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KettleWitch

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KettleWitch last won the day on January 29 2013

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  1. ive just noticed what youre doing on skyblivion... git back here, slacker! :)

  2. Hey man, how you getting on? Haven't been round for a week or two and wondered if you were getting anywhere? Drop a line back, I'd love to know if you had any luck. KW
  3. @tigersong and @arion Hey thanks guys, sorry i didn'y say thank you sooner, i've been lost in the strange world of mod making getting telescope up to ver 0.92. Good lord, why is everything about this game engine so hard to learn @arion We may move slowly, but we move with purpose. @tigersong Thanks for the back up my friend. I've FINALY figured out what the deal with cookies is so expect one your way Edit: I just gave everyone here a cookie but ran out before I could give one to InsanitySorrow. I shall return with cookies tomorrow!
  4. @ donnato, lilith and jac. Hey thanks for the welcome guys. (Don't worry Jac, i've my eyes peeled for that 'Jack' person....... )
  5. You need to go sit through ESV: Skyrim School...Papyrus 101 Scripting is one of those thing where a little knowledge is a dangerous thing, It can make you forget the basics (It does me anyway!) When you click add script to the perk (or anything), the add new scrip box is creating the header for you essentially. If you have a perk open and click add script it will autofill the extends for you and so on. You just right click on the script then and select 'edit source' to get into it. I was going to post a few pics of this but it's in all in the tutorial mentioned. I know it's a grind but once you have the basics of scripting down, the rest is mostly cut and paste from the vanilla scripts. Go get a vanilla script working on your perk (even just a 'hello world' debug box that pops up when player gets perk) and then dive into the stuff your interested in. Anyway, bite the bullet and start those scripting tuorials. in a few weeks time you'll be spinning off scripts that summon dedric lords to act as human(?) shields for your character. KW
  6. Thanks for the welcome everyone, don't know why I didn't do this sooner. Also I believe I should say thank you for the cookies (thanks khettienna!), but I'm not sure what to do with them other then keep some fella called jack away from them. @Mannimagnus Can't go far without finding a head, love it! Thanks for the welcome and cookie. @ grond What can I say brother, the holy trinity.
  7. It's an interesting problem though, How about this. Duplicate perk WardAbsorb Get rid of the two conditions to do with restoration. Go into the perk entry, 'Modify ward magica absorb' Click on conditions spell tab and add the conditions S HasKeyword..........Keyword 'MagicDamageFire S HasKeyword..........Keyword 'MagicDamageFrost S HasKeyword..........Keyword 'MagicDamageShock The same conditions you will find in the same place in the ElementalProtection perk So now we have a perk that will offer 25% absorption from incoming Elemental spells WHEN the player is casting a ward. Almost there if that works! Next we set up a script so that when the player gets this perk they are casting a permanent ward BUT we make this ward a custom ward/spell that has no effects, no casting animation and no absorption value of its own. It doesn’t do a thing. Set every value in that spell to zero. So now the perk gives the player a permanent ward that does nothing, except trigger the perk conditions, which are the effect your after. Theoretically! The perk DA04BloodHarvestPerk has a script attached to it so it can be done. The problem is the trigger. There are none for perks. However we get around that with the constant ward/spell. Scriptname DruidShield Extends Perk Hidden should work as a header. Then look at http://www.creationkit.com/RemoteCast_-_Spell This function casts the spell instantaneously. This is mainly desirable only for non-actors, because it will not animate an actor. For instance, the spell will be cast even if the actor's hands are not readied. Which sound like what you need., Of course http://www.creationkit.com/Cast_-_Spell Should work if the custom spell actually does nothing. Yes, the perk is going to run into trouble with any dispel magic effects, but that's a problem for later, and Bretons. Not so much a back door around your problem dude, as a loose cat flap, but may be worth a go.
  8. @ Dark_Ansem. Take a step back and keep it simple mate. When you get down to it your trying to change how your character sees things, not how a cell looks. Start making compromises between what you would like to do and what you can do. In a few weeks time you'll be better off having an ISM that's only half way there, then having no ISM that's perfect. The effect's your looking to apply can be approximated with an Image Space Modifier. Leave ImageSpace alone for now. @BootySweat has given you all the hints you need to make it work. Leaving your custom ISM aside for a moment, why not choose a vanilla ISM, lets say dunSleepingTreeCampISMD that you know works and set that up to fire on the player when they enter the cell (even if it means forcing them through a trigger 'gate' of some kind, a door, teleport, area effect, whatever) The script for dunSleepingTreeDruggedAlch magic effect has everything you need to get the effect to fire. (and when you have your custom ISM all you have to do is change the name and associate the new property in CK). Get a vanilla effect working first, then modify it, not the other way round. To mimic the Effects your looking for. Stop looking for a premade ISM. Load up the creation kit and your cell, make a clean save. Slowly and methodically go through and test every ISM in the CK on your cell. Make duplicates of the top three candidate for each effect, if none of them are close still pick three. (Play the hand your dealt, don't waste your time at the table looking for an ace up your sleeve) Spend the next few weeks painstakingly adjusting, tweaking and testing the custom ISM. Don't worry to much about about the CK Wiki and knowing the technical definition of every value. Let your eyes and your brain decide what effect changing each value has. Let it come together intuitively. Don't forget you can sequence ISM's. Building up your effect and then looping. Anyway, best of luck with the mod. KW
  9. Hi there, just some ideas and comments You've probably been through all these, but for what it's worth.... Rather then check for what spell is incoming could you check what spell the attacker has equipped? Once they have chosen an attack method NPC's rarely, if ever swap it up in combat. It would also get rid of having to check is the attacker actually firing at the player or not. Also if the attacker is firing in bursts you don’t have to check every time a burst is fired. Check what the spell is BEFORE it leaves the attacker? Taking the perk MQBladesDragonInfusion as a reference... Opening up the perk Entry and going to the Attacker Conditions tab, rather then use keywords Attacker (S HasKeyword: 'ActorTypeDragon') how about Attacker (S IsCurrentSpell xxxxxx ) or Attacker (S HasEquipedSpell xxxxxx) Yes you would have to put in a condition for every elemental spell you want to reduce the incoming damage of (if it works) but you never know. In the attacker weapon tab may be a better place to try but I don’t think the game sees spells as weapons. Adding other conditions to the attacker such as IsCasting IsDuelCasting May help the other conditions 'fire' Anyway just some ideas, KW PS: i think GetSpellUseNum is the number of times the spell has been cast by player. like when you have to test 10 new firewall spells against undead for j'zargo
  10. KettleWitch here, Who am I? I'm an old fart systems engineer who has never played an Elder Scrolls game before Skyrim. As you can imagine this made the challenge question for registration, challenging. I played New Vegas with mods but never modded a Game before, until my first Skyrim mod over at http://skyrim.nexusmods.com/mods/30473 (unless you count using 'PEEKS and POKES' on a ZXSpectrum). I Pinched the Model's and Textures from TESA's Skyrim Resource Kit so figured the least I could do was call in, say Hello and Thank you! What do I have to offer? Jack of all trades, master of none I suppose. Originally trained as a ships radio officer, hold degrees in Electronic Engineering and Telecommunications. Worked for Alcatel in France for years, mostly as an Engineering Trainer but also in Site Commissioning and Technical Documentation. Moved back to Ireland there over ten years ago to work for General Electric, mostly with Oil and Gas Sensing equipment. Gainfully unemployed at the moment so one thing I have to offer in abundance to a project is time. Strengths: I know enough to know I know nothing. Weaknesses: Real Ale, Tobacco, Red Headed women. Blender: Can model basic weapons and items (no armor, no good enough yet) and get an error free object and UV map into NifSkope. (really need to start playing with armor and skeletons). GIMP: The real thing holding me back is a lack of any artistic ability. Other then that I'm competent.(just interested in putting the hours in to get better texturing UV's). Mudbox: basic competency. I used to paint a lot of warhammer miniatures when I was younger. Being able to 'paint' an object in 3d makes it easier for me, but techniques I know like washes, shading, drybrushing, etc aren't transferring over very quickly. (just interested in getting better) NifSkope: Basic Inport/Export, texture/effect paths, manipulation and clean up. Can then get them in game. (NifSkope fills me with excitement and dread in equal measures. I really want to get into controller sequence key framed animations, awesome effects criminally underused in the game.) SKSE/Papyrus: While not a programmer by trade I know my way around a script. As a general rule I can bring my level of ability with a programming language up to whatever standard is required for the job. (Interested in getting into quest scripting) CK: Still lots to learn but I'm over the initial 'Wall'. (interested in learning how to create world spaces) I pretty sure linking to mods hosted elsewhere is a no, no here but I saw a few others had done it as part of the introduction. I won't make a habit of it, but it really is the only proof I have I'm not just full of it. I will get it up here once my posts are cleared and I'm sure about posting rules. Then you can decide for yourselves. PS: the whole 'Social Networking' thing passed me by (Old Fart, as mentioned), so please be patient with me if I'm not aux fait with stuff you take for granted. All the best, KW
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