lofgren Posted September 8, 2014 Share Posted September 8, 2014 (edited) Where was the error? Did you fill the properties with the Bloodskal Blade spells or did you try any other aimed spells? Edited September 8, 2014 by lofgren Link to comment Share on other sites More sharing options...
Gorsondor Posted September 9, 2014 Share Posted September 9, 2014 (edited) Its because I know that his mod is stolen. It's the one that hotemochick released, with just the shout and the sword glow. But whatever, I just wanted him to know that he wouldn't get away with stealing so easily, in case he had any thoughts about touching my mod. He may, he may not, but since he already put that mod up, there might be some suspicions around Steam as to the reason why he uploaded "two" Zahkrii Do Dovahkiin swords and from what I can tell, he has little skill with Creation Kit. Basically, I don't think he's able to touch your mod now and if he does, we'll both know. Edit: Also, Hotemochick could possibly sue him/her for copyright valuations. Though am not sure if the law covers game mods. Edited September 9, 2014 by Karkron Link to comment Share on other sites More sharing options...
Catman030 Posted September 9, 2014 Share Posted September 9, 2014 Where was the error? Did you fill the properties with the Bloodskal Blade spells or did you try any other aimed spells?Basically nothing occured on the heavy attack. All the properties were filled correctly, although i didnt try using a different aimed spell. Is registerforanimationevent an skse function? Link to comment Share on other sites More sharing options...
Catman030 Posted September 9, 2014 Share Posted September 9, 2014 @karkron i dont believe that game mods are protected by copyright, they probably belong to bethseda more than you. Also, it would probably be difficult for hotemochick to find sustantial evidence that the mod on steam contains elements that she created. Either ways, it is what it is. On another note, do you think there would be large interest for the 2h version of the sword? It wouldn't take long to add Link to comment Share on other sites More sharing options...
Gorsondor Posted September 9, 2014 Share Posted September 9, 2014 (edited) @karkron i dont believe that game mods are protected by copyright, they probably belong to bethseda more than you. Also, it would probably be difficult for hotemochick to find sustantial evidence that the mod on steam contains elements that she created. Either ways, it is what it is. On another note, do you think there would be large interest for the 2h version of the sword? It wouldn't take long to add Maybe...although I think that when the sword was in development at the time before Dragonborn was released, I think Bethesda originally intended it as a one-handed weapon, now? Am not sure. However, if people really want it: The two-handed version would probably have to use Ghosu's weapon mesh and glowmap (okay I know I spelled his name wrong somehow) because honestly, Twizzler's looks like its from a completely different game and a little out of the ordinary feel of Skyrim. Also, upon getting the sword as a reward in the quest your making, maybe create a script that upon receiving the reward, it asks you if you want a one-handed or two-handed version of the blade. Edited September 9, 2014 by Karkron Link to comment Share on other sites More sharing options...
lofgren Posted September 9, 2014 Share Posted September 9, 2014 Where was the error? Did you fill the properties with the Bloodskal Blade spells or did you try any other aimed spells?Basically nothing occured on the heavy attack. All the properties were filled correctly, although i didnt try using a different aimed spell. Is registerforanimationevent an skse function? I don't think Bethesda would use an SKSE function. Link to comment Share on other sites More sharing options...
Catman030 Posted September 9, 2014 Share Posted September 9, 2014 No, they wouldn't. I didn't know you took those directly from the vanilla script. In that case it should be pretty strange that it didn't work. Have you tried testing it? Link to comment Share on other sites More sharing options...
lofgren Posted September 9, 2014 Share Posted September 9, 2014 I have but nor extensively. My next guess is that it needs to be a persistent object in order to remain registered for the animations, so I'll try putting it on an alias script next time. That would mean that you would need a quest and one alias for each copy of the sword that a player wanted to use. Link to comment Share on other sites More sharing options...
Catman030 Posted September 9, 2014 Share Posted September 9, 2014 I have but nor extensively. My next guess is that it needs to be a persistent object in order to remain registered for the animations, so I'll try putting it on an alias script next time. That would mean that you would need a quest and one alias for each copy of the sword that a player wanted to use. So basically I could use the same script that was applied to the original bloodskal blade, but change the reference and put it on a new quest. Link to comment Share on other sites More sharing options...
lofgren Posted September 9, 2014 Share Posted September 9, 2014 You could try but as I said at this point it's just a theory. Link to comment Share on other sites More sharing options...
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