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edhelsereg

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    sir edhelsereg

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  1. I've been racking my brain trying to get the ForceToRef function to fill a quest alias through papyrus script. My goal is to track the specific instance of an item as a quest object (so it can't be dropped) while it is equipped by the player. The Quest does not start game enabled and has repeatable stages checked. The Quest contains one empty stage. The Quest Alias starts empty, has a fill type of "specific reference" and has "optional" and "quest object" flagged. I've tried all sorts of scripts, placing the ForceRefTo function on ObjectReference script, Quest script, and ReferenceAlias script; None of them filled the alias.
  2. Lord of Nyrin, You can use a boolean (bool) to track if the scroll's placement and use an elder scroll static in the display You may want to also block activation of the triggerbox, states may be the best option for that. Take a look at the scripts attached to the Dragon Priest busts in Labyrinthian, they are a good example of how to accomplish this. EDIT: above is a very specific way to do it, another option would be to place an xmarker in each case, and have the script remove the book from the player, and then use the placeatme function to place the book at the xmarker. As far as messages go, there is a pretty good guide to message boxes on the Creation Kit Wiki http://www.creationkit.com/Options_Menu
  3. Hey guys! I'm using texture sets for several variants of armor that share the same model, but I'm having issues with the female 1st person model (arms). I select the _1.nif and apply a new texture. It appears as it should in the CK render window, but when I reload the .esp in the CK or in Skyrim the new texture is gone and it reverts to the original. I have tried placing the male 1st person nifs (since they take texture sets fine in the male slots) into the female 1st person slots and adding a new texture sets, but they don't keep either. I assume if I just create models for every texture it will work, but I'd like to use texture sets if I can, since it keeps download sizes smaller. Has anyone encountered this issue or knows how to correct it, I would be very grateful!
  4. I'm not that great at scripting, but I did write a script that works similarly to this, except it extends ActiveMagicEffect. Try attaching the script to the weapon and fill in the three properties. I hope this works for you! Edit: I tried compiling it and it didn't show any errors, but idk if it will work in-game though.
  5. Hey everyone, I'm trying to write a script that will cause a spell to cast on the player when they kill anything (rabbit, bandit, dragon, etc.) I need a script because I don't think there is any other way to make a 'constant magic effect' (for armor) contain a 'fire and forget effect' type spell. The closest script, in concept, to what I'm trying to do is the one for Dawnbreaker, this is my adaptation. Scriptname KARestoreStaminaSCRIPT extends ActiveMagicEffect Spell Property RestoreStaminaAll Auto Event OnDying Actor(Actor akKiller, Form akSource, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked ) Actor TargetActor = GetTargetActor() ; ; debug.trace(self + "OnDeath() casting RestoreStaminaAll from Target Actor:" + TargetActor) RestoreStaminaAll.Cast(TargetActor, None) EndEvent How do I re-write this Script so the event is triggered by the death of a combat target of the player, while redirecting the cast spell effect to the player? Thanks! Please let me know if more info is necessary.
  6. Hey guys! I'm trying to write a script that casts a spell on an actor when their attack kills another actor. This script effect will be applied to a magic effect / constant enchantment (for armor). This is what I have so far, but I don't know how to make the event check for the death of the kill target, and then cast the spell on the killer. Do I need more properties to identify the two different actors?
  7. I know this is taking on a bit more, but I have an idea I really want to make happen. I want to make a rune spell with a scripted effect that triggers only when a specific Item is placed on/near the rune. I designed a custom rune spell decal, but I'm not sure how to customize the spell to work the way I want it to. Is it possible to change what triggers/sets off a rune? Can spells actually apply to things like misc items or armor? Are there work-around if not. I still think it is a good idea of using a keyword on the spell or item to meet conditions. The spell should work like so; A special rune is cast on a surface and when a specific item comes into contact with it, the rune explodes, and the item swaps with a new version of it.
  8. Thank you for your response. 'Filter' is a Keyword Property, the idea being if the spell has the keyword, the 'if' condition will be fulfilled. Is it possible to write a script that tells the item it is attached to to delete/remove itself at the end of the event? How would I write that?
  9. Hey! I have a script that works, but as I expand my mod, I am realizing that I need to make it more adaptable. The current script is connected to a Magic Effect so that when the spell is cast it swaps one item for another. Instead I want to make a script that is attached to items and when the spell is cast it checks for a keyword. This is what I wrote but its not working yet Thanks!
  10. This script might be a bit complicated, but if anyone thinks they can tackle it that would be awesome! I want to make a constant effect enchantment that is like a cross between the Konahrik's Privelege and the Aetherial Shield from Dawnguard. Basically when you get hit you would turn ethereal for a short period of time. That would be too overpowered so another part of the script would be the make it there is a chance that the effect will procure. As your life gets lower the greater the chance for effect to activate. The Konahrik mask script has a complicated, but functional, chance mechanic, and the Ethereal effect is available as per the Ethereal shout and is used on the Aetherial Shield but does the opposite of what I want to do (it turns the player’s target ethreal). My attempt at this effect used a condition of the enchantment that heath had to be below a set % but the problem was I could only get the effect by un-equipping and re-equipping the enchanted armor. I guess a script that did that when the player got hit would fix that, but that’s kind of a lame fix in my book. I plan to add this effect to an item I have made for a quest I am working on. It would be the reward for players at the end of the storyline. Anyone think this is possible?
  11. The chest script is working now. Now it unlocks the chest rather than the player. haha Thanks for the help!
  12. New plan. I tried making a chest that requires a key and unlocks when you have konahrik in your inventory, but this script doesn't work either. Any help would be greatly appreciated.
  13. I am trying to write a simple script whereby activating the Konahrik bust not only adds the ultra mask but also adds some other items. To limit the number of times the additional items can be acquired, I am applying a script to a quest alias of the bust activator. This way, once the quest completes, further activation of the bust adds and removes the mask, but doesn't add extra items anymore. It might be helpful to understand how the bust works, but I don't see any scripts attached to the center bust. This is what I have so far, as of now it is not working... The onactivate Event is connected to the DragonPriestMaskUltra01 Activator Alias. The stage is supposed to set to 100 and complete the [undocumented] quest so that you can only collect the extra items once.
  14. I am attaching this script to an alias of an activator ref used in another quest. could that be the issue?
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