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Dark_Ansem

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Everything posted by Dark_Ansem

  1. tis not an exercise, I am actually planning to do it. can you make a few screenshots examples of what you say? but how can I set a custom resistance if there are no actor values selectable other than vanilla ones? I was thinking of unused actor values, but that would still need a perk that I don't know how to properly set.
  2. actually, rather than that, all magic that harms enemy undead should harm friendly undead and the player as well
  3. effects as per in the MAgic Effect window or in the Spell window?
  4. which effect? the actual damaging spell or the resistance? besides, I need some advice because I think I have the conditions wrong.
  5. unless, unless, I assign a resistance effect to the Magic Resist Actor Value BUT set a condition so that it only applies if the incoming spell has the "MagicDamageCustom" keyword. do you think it can be done? I can't use the CK right now so I can't check.
  6. that sucks. Unless beth scripters add freebie actor values then I am screwed.
  7. I want to properly understand skyrim script.

    1. lilith

      lilith

      I've heard it said you'll be left with a twitch afterward. LOL

    2. Vouivre

      Vouivre

      Twitching especially eye twitches are a common side effect. LOL

  8. I am trying to make a perk/ability which reduces incoming damage, but rather than in percentages, by a fixed amount. like "first 20 points of damage from daggers are negated." are there any suggestions?
  9. I'd like to make heal magic harming undead, including player, if he's a vampire. the first idea I have is to add a "damage health" effect specular to the restore health effect with a condition that only applies if target it undead (around same method of Neverwinter nights) I wonder, however, if one cannot simply add a perk property that makes the effect detrimental (and then attach said perk to undead).
  10. Skyrim music is great and appropriate. But I am not satisfied with it. let me explain: those who have played japanese RPG know that music there has a big impact (Final Fantasy, Chrono Trigger, Chrono Cross, Tales of.. series). I for one would like to re-introduce in skyrim: -specific music background for certain areas -specific combat music accordingly to what you are facing (rather than jack-all-trade dragon music) -places where the background music is specific and does not change for combat (think Ocean Palace from Chrono trigger). opinions?
  11. can I request a script that mimics the Resistance mechanic used by scripts such as FireResist, FrostResist etc?
  12. that would require a potion for each illness.. right?
  13. AV: actor value. I want to create new elemental damages for my mod. I want to expand on fire/frost/shock. Matter is, to properly make this I should make new Actor Values with an associated resistance script. Modders cannot create new AV. And even if we could, the Resistance drop-down menu is locked to the hardcoded resistance actor values. So to do what I want I would be limited with perks (a method that would not allow enchanting nor would be accurate, as one would need 100 perks to make 100% resistance in order to mimic the existing system, and that would be impractical). or you have a better suggestion?
  14. it should be added to the script repository. I don't know if it can be optimized but hey who knows.
  15. as I said, thank Antares who pointed me in the right direction
  16. thanks 1. some of them are edited under the "Settings" tab. the search function there is a bit broken, however, as it does not find all parameters associated with the word you search for. 2. ah, scripting. resistances would still apply? 3. just perks won't work? 6. that can be edited to 100 right? 7. I guess that will be kilos for me then. Raised in the Metric System, I have been. 8. thanks. I thought there was a setting called "game start time" but I did not find any 9. this one could provide some guidance.. 10. poisons that damage you over time and that reduce character efficiency. 11. The Razor has a faction that makes target immune to its effect. 12. I want to make skill relevant for scaling spell magnitude and duration, ala Mighty Magick mod. but I wonder if the minimum ratio for scaling is 1:1 (1 point in skill =1 point in magnitude/duration) or if one can set different ratios (such as: 5 points in skill = 1 point in duration) 13. true, but dragons, if they are too big, make all their animations wonky (such as perching, landing). that is why I asked. also, how much do you think player races can scale up without breaking playability? somewhere I read that the tallest pcs/npcs can be is Argonian 1.2 height, but I wonder what you think.
  17. true, but think of items like Merhunes' Razor or the Skull of Corruption? I checked them and they have no keyword other than "DaedricArtifact" which I don't think can lead to all the different comments.. EDIT: thank Antares, this is the function. it's a papyrus script, not a mere condition http://www.creationkit.com/GetEquippedWeapon_-_Actor
  18. I want to check how exactly guards can comment on your equipment, but I can't find any condition that fits that. maybe it's a script or quest?
  19. can you post the completed script?
  20. you could use the perks that reduce costs to increase the magnitude of said spells. that script, I think, is not the right way. change the spell cost of destruction? in vanilla game, look for the enchfortifydestruction magic effect.
  21. This is going to be a long post, but I hope that it will be useful also to others rather than just me I hope I am not the only curious one I have a few questions about Skyrim custom content that can be created with the CK. -where do I edit stamina usages? I mean, those that deal with attack stamina usage, power attack, regeneration while running etc. Also, are they set in absolute values or in percentages? -how to make a magic effect that works on percentages, rather than absolute values? like "restore 100% of health"? or "Damage 25% health", ala Gravity spells of Final Fantasy? -how to make enchanted piece of equipment that work like morrowind, such as "as long as you have it equipped you gain a spell, take it off and you lose the spell"? a perk with an "equipped item" condition, if such a thing exists? -how to make cure disease effects cure just one disease, rather than all of them? and have it less overpowered? -I'm trying to make an effect that reduces damage from all weapons (but not silver) by 10 points (absolute value, not 10% less). I've tried during perk creation but there is no "subtract value" property. Would a magic effect be better? -also, how to make a 100% magic immunity effect that, however, does not work for a couple of spells? I'd say perk: "mod incoming spell magnitude" but I am unsure how that would work with my ideas. -The "weight" of items in-game... what is it? pounds? kgs? -how can I change the hour the game starts? so that the whole intro sequence is at night, rather than in the afternoon? -how to make the Time Slow shout leave player unaffected from the slo-mo effect? so that PC moves at normal speed and others are slowed? -what kind of effects can I create in order to expand on poisons and diseases? why in the drop-down menus not all of the magic effects appear? -Also, how to change the chance for instant-kill weapons? and also a keyword that enables immunity? -can you set spell scaling for magnitude/duration less than 1 point-1 point in skill? like get 1 more duration with 5 skill increases? -how big can you scale a dragon in the CK before its animations start to get wonky? erm, sorry. they are a lot
  22. thanks can't post in Skyrim School does staff read also the Study hall?
  23. just to be sure, where can I ask Skyrim modding questions?
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