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Found 8 results

  1. Hello people, I'm making quite a large mod that will add new spells. I want to make a concentrative spell version of the dragon fire breath and ice breath. I tested it but the breath animations, once it finishes, will just stop but the spell keep going on so the projectile becomes invisible so to speak. So i think the problem is that the animations of those projectiles aren't looped. Usually when i have a problem concerning modding or even anything in general, i always search the hell out of it and almost always resolve it no matter what the difficulty of the task is. But for this i'm lost. To get to the point i would like this projectile nif to be a loop. When comparing to the nifs i want to loop with another one who has a loop sequence (example "flames" spell projectile), i can pinpoint where it is happening in the nif using nifskope: NiControllerManager. In the loop version there are three NiControllerSequence branches: -Start -Short -Long But in the non looped nif, there is only one NiControllerSequence. Based on this i assume that this is where the deal is at. I searched everywhere on the internet for tutorials about this but found nothing. Seriously, absolutely nothing. I would have done it myself if i could but the lack of info makes this impossible for me. So i'm asking for a kind soul who knows how to make an animation into a loop if he or she could do this for me? I assume something like that would be simple for someone who knows how to handle those things. maybe. I would really appreciate it if someone could help me with this. It's been six months i've been searching for a solution.
  2. I'm trying to create a mod where the weapon i made fires 1-3 spells i made upon swinging. here's what ive got so far from the bethesda tutorial wiki: import Utility Actor Property PlayerREF Auto Float Property xOffset Auto Float Property yOffset Auto Float Property zOffset Auto Float Property RandomOffsetX Auto Float Property RandomOffsetY Auto Float Property RandomOffsetZ Auto Float Property PulseRate = 1.0 Auto Float Property RandomRate Auto Activator Property TargetType Auto ObjectReference Property CurrentTarget Auto Bool Property SpawnNode Auto Spell Property TierHarribelCortandoSpell Auto FormList Property TargetTypeList Auto Float Property SeekRange = 1000.0 Auto Event OnInit() if CurrentTarget elseIf SpawnNode float newXOffset = XOffSet + RandomFloat(-RandomOffsetX, RandomOffsetX) float newYOffset = YOffSet + RandomFloat(-RandomOffsetY, RandomOffsetY) float newZOffset = ZOffSet + RandomFloat(-RandomOffsetZ, RandomOffsetZ) CurrentTarget = PlaceAtme(TargetType) CurrentTarget.MoveTo(Self, newXOffSet, newYOffSet, newZOffSet) endif RegisterForSingleUpdate(PulseRate) EndEvent Event OnUpdate() if !SpawnNode && !TargetTypeList && GetDistance(PlayerREF) < SeekRange CurrentTarget = PlayerREF elseif TargetTypeList CurrentTarget = Game.FindClosestReferenceOfAnyTypeInListfromRef(TargetTypeList, Self, SeekRange) endif if CurrentTarget TierHarribelCortandoSpell.Cast(Self,CurrentTarget) endif RegisterForSingleUpdate(PulseRate + RandomFloat(0.0, RandomRate)) EndEvent it wont work,so can someone tell me whats wrong?TierHarribelCortandoSpell is the editor id of the spell
  3. Hello fellow TES gamers! Has anyone ever thought about creating a mod or overhaul for adding double wielding in Oblivion? I can't count how many times I have wished I could wield two daggers, or a short sword and an axe. I think it would be way cool with some sort of animation attached to it (possibly). I love it in Skyrim and have done it in ESO; but can't in TES4. I suppose it would take quite a large mod to pull it off. I'm interested in learning to mod, and might be willing to put time and effort into a project of this sort; although I would definitely need a mentor to do something like this. Any ideas, or thoughts? Idoldissr
  4. So I'm trying to create an invisible wall that the player can't shoot arrows or spells through. I figured this would be a simple task, but apparently the CollisionBox01 static collides with everything but missiles. I assume Bethesda intentionally set it up that way. So my question is, what's a decent workaround (that doesn't require opening a modeling program)? I'm also curious as to what exactly, under the hood, is causing the collision box to ignore missiles. EDIT: Solved, found that a wall piece that's only visible from one side does the job, as long as the player can only ever see it from one direction.
  5. I am trying to make a series of spells focused around sun damage. I have taken the fireball spell and duplicated it. I took it's visual spell (FireDamageFFAimedArea) and changed the casting sounds to those of restoration and the projectile has been changed to the turn undead one. Originally i never touched the explosion itself or the impact data, so the explosion should be working fine. i had applied a powerful turn undead effect to it, which took priority visuals, so i removed it. when it was there it looked like the wave form of turn undead, and now it is just the bolt, but i changed the explosion to the turn undead explosion. no explosion happened when i tested it. I changed it back and i dont get an explosion now either. Can anyone help me with getting the explosion visual to work? preferably i would like the turn undead one, but fireball will do fine too...
  6. Hello again. You may know me already. I am the little annoying one haha thats posting all day . Two problems came with me today or not 2 problems, more 2 questions and one of them includes a (I think) great idea. Soooo I hope someone is able to help me. Or will maybe work on my idea. 1) How do I darken a worldspace? If you look my last posted pics. You'll see a new worldspace I am working on. But the problem is that I would like to make it darker, simply change the lightning like it is in the interior cells. But also use the sky. I dunno if thats possible with worldspaces. 2) The real Necromancer Sadly I am not talented enough or capable atm to do such a scripting work. The idea would be more or less 2 spells which will in my opinion would greatly enhance the life of a Necromancer and would be definalty lore friendly. First spell would be a spell, which after you killed your target (like Soultrap) stores the body in a different dimension (just port it to a cell). Afterwards a variable or boolean goes to true or 1 so you can only store one body. Second spell would be more cooler. You would bring back the body with it but with cool effects like a coffin which is rising out of the ground and vanishing slightly and leaving the body behind. So you can resurrect him. During this summoning process a time stop bubble is casted, which will prevent the summoner from getting attacked. Afterwards he still has to resurrect the target with a spell The idea behind is that you as necromance can summon your bodies everytime you need them and don't have to look after dead bodies during a battle. Just like a saftey plan. Would definatly be cool to see such a spell combination. If anyone would like to get more detailed with that idea, feel free to ask me ^^ .
  7. I've made it so that the vampire lord spell "Drain Life" (the red ball with splash damage) is usable as a spell in normal form. but to give it a twist, i added an perk on it that makes it so when you charge it, you also loose health, essentially a blood magic spell. so here's my problem, if i equip the spell on one hand and then have a different spell on the other, that spell will also reduce health when active. any ways to tell the game that if it's not the right spell then no damage on charge/use? I've tried a number of things. currently the last thing i tried was to make a perk and then add it to the absorb spell under casting perk then in the perk i added iscasting and spellhascurrentcastingperk to the conditions. then i added under perk entries the ability which is a constant one that drain the health from the player. so if the spell is charging the perk will active and deal damage to the player, but if the spell is equipped and the other hand has a different spell and it's casting then the same result will happen. so i also tried some papyrus, altho my knowledge of papyrus is very little. Scriptname ScriptIsCastingSpell extends ActiveMagicEffect Actor property SelfRef auto ;the caster/player Spell property Spell01 auto ;the main absorb spell Spell property Spell02 auto ;the health damage effect to add EVENT OnEffectStart(Actor Target, Actor Caster) SelfRef = Caster If SelfRef.IsCasting(Spell01) == True ;if absorb spell is casting, altho i think if this worked then i would get the same problem as before ;since "iscasting" just notices what the player has equipped, but not if it's the right thing he's casting. If True Spell02.Cast(SelfRef, SelfRef) ;(target, source) ;then cast damage health on caster/player else endif endif endEVENT i know the script is wrong, i don't know how to make it work, i have tried searching for a iscasting on hand condition, but i couldn't find any. So after all that trying i came here as a last resort, since i have noticed that people on here are really helpfull.
  8. I can get this to compile, I have then attached it to a spell, which has no other effects and no conditions. I set the property to candlelight, cast it in game and candlelight is not cast. What am I missing? ScriptName castspell extends Form Spell property candlelight Auto Event OnInit() candlelight.Cast(Game.GetPlayer(), None) EndEvent
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