Some questionsrequest, OP will update

Post » Tue May 26, 2015 4:52 pm

I'm nearing the completion of my mod and I'll be sure to run into some problems and bugs so I thought I'd contain my questions to one thread. I'll updating this post, adding questions and crossing out things I that have been answered so please check back.

I'd like to have the shout animation lean and shout thing for a lesser power, how do I go about doing that?

I'm looking for an inexpensive script to kill of an actor after a set amount of time that's adjustable through properties. Something like this but with an ajustable time length. Let me know if it's expensive to keep this running for ~15mins.

Event OnLoad()Int Property LifeLine Auto Utility.Wait(LifeLine) Self.Kill() PlaceAtMe(MyExplosion) Self.Disable Self.DeleteEndEvent

I've created a bunch of PlaceAtMe summon spells and I'd like the player to 'own' them and follow the PC around until their timer runs out. I'm fairly sure I just have to create a relationship between the two(correct me if I'm wrong). The problem; I made a back up esp for my mod, added a relationship, it seemed to work, did some other stuff that I didn't want so I replaced the new version with the old. There's no relationship set any more but the bear is still acting as if it was. I thought it might've been the save but I checked older ones and it still acts like there is a relationship. What should I do?

I'm looking for a way to disable/set the alpha to 0 of the sneaking UI. I'm trying to balance a cheap invisibility spell, so I'm open to simple alternatives.

Dual hands animation for 2 handed spells. Is it doable without some sort of script?

I'm trying to keep compatibility in mind for my mod. So far I have a few spells that point to the novice-master spell portion of a skill tree(I assume perk mods just use renaming so I should be fine), a few misc items have had a script attached to them(bashed patch will take care of that, right?) and a small exterior house. I think that I'd need to unload the contents of the house when the PC is far away. How do I do that?

A few requests:

I'm looking for someone that can add basic physics to a 'torch' like item that moves a bit while running. It's a http://www.clipartclipart.com/_images_300/A_priests_hand_with_a_thurible_100713-024357-164060.jpg sort of thing.

Someone to make a proper _n and _m textures for a dagger. Mine currently looks okay but kinda shiny. I'm using paint.net and some addons to do it.

Before release, someone to check my navmeshing. It's only a very small area, it shouldn't take more than a few mins to look at and adjust a few things.

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Antony Holdsworth
 
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Post » Tue May 26, 2015 10:29 am

Instead of that really massive wait time (which suspends the script), use http://www.creationkit.com/RegisterForSingleUpdate_-_Form or http://www.creationkit.com/RegisterForSingleUpdateGameTime_-_Form instead. I'm not really sure about your declaration of a property inside your OnLoad() event either. I'd move that declaration into the empty state.

Simply disabling the sneaking UI won't be effective..... Even if you manage to disable or hide it, you will still be easily detectable by NPC's. Why not have the spell temporarily bestow a perk with the "Modify Detection Sneak Skill" entry point? I'm not quite sure what your aim is here since invisibility is rather binary.

I like the way Requiem handles invisibility. It has an indefinite duration but applies a magicka degen on the caster, the spell effect will end when the caster can no longer sustain the cost. Also, unless the caster "empower's" the spell by dual-casting the effect will end if the caster attempts to move faster than walking speed.

https://www.youtube.com/watch?v=dTMl_uMqols&feature=youtu.be? All I had to do was apply the RitualSpellEffect keyword to its Magic Effect and make the spell cast from "Both Hands", the latter might not be necessary.

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