hard for a complete newbie to make the scripts id need for numbers 2&3? Link to comment Share on other sites More sharing options...
haMRJha Posted February 28, 2020 Author Share Posted February 28, 2020 ok so since i dont know how to script i tried option 1 many ways and cant get it to work which sucks cause im finally done downloading all the mods for this new playthrough but i need to first fig out how to get this to work. if anyone wants to see the mod im trying to put this on heres a link https://drive.google.com/file/d/1jYWgPXSwWrMa2Iqyk13tEh5Xiq6C3gwg/view its parts of other mods that ive tweaked so im wondering if its even possible to add the effect to it. Link to comment Share on other sites More sharing options...
Recommended Posts