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zeromaveric

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Layman

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  1. *facepalm* magic effect archetype wasn't set to script, so that's probably why it wasn't activating. totally overlooked that part in CK since i had it activating naturally beforehand and neglected to change it. plus i had the spell set to ability, rather than spell. got those changed, and it works perfectly now. thanks
  2. i may have to look at your esp after all. i'm looking at my spell effect properties, and i can't affect the duration at all. only thing that pops up for my MGEF is the magnitude and any conditions also noticed that when adding the MGEF script, it didn't allow for inputting any properties. i assume that was normal? Edit: ok, forgot i had no duration ticked on my magic. got it set to 1000 as you did, but only the debug OnEquipped message pops up when i equip it. the MGEF script seems to be nonexistent, assuming from the fact i can't modify properties in CK Edit again: ok, tried adding in the spell through console, and it did add an effect of 1000 day duration speed multiplier. weilding/sheathing any weapon did affect my run speed to fast then normal, so i know that works. i guess it's just the action of casting/dispelling with the sword's script that isn't going through Edit 3: ok, tested with the sword. unequipping the sword does dispel the effect entirely, so it's just the action of casting when i equip that isn't working
  3. good to know. i saw some mod package on nexus called MagExtender which adds some new SKSE scripts that may offer some help or extra options
  4. still doesn't go through. seems only way i got it to even activate was adding the enchantment to the weapon through CK, leaving out any scripts >.< even then, the effect won't dissipate until i either open a menu or crouch/uncrouch to cancel out
  5. ok, after switching things around, i got it to compile, but now it seems it's not working at all. from what you guys posted, and what i was able to gather, here's what i got ScriptName SilfarionSKSEScript extends ObjectReference Spell Property SilfarionSpeedAbEquip Auto Event OnEquipped(Actor akActor) RegisterForActorAction(7) ;draw start RegisterForActorAction(10) ;sheath end EndEvent Event OnActorAction(int actionType, Actor akActor, Form source, int slot) if (akActor == Game.GetPlayer() && actionType == 7) Game.GetPlayer().AddSpell(SilfarionSpeedAbEquip, false) ;false means the spell will be added silently with no notification to the player Else Game.GetPlayer().RemoveSpell(SilfarionSpeedAbEquip) endIf EndEvent Event OnUnequipped(Actor akActor) RegisterForActorAction(7) ;draw start RegisterForActorAction(10) ;sheath end EndEvent Function StartChain() RegisterForSingleUpdate(0.1) EndFunction Event OnUpdate() Bool bKeepUpdating = True If bKeepUpdating RegisterForSingleUpdate(0.1) EndIf EndEvent
  6. yeah, i've tried with using just CK and no scripts, but it would always keep the ability active when i sheathe, even if i have it set with WornHasKeyword or IsWeaponOut. only way i could get it to deactivate was to unequip altogether, but that defeats the purpose of the enchantment in the way i want it to work but with this revision, now i'm getting missing RPAREN at '\\r\\n' in place of the , after Actor akActor. Edit: ok, seems i used those conditions on the enchantment before, and it didn't work. put it on the spell, and it seems to sort of work. when i sheathe, it's still active until i open the spells/powers menu to confirm it's deactivated, then it goes into effect
  7. yeah, i was hoping i could apply it directly to the weapon, even though i have all the enchantment properties made for it to activate. i was hoping to not use SKSE, if possible, but if it means a simpler way of getting this to work, i'll try it out also, i noticed you put in magic effect, rather than the spell. how would this script know the magnitude of the effect? i'm using a speed multiplier effect to triple how fast you can move with weapon drawn, but that variable had to be put in with my spell i created. or can i put in the spell for it to be cast, then use the remove function for the magic effect when sheathed? Edit: and when i tried to complile this, CK spat out 'unkown type apply/remove'
  8. needless to say, i'm a complete noob at scripting. i've managed a couple from copying/modifying others' work to get some working, but now i'm completely stuck since i can't find any evidence of this working. basically, i managed a weapon enchantment akin to Notched Pickaxe in which the weapon can cast a magic effect on the weilder. somehow i got it to activate when the weapon is drawn, rather than simply equipped, which is what i wanted. now here's where i'm stuck i want the magic effect to dispel when i sheathe the weapon, rather than having to open menu and dequip it for it to wear off. i've searched and found someone mentioning a combination of OnEquipped, OnUnequipped, and using IsWeaponDrawn as a method to check and activate, but i can't for the life of me find out how to get this to go through, as there are no written examples of these going together
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