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Showing content with the highest reputation on 10/13/2013 in all areas

  1. From the album: Locations_Houses

    I thought I may just show you how beautiful the Plains can be ^^. Hope you like it.
    2 points
  2. I wanted to create a perk which refunds a little mana sometimes once I cast my destruction spells, I got help in Nexus forum by Sjogga (he is author of Psijic teleport spells!) who provided me the initial script to get me started. And I did get it to work and I'm very pleased of how it works! I also figured out how to restore 'flat' magicka and make it scale by level, so I will post both 2 versions here. I want to thank Sjogga again for helping me out in the other forum! I didn't just want that thread to die there, and be forgotten. Instead I decided to post here what I have learned, as it might be useful to new Creation Kit users (just as myself) that are in need of a similar result 1. Create the perk. 2. Create the spell you want to trigger (or skip this step if you want to use the second script) 3. Create a Formlist of spells, which should trigger the perk. 4. Create a new quest, click on 'Quest Aliases' tab. Add the alias, set the 'Player' as reference, attach one of the scripts. And fill in the properties. 5. Open your perk again, add this quest as Perk Entry 6. Add the perk to your skill tree Note: Don't forget to set Perk Property when adding the script in Quest Aliases, or your new effect will start proccing even if you haven't picked the Perk up at the skill tree in-game. It's the only way I found to stop it from happening, I tried to add a condition to Alias but it did not work. CastChanceProcSpell This one will proc a magic effect / spell when you cast your spells in-game has 30% chance. Scriptname CastChanceProcSpell extends ReferenceAlias {Gives spell casts a chance to trigger an additional effect} Spell Property MagickaRegenSpell Auto FormList Property TriggerSpells Auto VisualEffect Property FX Auto Perk Property SelectPerk Auto Event OnSpellCast(Form akSpell) If (Game.GetPlayer().HasPerk(SelectPerk)) If(TriggerSpells.hasForm(akSpell)) Int Chance = Utility.RandomInt(1,100) If(Chance <= 30) MagickaRegenSpell.cast(game.getPlayer()) FX.Play(game.getPlayer()) EndIf EndIf EndIf EndEvent CastChanceProcFixed This one will give your spells a chance to restore a flat amount magicka, health or stamina which also scale by level (by 1) and got a 30% chance of happening. Scriptname CastChanceProcFixed extends ReferenceAlias {Gives spell casts a chance to trigger an additional effect} FormList Property TriggerSpells Auto VisualEffect Property FX Auto Float Property MagickaAmount Auto Perk Property SelectPerk Auto Event OnSpellCast(Form akSpell) If (Game.GetPlayer().HasPerk(SelectPerk)) If(TriggerSpells.hasForm(akSpell)) Int Chance = Utility.RandomInt(1,100) If(Chance <= 30) Float MagickaReplenished = MagickaAmount+(Game.GetPlayer().GetLevel()) Game.GetPlayer().RestoreActorValue("Magicka",MagickaReplenished) FX.Play(game.getPlayer()) EndIf EndIf EndIf EndEvent
    1 point
  3. Hi everyone, I'm new to TESA and I'm glad I finally discovered this amazing and creative community. I haven't been in any of such communities before, but I instantly knew upon finding this from google that I should settle in here ! I love the design these forums have and all of the sections, and even the voice actors (which I think is awesome!). And the community looks to me as very open and friendly! I love modding Skyrim in Creation Kit, by no means I'm no expert at it, an apprentice perhaps . I'm creating my own version of a Magic mod which balances perks currently, I constantly play the game as a mage and whenever I feel something is out of place I'll attempt to change it in CK on the run. Lately I've also started using some basic Papyrus scripts to create some more advanced mechanics for perks and spells, but I'm still learning and got a whole new world to discover in this area! And I'm also interested a little in modelling and texturing. Thank you!
    1 point
  4. From the album: Arion's Screen Shots

    Aw come on... Scratch right here... PLZzzzzzzzzzzzzzz
    1 point
  5. Hello Wayoftzu, maybe I can help you with that script or at least with some parts of it. That's the easy part. In this case the script will extend Actor. Just remember to give it a unique name, in this example I simply called it '_test'. A bit more complicated. Using the event OnLocationChange will cause the script to react on that whenever the follower enters or leaves a location, so we need to check if the follower actually enters a dungeon, mine or such. Of course you could just add properties for all the locations to check for, but that would end up in a very large property list. For that reason I suggest to check for the keywords that are attached to the locations. And to make things even more complicated, put them in a formlist. The advantage of a formlist, you can add or remove keywords without changing anything to the script. - In Misc -> Formlist, create a new formlist. - Select the keyword category and filter for loc*. - Drag & drop the relevant keywords into the formlist, I think 'LocTypeDungeon' is the most important. After you created the formlist, use the following script on the actor and compile it. Scriptname _test extends Actor Spell Property CandleLight auto MagicEffect Property LightFFSelf auto Formlist Property LocationTypeList auto Event OnLocationChange(Location akOldLoc, Location akNewLoc) int i = LocationTypeList.GetSize() While i > 0 i -= 1 if akNewLoc.HasKeyword(LocationTypeList.GetAt(i) as Keyword) if !HasMagicEffect(LightFFSelf) && IsInInterior() Utility.Wait(2.0) CandleLight.Cast(self) i = 0 ; debug.messagebox("Candlelight was cast") endif endif EndWhile EndEvent One thing left to do, filling the properties. For that, open the 'properties' window. Ideally you named the formlist property in the script equal to the formlist object in Creation Kit, or vice versa. If you did so, you can just hit the button 'auto-fill all' and you're done, otherwise use the dropdown list to the right. I hope it helps.
    1 point
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