CaptainRC Posted May 19, 2020 Share Posted May 19, 2020 I'm planning on making a new mod. However, while I'm pretty good at moving things around in the Creation Kit, I absolutely SUCK at scripts. Maybe because it's beyond me, or maybe I'm too old. However, if there are any modders out there that can help me with this, I'd really appreciate it, and of course, give you credit when I release the mod to the Nexus. I need a script that I can apply to an activator. Upon activation, I need three things to happen: 1. The activator applies a perk to the PC.2. The activator disappears (disables) in a bright effect just like Sagittarius22's Summonable Voiced Ethereal Chest. (I think I've seen the effect in game before, but I can't remember where at the moment.)3. The PC is knocked backwards as if he was Fus Ro Dah-ed. If anyone could possibly help, thank you. Link to comment Share on other sites More sharing options...
maxarturo Posted May 19, 2020 Share Posted May 19, 2020 (edited) I guess that by PC you mean the Player. Perk Property MyPerk Auto EffectShader Property BanishVFX Auto Auto State Waiting Event OnActivate(ObjectReference akActionRef) If (akActionRef == GameGetPlayer()) ; Only the Player can activate this GoToState("Activated") ; After first activation it cannot be reactivated akActionRef.AddPerk(MyPerk) ; The PERK to add to the Player BanishVFX.Play(Self) ; The visual FX to Play on the activator Utility.Wait(1.5) ; we give some time so that the VFX can be seen Self.PushActorAway(akActionRef, 10) ; the Activator Pushes away the Player Self.Disable(True) ; we disable the Activator Fadeing it IN Utility.Wait(0.1) ; just as a precaution for different reasons BanishVFX.Stop(Self) ; we STOP the VFX before deleting Self.Delete() ; we DELETE the Activator EndIf EndEvent EndState State Activated Event OnActivate(ObjectReference akActionRef) ; Do Nothing EndEvent EndState You need to find a suitable visual FX to play on the activator, this needs some searching and testing on your side.* Some EffectShaders will only play on actors. * Remove everything written after the ; , it's just a description so you can see what does what. * I don't know what you mean by..." in a bright effect just like Sagittarius22's Summonable Voiced Ethereal Chest"If you want an explosion to occur instead of a visual FX on the activator, just say so and it will be moddify. Edited May 19, 2020 by maxarturo Link to comment Share on other sites More sharing options...
CaptainRC Posted May 19, 2020 Author Share Posted May 19, 2020 Actually, I'd like to see the explosion version. As for the effect I was describing, you can see it in the videos on the description page of the mod here: https://www.nexusmods.com/skyrimspecialedition/mods/1653 Link to comment Share on other sites More sharing options...
maxarturo Posted May 20, 2020 Share Posted May 20, 2020 (edited) The functions that i see in the video are the same, the supposed explosion is not an explosion but it's either an "ImageSpace Modifier" or a "Camera Attach FX", either way i don't recognise it as a vanilla (but i could be wrong, i don't know them all by heart). I'm guessing it's must be a custom made VFX. I'll take a more careful look at it tomorrow, right now i'm too tired and i'm going to bed. PS: the explosion seems to me more suitable and realistic for your situation. Edited May 20, 2020 by maxarturo Link to comment Share on other sites More sharing options...
maxarturo Posted May 20, 2020 Share Posted May 20, 2020 (edited) The visual FX is based on a vanilla FX but it has been altered also the vanish Activator is based on the vanilla unsommon 'Activator' but it's also using custom texture fx. In order to achieve what the video shows you need to make the same changes to the same objects and then add them to the game/ck. * But again i could be wrong, i don't know all and every vanilla FX by heart. 80% of the FXs i use are all custom made so there is a big chance i could be wrong about those particular one. Here is the explosion script version with some small tweaks/extras: Perk Property MyPerk Auto {The PERK to add to the Player} Message Property MyPerkMSG Auto {The message that notifies the player that the perk has been added} Explosion Property BanishExploFX Auto {The Explosion that will occur at the Activators location} Sound Property BanishExploSFX Auto {The extra explosion SOUND FX that will play along side the explosion FX} EffectShader Property BanishVFX Auto {The Visual FX that will play on the activator before the explosion occurs} Auto State Waiting Event OnActivate(ObjectReference akActionRef) If (akActionRef == GameGetPlayer()) GoToState("Activated") akActionRef.AddPerk(MyPerk) BanishVFX.Play(Self) Utility.Wait(2.0) Self.PlaceAtMe(BanishExploFX, 1) BanishExploSFX.Play(akActionRef) Self.PushActorAway(akActionRef, 10) Self.Disable(True) Utility.Wait(0.1) BanishVFX.Stop(Self) MyPerkMSG.Show() Self.Delete() EndIf EndEvent EndState State Activated Event OnActivate(ObjectReference akActionRef) ; Do Nothing EndEvent EndState * The reasonable "Push Player" force value are from 5 to 10, so if you find that 10 is way too much, then change the value in this line: Self.PushActorAway(akActionRef, 10) * Read carefully the description under each property, and fill in the properties correctly. Edited May 20, 2020 by maxarturo Link to comment Share on other sites More sharing options...
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