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Found 5 results

  1. A new script question: I'd like for the player to be able to learn to create an enchantment by reading a book about it, rather than having to disenchant something first. Is there any way to teach the player an enchantment using a script? I can't find any mention anywhere of the enchanting table or how it works internally.
  2. I'm hoping for some help with a scripting issue. I have a bunch of different armors that all have the same script attached to them -- ArmorEquipScript. That script has a bunch of properties that are used to customize the armor. These armors all have the same enchantment assigned to them, with a scripted magic effect -- ArmorToggleEffectScript. What I would like to do is have ArmorToggleEffectScript access ArmorEquipScript's properties for the armor it is associated with. That way I can customize the behaviour of ArmorToggleEffectScript based on the properties that have been assigned to the armor. Does anyone know how to do this? Is it even possible in Papyrus? If I could even just access the keywords attached to the armor, that would be good enough. But I'm just not sure how to access the specific armor that is supplying the effect.
  3. Hey all, I'm pretty new to Papyrus, but I know my way around the Creation Kit and I'm an experienced programmer. I need some guidance on how to make a weapon that grants on kill bonuses that stack, and last for a time period before decaying by one. E.g. On kill, a variable increases by one, to a maximum of 5. A timer is started at 2 minutes, after which the level will decay by one and another timer will be started - repeat until the variable is 0. On kill, the user is granted a max health bonus, a speed bonus, and a damage bonus - these will obviously stack with the levels, similarly to the Ebony Blade's enchantment. I'm rather clueless and I have no idea where to start. The Ebony Blade uses a hidden quest with objectives to mark the kills, but the effects are not on a timer and are permanent.
  4. 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
  5. Version 2014-July-5

    17 downloads

    Grail Quest Item Utilities version: 2014-July-5 Requires SKSE - http://skse.silverlock.org/ [WEAR / WIPE] Equip an armor item to bring up a menu with the following choices: Toggle Amulet, Toggle Circlet, Toggle Ring - When a wearable item is put into the container, the named item slot flag is toggled. A ring put into the container for the first time would have its ring slot toggled off and can therefore be worn with other rings. Theoretically unlimited numbers of items with no item slots can be worn at the same time. Note that wearing two (or more) items of the same base type and/or with the same enchantment is possible but bugged: One item will not be shown as equipped in inventory, and the enchantments may show incorrectly in the Active Effects menu. Wipe Changes - An item is returned to the player in base form. Any improvements from Smithing or Enchanting are removed as the item is recreated. This also means that "Stolen" flags are removed and charges reset to maximum. Charm A Charm is a wearable item with no equipment slots and therefore can be worn with all other equipment. It will accept enchantments as indicated by its name. This item is meant for enchantments that are tedious to swap in and out, such as Fortify crafting skill enchantments. They have no value and no weight. To get rid of any excess items, just sell them to a merchant. Because of the bug mentioned above, try to use a different item. All 10 items are the same, but because they have a different Base ID, they should show as being equipped properly in Inventory. To get the activating item in-game, 1. Use console command help "[WEAR" 4 to find the base ID 2. Use console command player.additem <ID> 1 to add the item to inventory. Installation: When updating to a newer version, delete the item from inventory and recreate it after the new version is installed. This will force scripts to refresh to any new versions. The scripts directory and .TXT file are for reference only and need not be installed. The other files all go into the Data folder.
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