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DelusionsOfGradeur

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Layman

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  1. I think I understand this, but just want to make sure. So, once regionality is introduced, if I make a Bosmer character, all of the arrows/bolts that are crafted will be of the Bosmer regional variant? And likewise for other races/regions? Or would one be able to individually learn to craft each regional variant?
  2. Wow.... Just, wow.... Can someone script this guy a freaking medal? I've been a little disappointed with the archery/crafting myself and I can't wait for this mod to go live. Truly inspired work, Orius. One quick question; You're already using a variety of crafting materials for each head type. And you've stated that each material will provide 'stats' fr the finished arrow or bolt. Will there also be unique visual designs for each material, or will it amount to strictly a new paint job?
  3. Alrighty, I think I may have figured this out by placing my event within the bounds of the function. At the very least my script is returning no errors or warnings. Can someone tell me if this is correct? Int Function RandomInt(int aiMin = 1, int aiMax = 100) Native Global Int myVariable = RandomInt(1, 100) If (myVariable < 51) debug.messagebox("Yay it works?") EndIf EndFunction Also, is line 2 necessary, or can I just use "If (RandomInt(1, 100) > 51)"?
  4. I'm rather new to papyrus scripting, so this may take me a minute to explain. I'll try to keep it brief if you will bear with me. I've figured out how to generate random intergers, but I am having some trouble with using the return value to set values for properties/variables. In some scripts, I know you can use Utility.RandomInt () to set a value, but, in scripts which modify spell effects, the Utility script cannot be accessed to return the value. I have found that I can still generate the value by adding 'Int Function Random (int aiMin = 0, int aiMax = 100) Native Global', but I have no idea how to access or utilize the returned value. Any suggestions?
  5. I have seen some mod items that use an event count (eg: damage increases for UD kills, kill more draugur do more damage!). I'm guessing that this is done through papyrus, but not really sure. How is this effect accomplished? Also, is it possible to link a magic effect's output directly to current character level? (eg: Heal (10+(5*Lvl)) health per second)
  6. Yes, I even tried changing it to 'skill' just in case. **UPDATE** More info - I saved and went to bed for the night, and when I reloaded this morning, all of the spells I had created (just the spells, the spell effects are fine) are showing as blank forms. They didn't even retain names for the spells. **Update2** Tomes are suddenly working. I didn't do anything different, it just suddenly started listing the spells correctly. Sorry and wish I could be more helpful about this issue.....
  7. Greetings all, and glad to be a part of this community, Though this is my first post, many of you have already been an invaluable asset. On to business! So, I have created a suite of teleportation spells using CK. I have yet to test the spells themselves, but everything seems to be in good oreder. However, when I tried to create tomes to learn the new spells, they aren't showing up on the drop down menu.... I have both spell effects and spells constructed, so (as far as I know) it's not an issue of a missing step in the creation process.... Does anyone have any suggestions?
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