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R0R0N0

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Everything posted by R0R0N0

  1. I've looked at the various custom start menu mods and from what I can tell the start menu is just an empty cell, and you can place meshes with static animations in it by overwriting the logo.nif file in the "..meshes/interface" folder. This method is out of the question as I have found out even if you wanted to do something like creating the camera effect method where you have meshes(wallpaper/map) as many as the amount of frames in the video and have each mesh/frame animate away after the other to create the effect that a video is being displayed. This would amount to thousands of frames/meshes and so is impossible. I directed my attention to the "startmenu.swf" located in the "data/interfaces/" folder as this seems to be the core of the start menu instead, I explored the contents with "Sothink SWF Decompiler" but unfortunately, this is where I came to a dead end as I did not have any experience in how I would go about editing the contents of this file to display a custom video of mine. Is there anyone who has experience with this file? Is there any way to display a custom video in the background of the Start Menu? The video will have no sound as the start menu music can be replaced.
  2. Well, the second spell is a duplicate of spell1 with just the difference of the projectile being used. Both spells' magic effects have been set up to deliver as "Aimed" so I expected it would cast both spells without any major conflicts. EDIT: Nevermind, I forgot that a spell can have multiple magic effects, I was focusing too much on using a script that I forgot about the basics. I duplicated the magic effect and changed the second projectile to have it fire from a different location. Everything works except that the second projectile does not appear when casting my spell. I guess having multiple projectiles fire might be something inaccessible to me through scripting. I just wonder how the Hecatic Graea spell was achieved to have multiple shots being fired like that.
  3. I like the idea, it's very good. My maths isn't as good as it use to be, but let me see if I understood the code you posted correctly: float anglez = Game.GetPlayer().GetAngleZ() + 180.0 //setting directional/angular location of the player for the "anglez" property? ;or +90 for right, -90 for left, 0 for in front float distance = 100.0 float offsetx = distance * math.sin(anglez) //x axis calculation float offsety = distance * math.cos(anglez) //y axis calculation myXMarker.MoveTo(Game.GetPlayer(), offsetx, offsety, 0) //'moveto' command to place "myXMarker" property in front of player I'm still learning papyrus for Skyrim so don't be too cruel if I make absurd statements. See I figured if I made one spell with a magic effect that shoots my custom projectile just fine then made a second spell that shoots off my second projectile (the projectile that has been placed differently on the axis in the .nif file) Then I could go back to the magic effect for the first spell and create an OnEffectStart script that casts spell 2 at the same time but sadly it keeps failing me Like this: Scriptname MultipleProjectileScript extends activemagiceffect {Test script to allow multiple projectiles to be fired} SPELL Property Spell2 Auto {second spell for the second projectile} Event OnEffectStart(Actor Target, Actor Caster) Spell2.cast(Target) EndEvent The above code is for first magic effect1 that is being used by Spell1 which is why I want Spell2 to be cast at the same time. Is that even possible?
  4. I'm trying to create a magic effect that fires multiple projectiles at varied times (projectile 1 fires, then 0.1 sec later projectile 2 fires and so on and so forth on a loop). The multiple projectiles will each be positioned differently on the axis to create the whole "multiple" effect" I figured I could make use of the "oneffect start" and "oneffect end" to make use of multiple projectile properties but I don't think there are any functions that fires the projectiles at the target (aimed) Is there any way to do this?
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