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Previous Threads:
Have a quick question? Need a quick answer?
If you have not had any luck with the http://www.creationkit.com/Main_Page, post away and hopefully someone will have the answer(s) you seek.
Previous Threads:
But the damage of time fx will still be displayed, like being on fire. It would override my effect.
It lasts for 3mins.
From the other thread:
How do I stop a hit shader from being overridden by other hit shaders from magic attacks? If that's not possible, is there a work around to make it look like there's a hit shader without it being a hit shader(through a script or some other way)?
How do I force a kill move via script? It needs to be a script because I want certain conditions to be met before executing the move. Also, is there a list of the names of the kill moves? I found the decapitation one under global but that's only because I know the name.
The only thing I could find was IsInKillmove and that doesn't help me at all.
Another question. Is it possible to add a script to an alchemy ingredient? There's a drop down menu but it doesn't seem to work.
Good point. I think I remember from my Oblivion days that there might actually be a "Null" effect shader. If it exists have you tried using it?
Unfortunately I think you'll have to dictate which effects can play during your effect using http://www.creationkit.com/Stop_-_EffectShader and/or http://www.creationkit.com/Stop_-_VisualEffect. You should be able to make an array containing the effects so you won't have to make hundreds of properties + lines of code.
If I create a dead npc and I want to remove him after the player removes a certain item from his inventory (and after the player has moved to a different location, or a certain amount of time has passed), do I have to write a script, or is there an easier way?
If yes; do you have any keywords to send me in the right direction? OnObjectUneqipped looks close, but I have hardly touched Papyrus before...
Anyone know what the updates actually do? I see one for CK and skryim
Is there a way to find out why a Mesh is causing Skyrim to CTD?
I've made a new Staff by combining two existing staves in NifSkope. It works perfectly. I then decided I wanted to add the glow-element from Dawnbreaker. It goes on fine, and gives no errors in NifSkope; but the second the game tries to load the staff, instant silent CTD :/
Edit:
Oh, and which Node is the one from where the Spell is cast? I just noticed that the flame of my fire-ball appears inside the Staff itself (since I've re-arranged their positions slightly relative to where they are held); I'd like to move that up to the tip, if I can Thanks