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  1. Before I bought skyrim se from steam I played the pirated version of skyrim and found one conjuration spell which I forgot the name of the spell. The spell summoned some kind of ghost in the form of a draugr if I'm not mistaken, from what I remember when it was summoned it always said “is someone living among the dead”. Does anyone know the name of the spell? Is it in the base game or from the creation club?
  2. Hello, I would like to request for a mod that can let you change the Disguise Self spell presets so that you can be able to create a custom character to play as and shapeshift into. I would like to roleplay into a changeling, but the Disguise Self presets are all so bland, and I want them to reflect my original character, for example same hair, same skin, same tattoos, blah blah blah this will honestly be very great and make me very happy and make a lot of people happy! :D if u can make this pls do i will be in debt
  3. Jedi and/or Sith Rey She is an immortal Goddess playable character and/or a character preset. She has 50,000+ Health, Stamina, and Magicka, Weapons: One lightsaber or dual wield two lightsabers or a double-bladed lightsaber. Deals unblockable attacks (no shields can block her attacks), 1. Upgradable Jedi Lightsabers: The starting colors are Blue for Jedi 2. Upgradeable Sith Lightsabers: The starting colors are Red for Sith and deal Lightning damage. 3. Plasma Grenades (optional): Explode incinerating almost everyone. Passive Abilities: 1. Goddess of Gold: She has 10+x the amount of gold you normally carry. 2. Jedi or Sith Deflection: She automatically deflects the spell or arrow back at her attacker 3x with her Lightsabers or Telekinesis if no Lightsabers are equipped. 3. Jedi fighting style(s): Deal more damage. 4. Goddess 5,000+ carry weight 5. Divine Strength: Deal tremendous damage with and without weapons. 7. Goddess of Persuasion: 100% male and 50% woman character persuasion, 8. Goddess Jumping: She jumps very high. 9. Goddess Detection: She has the power to see unlife, life, and death. 10. Goddess Regeneration: Extremely fast Health, Magicka, and Stamina Regeneration, 11. Goddess Swimming: Breathe Underwater, swim faster, and see underwater. Unique Powers: 1. Ultimate power: Soul Absorption: Absorb the soul from all enemies of almost all levels, which fully heals you and restores all Magicka and Stamina. It also fills all empty gems you have with the correct soul type—one time only per day. 2. Jedi or Sith Dash: teleport/Dash at an enemy with a red or blue energy wave that kills enemies when she cuts them into bloody pieces or disintegrates or Incinerates those who are Level 10 and below (upgradeable?) 3. Jedi Speed: she runs very fast and jumps very fast while she is running. 4. Jedi or Sith Telekinesis: Throws enemies with the power of the third Unrelenting shout word, but farther away, which deals more damage. 5. Jedi (Blue) and Sith (red) Lightning: 6. Freeze Time: She stops projectiles in mid-air and freezes almost everyone for an unknown amount of time.
  4. I don’t quite understand how to make a spell to spawn a static object. I looked at a couple of other mods for reference, but they use an NPC call so that the object has HP and enemies can bypass it correctly. Or these mods had a complex spawn system with a marker, which in my case is not necessary. Is there some simple way to just spawn an object in front of the player and unspawn it after a couple of seconds?
  5. I've been working on a mod for a while now, trying to get back into understanding coding by working through Papyrus and modifying scripts. One of the issues that I have come across is within my OnSpellCast Event, as I am not too sure how I should go about detecting whether or not the caster is using a concentration spell. I'll drop the source down below: Scriptname MAS_PerkCastingFever_StacksCalc extends ActiveMagicEffect {How the perk "Casting Fever"'s stacks are calculated.} import Spell import PO3_SKSEFunctions ; Scripts that have been imported. SKSE and PO3 Extender required. GlobalVariable Property MAS_PerkCastingFever_Stacks Auto ; Actual stacks that determine the overall Magicka-reduction. Int iStackTime = 4 ; iStackTime is duration. ;------------------------------------------------------------------------------------------------ Event OnEffectStart (Actor akTarget, Actor akCaster) MAS_PerkCastingFever_Stacks.Value = 0 EndEvent ; When effect starts, stacks reset back down to zero. Event OnEffectFinish (Actor akTarget, Actor akCaster) MAS_PerkCastingFever_Stacks.Value = 0 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) EndEvent ; When effect ends, stacks reset back down to zero. ;------------------------------------------------------------------------------------ Event OnSpellCast (Form akSpell) If (akSpell as Spell) Spell castedSpell = akSpell as Spell If (castedSpell.GetNthEffectMagicEffect(0).GetAssociatedSkill() == "Destruction") If (MAS_PerkCastingFever_Stacks.Value < 5) ; Does not increase stacks beyond 5. ;BOTCHED CODE If (IsCasting(akSpell) == true) While IsCasting(castedSpell) == true MAS_PerkCastingFever_Stacks.Value += 1 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) registerForSingleUpdate(iStackTime) EndWhile Else ;BOTCHED CODE MAS_PerkCastingFever_Stacks.Value += 1 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) registerForSingleUpdate(iStackTime) EndIf EndIf Else MAS_PerkCastingFever_Stacks.Value = 0 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) EndIf EndIf EndEvent ; Whenever a casted Spell's first Magic Effect is from the Destruction school, the effect activates. It deactivates if it is from a different school. ; Next, if the Global Variable's value is lesser than 5, the stack is increased. The timer is also refreshed/triggered. ;-------------------------------------------------------------------------------------------------------- Event OnUpdate() MAS_PerkCastingFever_Stacks.Value = 0 debug.Notification("Casting Fever Stack: " + MAS_PerkCastingFever_Stacks.Value) EndEvent ;------------------------------------------------------------------------------------------------------------- Besides the code inbetween ;BOTCHED CODE, everything else stacks as it should based off of every first initial cast. However, concentration spells only trigger the OnSpellCast Event once, which is normal but not wanted. How would I be able to achieve the while loop I am aiming for within an OnSpellCast, and if it cannot be achieved within the event, what would?
  6. I think I remember a mod adding illnesses. I got a horse and went to get on it, and it was like an on-target spell was cast at the horse. I heard the sound effect, and then when I tried to ride it, I found that the horse went ridiculously slow. I thought that it must have a caught a sickness that made it slow. If I knew what mod did this, I might be able to find out how to cure my horse so I don't have to move at 1 PPH (Pixel Per Hour). I attached my load order, hopefully someone can help me. I put together these mods a year or so ago, so I've forgotten what a lot of them actually do, which is fun in some ways and annoying in others. load order.rtf
  7. The idea is a spell package for players who like to play greedy characters that loots everything they can. All spells would be from the alteration school. I'm not good with balancing so I won't suggest values or levels, only the ideas. Also, my english is not that good so please be nice :smile: Gold Ray (aka Make it Rain, aka Golden Shower) : A spray of gold coins that causes damage per second (a little better than the novice destruction spells but consumes gold per second) Gold Blade: (only equippable in the left hand) Infuses the weapon in your right hand with gold increasing the damage. Consumes a certain amount of gold. You can use several times up to 10 times to stack the effect increasing the damage even more and consuming more gold. Gold Armor: Infuses your armor with gold increasing the armor rating. Consumes a certain amount of gold. You can use several times up to 10 times to stack the effect increasing the armor rating even more and consuming more gold. Bag Punch: A short range spell that causes damage based on your current Carry Weight. High Carry Weights will also stagger the opponents while very high Carry Weights will knock them down. Transmute Objects: Transform your itens into gold. Using this spell will open a container where you can put any itens you want. Closing the container will detroy the itens and give you 25% of their value in gold. Recruit: Cast into an oponnent to change him into an ally for a period of time. Consumes gold based on the level of the opponent (it would be cool a warning message showing the amount of gold you're about to spend). Hire: Just like recruit but permanent and more expensive. (You can only have one recruited / hired opponent per time). Gold Touch: Transform enemies with 5% or less health into a pile of gold. The pile will have gold based on the level of the opponent. The downside of that spell is that it won't be possible to loot the itens of that opponent. Also, I think it should have a high cast time. Zenithar's Favor: Trade a ton amount of gold (I'm talking like 20k ~ 50k) for a permanent bonus (for example: More health, more stamina, extra perk point, resistance bonus, etc...). This spell I know it should be on master level. So, what you guys think of my idea? Any suggestions of spells that could be included in this package?
  8. Hi. I'm playing the game as assassin, and when I finally got invisibility spell, the game started getting boring and too easy. I'm just holding right mouse button where I have my invisibility spell, go behind target and when I press left mouse button to make sneak attack, I'm releasing right mouse button to quickly become invisible again after I kill the target. Move to another target and repeat and repeat until I kill everything. It's just super boring. I don't get why people cried about invisibility spell nerf in Skyrim, it is still super overpowered with light armor and silence caster perk. In Predator and Alien vs Predator movies or even games, you can clearly see that something is moving when invisible predator is in front of you or in movies. It would be awesome if invisibility spell could not grant 100% invisibility, but make you 80% less visible.
  9. Hello, just wanting to know how I can port the casting animation from Skyrim to Fallout 4? I have the Creation Kit for Fallout 4 but no other tools. I want to port the one-handed spell casting animation so I can make a weapons version of "plasmids" mods instead of them being grenades like other modders have done. Reasons for this are strictly preferential as I'm not a fan of using the grenades slot vice the weapons slot for it. Essentially the mod I want to create using this port would require alot of work and detail so I'm trying to take things in chunks at the moment and will work on each step little by little. I have attempted to get assistance with making my first mod before, same concept, however I received no responses or assistance. Please help in any way you can by pointing me to what I need, perhaps if you are feeling generous you could give guidance, direction, or even teaching, it would be most appreciated if you did. Anyway, here's to attempt number 2, thank you all in advance. P.S. I'm not against someone else making the mod if they like the idea, however I would prefer to do it myself.
  10. Okay, so I am trying to make a spell, that if you do not have the required items to cast it, it will not allow it and display a message saying why. I have all the latter down, minus it canceling the cast itself. Here's my script. I tried to make a 'workaround' to cancel it by deleting then readding the spell, which itself works, but still doesn't cancel the cast. Forgive if it's incredibly simple and a mere oversight on my end. I have OBSE so you can list which function it is, if it is, here. I have searched through the standard and OBSE functions to no avail though. scn bmtestspellscript Short Message Begin ScriptEffectStart if player.getitemcount gold001 <1 message "You have no runes" removespell bmtestspell endif End Begin ScriptEffectFinish addspell bmtestspell End
  11. Soooo... I just started with modding and wanted to add an immersive Dragon Slave version. You know how people always just add a audio clip from the anime? I do not want to do that. I was hoping I am not the only one who wants that and wanted to ask if anyone was interested in giving voice for a chant or wants to help overall, having much more experience than me and knowing stuff that I don't What it should be in the end: I want a Dragon Slave with tons of different voice options (So you find a fitting voice for whatever you decided to play. From the ange like heroine to the ratfaced mad mage!) make the mod multi-lingual (because why not?) I want it to look as similar as it can to the original, without feeling out of place And I want to make a casting fitting casting animation. Right now it is: just an espm with a spell and me voicing over it Is basicly a firebolt with a giant explosion has no standart dual-chant animation If you want to help you can send me a .wav of you chanting the spell (should be around very close to 21 secounds, not more. excluding the words "DRAGON SLAVE", which play on "ready" and "release", unlike the chant itself) Of course you can also do the animation of the spell, since I have not gotten into animating, that would speed up the process to the final spell and the same goes for charackter animation. For people wanting to voice, here is the chant: English version: Darkness beyond twilight, Crimson beyond blood that flows. Burried in the stream of time is where your powers grow. I pledge myself to conquer, all the foes who stand, before the gift bestowed in my unworthy hand Let the fools who stand before me be destroyed by the power you and i posses, DRAGON SLAVE You can also easily find a version of the original eng dub on YouTube, if you need reference. .wav would be appreciated and please call it "DragonSlave[name].wav". The name can be any name as long as it gives away the gender, so it does not have to be your name. It is easier to navigate through the voices if you have a name to link it to. I think... that's everything for now.
  12. I am looking to create a Spell that does a sort of Force Choke effect on enemies - probably already exists, but I was looking to use the animations from FunnyBizness to get it just right. Specifically an animation used for the Mage Rape 'romance' scene. (It will be a private mod at first - if it looks good, then I will ask his permission to release it, or I will release the mod with his mod as a master etc ) I figured that with the enemies clothes on - it could be a reasonable approximation to a force choke / levitate / telekinetic attack spell. The only thing I do not want to do - is use ApplyHavokImpulse - because then we end up in a ragdoll state which does not look very lore friendly, it just looks like I am levitating a scarecrow or a bag of spuds. My first impressions are that I could 1. SetMotionType to Motion_Keyframed - which should prevent havok physics from affecting it - so if I move the character up into the air, they should stay there? Right? 2. Use TranslateToRef to move the Keyframed actor upwards towards an XMarker (this could be maybe 2-3 feet above their starting position) - this comes with a speed argument so I can make it a fast or slow elevation. 3. While they are being moved - they are playing the animation to make it look like they are struggling to get free. 4. After the effect expires - they are released and ragdolled My main question about SetMotionType - will this immobilize actors, or should I take care of that myself? If I am not mistaken, there is an Actor Value that should freeze/paralyze actors - just want to make sure that while are immobilized, that they can still animate etc In any case- the spell effect will end and ragdoll the actor, dropping them to the ground- by setting their SetMotionType back to dynamic and giving them a gentle havok impulse to restart their physics. Does anyone have experience with the Motion_Keyframed - does it sound like the sort of thing I would need to use for this purpose?
  13. I'm making a spell to "animate" objects like swords. I have it so it gives a perk that allows the player to select a weapon and "animate it". It places an invisible npc that needs to be given the weapon it was placed at. Therfore I need it's actor reference. Since you can't use Actor animatedObject = akTargetRef.PlaceActorAtMe("the actor I'm placing") in skyrim's papyrus what sould I do?
  14. So I've been trying to write this script all day today. Finally i got it to compile without any errors only problem is in the game it does nothing. What supposed to happen is, the player uses the spell to surround themselves with trees for protection (like a tree wall). I wrote a script to spawn the trees (activators) and then to move them to surround the player, however like i mentioned nothing happens in game when the spell is cast. Can anyone help me or at least point me in the right direction? Scriptname MMFTDruidSpellTreeDome extends MagicEffect actor Property akCaster autoactor Property akTarget autoactivator Property akActivator auto ObjectReference Tree1ObjectReference Tree2ObjectReference Tree3ObjectReference Tree4 Event OnEffectStart(Actor akTarget, Actor akCaster)Tree1 = akCaster.PlaceAtMe(akActivator)Tree2 = akCaster.PlaceAtMe(akActivator)Tree3 = akCaster.PlaceAtMe(akActivator)Tree4 = akCaster.PlaceatMe(akActivator)Tree1.MoveTo(akCaster, 0, 0, 5)Tree2.MoveTo(akCaster, 5, 0, 0)Tree3.MoveTo(akCaster, 5, 0, 0)Tree4.MoveTo(akCaster, 0, 0, 5)EndEvent
  15. Hi there, I want to make my follower say some specific dialogue lines when its using magic spells, you know like "falcon punch!" and stuff like that. I've benn trying with these conditions in the dialogues: -HasSpell -HasEquippedSpell -IsCurrentSpell -SpellHasKeyword But none of that is working. Does someone knows how to get this to work? By the way, I'm using the combat dialogue tab for the lines.
  16. I'm not from English-speaker world. please understand my broken english :) I've made a script that intend to restore health when player's HP falls below 50%, 30%. (Less Hp, More Heal) the script is as follow ---------------------------------------------------------------------------------------------------------------------------------------------- Scn WolfHeartRestore Float CurrentHealth Float BaseHealthLv01 Float BaseHealthLV02 Short Source Short Target Begin Gamemode set CurrentHealth to Player.GetAv Health set BaseHealthLV01 to GetBaseAv Health * 0.5 set BaseHealthLV02 to GetBaseAv Health * 0.3 if Player.GetItemCount (Item) >= 1 && BaseHealthLv01 >= CurrentHealth Source.moveto PlayerRef Source.Cast (Heal Spell Lv01) PlayerRef return endif if Player.GetitemCount (item) >= 1 && BaseHealthLv02 > CurrentHealth Source.Moveto PlayerRef Source.Caset (Heal Spell Lv02) PlayerRef Return endif end ----------------------------------------------------------------------------------------------------------------------------------------------- There are two problem. first, If Hp falls below 50%, Ref 'Source' Cast Heal spell repeatly without any Interval time. So Player never die :( Second, when Hp falls below 30%, Ref Cast both Heal Spell 01 and 02. It's not intended :( I would like to asking if i can make interval time of casting and if i can make only 1 spell working. thx :)
  17. So i have been playing with the rune spells and I think there should be more going on. What I would like to do is set the basic rune spell to have a contingent effect after the trigger. Basically I want the rune to trigger it's spell then do a second effect. EG mod the fire rune to first do the standard 50 point damage but as a second effect conjure a Flame Atronach. To make this a balanced spell, I raised up the majicka requirement but also put in a long 5 second casting time, so it is good to set to guard a corridor. Anyway there does not seem to be any clear way to hold off the second effect till the first is triggered. To me this is a very realistic spell to add and some fun CK beginning modding.
  18. The block won't run no matter what. The spell is self-cast to add other spells. Is it an engine limitation or is there a way to do it? scn magiceffectspell Begin ScriptEffectStart player.addspell aanewspell1 player.addspell aanewspell2 player.addspell aanewspell3 End
  19. I want someone to make an enchantment that causes the same effect as the master level destruction spell "blizzard." Now yes, i know console commands can be used to put any magic effect on any equitable item, but here's the thing. I tried that and the results were not what I wanted. I used "playerenchantobject (ring ID) (blzzard ID)" etc. And when I equipped it, boom Blizzard! But when i walked around the blizzard remained in the place where I first equipped the item. I want the blizzard to follow me. Can anyone do that for me?
  20. Some might say skill issue, but with the sheer number of concentration spells in everyone's spellbook, it would be amazing to be able to tell which spells are concentration and which aren't, at a glance. So the ideas: 1. A brightly colored border around the icons, in the spellbook and on the hotbar, signifying concertation spells, and/or a different color for the tooltip that appears when you hover over the icon for description. 2. (less important) Some way of reminding you that you're already concentrating, when aiming another con. spell. Possibly highlight the words "Concentration" with the same glowing red effect that appears around "Level x Spell" while out of spell slots. Ideally, it would just say something next to your cursor, the same way it shows hit percentage and other contextual info, but that seems harder to create. Just making the tiny concentration icon under your portrait glow with a bright color would be a huge improvement in that regard. Idk about you, but I cast con. spells on top of existing ones all the time, and it's not a good moment. But even without that, I feel like #1 would be universally enjoyed, and a highly popular improvement.
  21. Idea for an alternative to dying: How about, instead of actually dying, you travel back in time, to a few seconds before death, and watch the combat. I envision this to be a spell, or power, that you cast during, or before, combat and when you are on low life (1-5 HP) the spell is activated. You are then teleported through space and time to a location just off to the side, and about 10 seconds before, so you can watch as your previous self is killed. It sounds over powered, but a limiting factor could be an increasing, and permanent cost, to health, stamina, magicka, and carry capacity, so that it can only be used a limited number of times before you become too frail to enter combat, or even wear anything more than clothing and carry a loaf of bread and an apple. I think the name of the spell/power should probably be something like Phoenix Power, or Power of the Phoenix, or some other such name.
  22. Been spinning this idea in my head for a while now, ages ago in a game called Zone of Enders, the mech. could gain an ability called Decoy, "dash back and leave an electronic decoy in its place" My Idea is a Whirlwind Sprint backward and leave a Shadow Decoy in the players place as the player disappears giving the opportunity to heal and take another approach to attack. The decoy would be weak and act as just a temporary decoy. I have had no luck getting a reverse sprint to work and looking for ideas on how to do it or someone who is able to undertake the task of making such a spell/ power as a mod.
  23. So I released a mod quite a while back and I am currently working on an update with some new features however I lost my .psc files so I can't open the source code and see what I did all those years back. Anyway I am working on a spell that a NPC should cast onto the player after some dialogue. I finished scripting the spell but I want the npc to cast the spell after the dialogue, I know you do this in the end fragment section but I can't remember how to call that script via the end fragment section. Any help will be appreciated.
  24. I have run into a situation where NPCs are no longer affected by the syringes and spells that I created for my mod. It doesn't seem to matter how large the magnitude of the Magic Effect is. I made it 999 and it still was not powerful enough to affect the NPCs (ordinary settlers, Pack Captives at Nuka World, random raiders, and gunners). My character in the playtest is level 108 so I assume the NPCs are the same. Is there a way to make the syringe and similar Magic Effects work on all NPCs?
  25. Hi there, I'm looking for one specifical mod of which I can't recall the name. If I remmember correctly, the mod gave you, the player, a power that enabled you to store up to 3 beneficial, self-targeted spells so that they were cast automatically every time you entered a combat. Exactly like the Ocato's Recital right-handed alteration spell added by the Appocalypse - Magic of Skyrim mod does, except it was power instead of spell and It was added by some other stand-alone mod. Does anyone of you know what I talk about? Is the mod still somwhere to be found? By what name does it go? All advices are wellcome guys! Thanks a lot to all of you.
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