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  1. Alright, i'm making a small magic mod for personal use, and so far, i have a summonable set of armor and weapon for the pc when he/she reaches level 2, permenant bound until sword is unequipped (not sheathed). What i would like to do next is a little beyond my capability at the moment. I want to make a summonable dagger that gives you a spell that leaves a marker you can teleport too, . Furthermore, when the dagger is uneqquiped (not sheathed, removed from player, only shown in inventory) you lose the dagger and the teleport spell, but not the summon spell. Can anyone give me a few pointers or a good link? If you want in on the mod (not that you couldn't make it yourself if you intend to help), i can upload the esp, but i use a few models/textures that aren't my own, so i couldn't include them.
  2. I've released an update for my mod: Unremarkable Cave - Boss Fights (1.22) Seize the opportunity to fight the unique and challenging bosses and earn unusual rewards in this adventure! This mod adds new dungeon to Skyrim with 5 interesting scripted encounters (with enrage, invisibility, health redistribution, teleportation and other interesting abilities), misc fights, unusual rewards, beautifull enviroments, vivid visual effects and more. Try it today Updated trailer: Check the links below for description, features, pics, change logs and instructions. 1. Download from TES Alliance: http://tesalliance.org/forums/index.php?/files/file/1501-unremarkable-cave-boss-fights/ 2. Download from Steam Workshop: http://steamcommunit...remarkable+cave 3. Download from Skyrim Nexus: http://skyrim.nexusm.../29188/#content Please leave your comments and share your ideas! Your feedback is very important for me!
  3. Hello again. You may know me already. I am the little annoying one haha thats posting all day . Two problems came with me today or not 2 problems, more 2 questions and one of them includes a (I think) great idea. Soooo I hope someone is able to help me. Or will maybe work on my idea. 1) How do I darken a worldspace? If you look my last posted pics. You'll see a new worldspace I am working on. But the problem is that I would like to make it darker, simply change the lightning like it is in the interior cells. But also use the sky. I dunno if thats possible with worldspaces. 2) The real Necromancer Sadly I am not talented enough or capable atm to do such a scripting work. The idea would be more or less 2 spells which will in my opinion would greatly enhance the life of a Necromancer and would be definalty lore friendly. First spell would be a spell, which after you killed your target (like Soultrap) stores the body in a different dimension (just port it to a cell). Afterwards a variable or boolean goes to true or 1 so you can only store one body. Second spell would be more cooler. You would bring back the body with it but with cool effects like a coffin which is rising out of the ground and vanishing slightly and leaving the body behind. So you can resurrect him. During this summoning process a time stop bubble is casted, which will prevent the summoner from getting attacked. Afterwards he still has to resurrect the target with a spell The idea behind is that you as necromance can summon your bodies everytime you need them and don't have to look after dead bodies during a battle. Just like a saftey plan. Would definatly be cool to see such a spell combination. If anyone would like to get more detailed with that idea, feel free to ask me ^^ .
  4. Hello! I would like to ask for help. I'd like to use in my mod http://tesalliance.org/forums/index.php?/topic/5801-relz-unremarkable-cave-11/ quality weapon model for the final reward and some interesting armor for the final boss. I tried to create some myself but wasn's good enough - I need to learn a lot to do this properly. I wonder if some modder with art talent allow me to use his works in my mod? I won't of course claim it as my own And I would be most grateful! I guess I can try to directly contact modders but I think it wont hurt to ask here first Basically I need a single hand weapon (it is a scripted weapon, it deals magic damage, drains player's magicka instead of standard soul energy, gives damaging aura when unsheathed and replenishes player's magicka on blocks) and an armor that can be assosiated with dragons - for the final fight (scripted three phase encounter).
  5. Hi all, I found this script in another mod and used psaopt to pull it out and PEXD to read it. When I try to recompile the script it won't work. Any help is appreciated. Here it is: .FLAGS hidden 0 conditional 1 .OBJECTS OBJECT CleanerAlchemyPerkBoxScript : ObjectReference {0} VARS perk ::AlchemyPerk_var = null {0} actor ::PlayerREF_var = null {0} ENDVARS PROPS PROP actor PlayerREF rw {0} AUTOVAR ::PlayerREF_var ENDPROP PROP perk AlchemyPerk rw {0} AUTOVAR ::AlchemyPerk_var ENDPROP ENDPROPS STATES STATE DEFAULT String FUNCTION GetState() {0} @doc Function that returns the current state FLAGS 0 return ::State ENDFUNCTION None FUNCTION AddPerk(perk akPerk) {0} FLAGS 2 ENDFUNCTION None FUNCTION OnTriggerLeave(ObjectReference akActionRef) {0} FLAGS 0 VARS actor ::temp3 None ::NoneVar ENDVARS callstatic game, GetPlayer, ::temp3 callmethod RemovePerk, ::temp3, ::NoneVar, ::AlchemyPerk_var callstatic debug, notification, ::NoneVar, "Your alchemy skill has returned to normal" ENDFUNCTION None FUNCTION GotoState(String newState) {0} @doc Function that switches this object to the specified state FLAGS 0 VARS None ::NoneVar ENDVARS callmethod onEndState, self, ::NoneVar assign ::State, newState callmethod onBeginState, self, ::NoneVar ENDFUNCTION None FUNCTION OnTriggerEnter(ObjectReference akActionRef) {0} FLAGS 0 VARS ObjectReference ::temp0 Bool ::temp1 actor ::temp2 None ::NoneVar ENDVARS cast ::temp0, ::PlayerREF_var cmp_eq ::temp1, akActionRef, ::temp0 jmpf ::temp1, 5 callstatic game, GetPlayer, ::temp2 callmethod AddPerk, ::temp2, ::NoneVar, ::AlchemyPerk_var callstatic debug, notification, ::NoneVar, "Alchemical Brilliance added" jmp 1 ENDFUNCTION None FUNCTION RemovePerk(perk akPerk) {0} FLAGS 2 ENDFUNCTION ENDSTATE ENDSTATES ENDOBJECT
  6. I'm finding myself in need of a mod that gives me an easy way to reset my perk points to 0 -- from the SkyUI MCM menu, an inventory item, or even just a console command. Immersion and polish not required, just function. Note that I don't need my perks reset or my perk points refunded. The problem I currently have is that I borked my accrued perk points count with SkyRe's custom Uncapper ini, which doesn't give you a whole number at each level, and I have no idea precisely how much of a partial point I have hanging in the balance, and no way to see it or alter it in the console. I can get it back on track if I can just have an even 0, though, by setting the .ini to give me the correct amount I should have at next level-up. Bonus points if you can also include a way to have the precise number of points displayed in a messagebox or message or console as a float value. More bonus points if you feel like also building in a perk point refunder/perk resetter -- there are already mods that do this well, though, so it would just be for the sake of having it all in one plugin. Any takers?
  7. So I've recently run into a problem with the Creation Kit. When I add a script (or modify an existing script), I can change the source and attach it to an object, but if I try to even open the properties window, that window freezes. Even after this window freezes, I can still modify anything else like normal, but I'm unable to save because you have to close all of the windows. I've tried with and without mods loading (even before the Master File has been told to load). Has anybody heard of this or know what the issue is? Any advice at all is appreciated! Scripting is very limited without properties :/
  8. I've made it so that the vampire lord spell "Drain Life" (the red ball with splash damage) is usable as a spell in normal form. but to give it a twist, i added an perk on it that makes it so when you charge it, you also loose health, essentially a blood magic spell. so here's my problem, if i equip the spell on one hand and then have a different spell on the other, that spell will also reduce health when active. any ways to tell the game that if it's not the right spell then no damage on charge/use? I've tried a number of things. currently the last thing i tried was to make a perk and then add it to the absorb spell under casting perk then in the perk i added iscasting and spellhascurrentcastingperk to the conditions. then i added under perk entries the ability which is a constant one that drain the health from the player. so if the spell is charging the perk will active and deal damage to the player, but if the spell is equipped and the other hand has a different spell and it's casting then the same result will happen. so i also tried some papyrus, altho my knowledge of papyrus is very little. Scriptname ScriptIsCastingSpell extends ActiveMagicEffect Actor property SelfRef auto ;the caster/player Spell property Spell01 auto ;the main absorb spell Spell property Spell02 auto ;the health damage effect to add EVENT OnEffectStart(Actor Target, Actor Caster) SelfRef = Caster If SelfRef.IsCasting(Spell01) == True ;if absorb spell is casting, altho i think if this worked then i would get the same problem as before ;since "iscasting" just notices what the player has equipped, but not if it's the right thing he's casting. If True Spell02.Cast(SelfRef, SelfRef) ;(target, source) ;then cast damage health on caster/player else endif endif endEVENT i know the script is wrong, i don't know how to make it work, i have tried searching for a iscasting on hand condition, but i couldn't find any. So after all that trying i came here as a last resort, since i have noticed that people on here are really helpfull.
  9. Hey folks, my mod partner and I are currently trying to learn how to mod & script, but we ran into a problem and could use some help. EDIT: Figured it out. Scroll to the bottom for the solution. The plan is, if player has finished the MainQuest and goes back to Whiterun, a Dremora will show up with the summon effect and then the player can kill him. This is proving to be somewhat confusing though since we're still learning Papyrus. Once we added the completion part for the MQ, it stopped working. I'm not sure if we should check for a specific quest stage or what. Scriptname ubapoc_StartScript extends ObjectReference ObjectReference property ubMessenger auto ;Dremora Messenger ObjectReference property enterEffect auto ;Summon Effect Quest property MainQuest auto ; Main Quest Event onactivate(objectReference akActionRef) if (MainQuest.IsCompleted()) ; Checks to see if quest is completed, but this line doesn't seem to work ubMessenger.Enable(True) ; Makes messenger and effect enterEffect.Enable(True) EndIf EndEvent The character we're testing has definitely finished the MQ and we even tried to add: MainQuest.CompleteQuest() ; Override MQ for debugging Just prior to the if check, but it still doesn't work. Can someone give us some advice? Do we have to extend Quests maybe? If so, how do we extend both Quest and ObjectReference? Any advice would be really helpful, we've been banging our heads about this for a while and figured we should just give in and ask. Thanks for your time! EDIT: Figured it out. Hooray! I'm posting it in case it helps anyone out. Scriptname ubapoc_StartScript extends ObjectReference ObjectReference property ubMessenger auto ;Dremora Messenger ObjectReference property enterEffect auto ;Summon Effect Quest Property MQ305 Auto ; the final part of the MQ Event onactivate(objectReference akActionRef) If MQ305.GetStage() == 200 ; check stage of last step of the main quest ubMessenger.Enable(True) ;Makes messenger and effect enterEffect.Enable(True) EndIf EndEvent
  10. Hello all! First post here. Just wondering about Reference Alias and how useful it is. I've seen it get mentioned often in forums and while I tried to read up on it, I couldn't really wrap my head around it. Can anybody explain to me how it works and its possible applications? I'm tring to learn it because I'm currently trying to make a script that looks for hostile enemies in any given cell (meaning, there could be one hostile or no hostile). I'd then use this as a target for the spell.cast function (and the spell is an aimed spell). I wasn't successful, but I believe reference alias could be the key. Any help would be much appreciated.
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