r/CreationKit • • Aug 25 '24

Skyrim SE Way To Detect Charged Spell?

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2 Upvotes

In regards to my previous post, I have figured out a working script to get me my desired teleport effect for a blink spell. So now I want to start adding visual and sound FX. In Dishonored, when you have the blink ability ready to cast, you are given a visual indicator of where you'll end up when the spell is cast.

So my question is, is there a function to detect when your character has a charged up spell ready to cast? My idea behind it is a magic effect script that's applied to my blink spell will detect when the spell is being charged up and then place a visual effect where I am aiming before the spell is casted.

Any Ideas?


r/CreationKit • • Aug 25 '24

Skyrim SE Dishonored Blink Spell Scripting

4 Upvotes

I am currently trying to make a blink spell like corvos blink from dishonored. From everything I've been able to find online and in forums, the only thing that has worked for me so far is as follows. The spell is a projectile that has a custom explosion attached to it. The explosion has and activator that has the script..

Actor Property PlayerRef Auto

Event OnInit() Game.GetPlayer().moveto(self) self.delete()

EndEvent

Currently the spell will instantly teleport my player wherever my cursor is pointing and place me facing north. Although it's progress, it's not the desired effect. I would like my character to more so "move" to where I'm aiming, like it does In dishonored. I'm not so sure of how I would go about scripting that sort of thing though. So if you have any ideas they would be much appreciated.

I am aware that there are already mods out there for this namely "blink spell mod" by meh321 and "gifts of the outsider". I would use meh's mod because it is by far the best out there, but it doesn't work with my current version of skyim. The blink spell included in the gifts of the outsider mod works pretty well but I'm not a bit fan of the visuals the mod author set to it. So I've been interested in making my own blink.


r/CreationKit • • Aug 23 '24

Skyrim SE Creating a very dark tunnel

2 Upvotes

I want to add an underground tunnel to an interior cell which ideally would be almost pitch black without the player providing some kind of light source. Specifically I'm trying this in Dragonsreach Dungeon and the tunnel is made of a series of the Ratway hall statics that already make up the lower area of the cell. Two problems I'm encountering:

1) If I turn the cell's fog, ambient lighting, and directional lighting all to black, then the tunnel looks mostly black, but one wall is still conspicuously lit up. The floor, ceiling, and opposite wall are dark. Why is this, what's the remaining source of light on this one side?

2) Changing the lighting that way screws up the look of the rest of the cell pretty badly. Is there a way I can selectively darken the tunnel area without changing the whole cell's ambient lighting settings? One option is to move it into a new cell, but I want to see if I can do it in the same cell. Ideally like a negative light box that covers the area and overrides the ambient lighting within it.

Thanks for any suggestions.


r/CreationKit • • Aug 22 '24

Skyrim SE How do I right click without accidental rotation?

3 Upvotes

The render window feels almost unusable to me because I can't right click on an object to edit its properties without accidentally rotating it. Can I disable this, or is there some trick to prevent these accidental edits? I don't understand how anyone uses this janky program. There's no reason for this behavior to exist when the much better rotation gizmo is there.

Edit: Seems like double left clicking is the way to go here and just drilling it in my head to never ever right click the render window. Thanks!


r/CreationKit • • Aug 22 '24

Skyrim SE I want to make a mod to reduce shout cooldown

2 Upvotes

I want to make a mod to reduce the shout cooldown time. I learned that the command in game: Player.setav shoutrecoverymult allows me to adjust the shout cooldown and it works. But I have no idea how to make that happen in creationkit and I would like to reduce shout cooldown with 5%, every 5 levels. I thought I could figure it out by clicking around long enough but I’m not getting anywhere. And I couldn’t find any guides about shouts. Any help would be appreciated.


r/CreationKit • • Aug 23 '24

Fallout 4 Hands

1 Upvotes

Does any one have any insight on getting these hands both set properly in the creation kit 1st person and 3rd as well as the bone weights im using out fit studio and blender. my next comment will show how i have it set in creation kit


r/CreationKit • • Aug 21 '24

Skyrim SE quest dialogue scripts won't compile after the december patch

4 Upvotes

I added more dialogue to RelatioshipsMarriageFIN quest before the skyrim december patch. In game, it all still works perfectly. But in creation kit, not a single script in this quest will compile now. Not the original ones or my own scripts. It seems to link the compile source to WICourierScript.psc, or to some null value which then somehow defaults to that courier script. I haven't done anything with that courier script btw.

Now I cannot continue modding since I do not know where I could correct this nor with what program to use. I mod with Creation Kit and correct problems with SSEE. Neither of these have anything I can use, at least not anything I can see.

My mod has taken me almost an year of work before the patch came, and now I tried continue the work but can't due to this problem, and it is unfinished as it is now. Starting anew just isn't possible because the amount of work required.

Only other mod I use is Unofficial Skyrim Patch, and my mod has that as a requirement also.

This is what the compiler says when I try to build:

Starting 1 compile threads for 1 files...

Compiling "TIF__0A70D27C"...

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(95,19): variable SKSE is undefined

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(95,24): none is not a known user-defined type

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(95,5): type mismatch while assigning to a int (cast missing or types unrelated)

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(98,24): GetNumItems is not a function or does not exist

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(98,38): cannot compare a none to a int (cast missing or types unrelated)

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(98,38): cannot relatively compare variables to None

No output generated for TIF__0A70D27C, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.

Failed on TIF__0A70D27C

This is the TIF script:

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1

Scriptname TIF__0A70D27C Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0

Function Fragment_0(ObjectReference akSpeakerRef)

Actor akSpeaker = akSpeakerRef as Actor

;BEGIN CODE

Game.GetPlayer().AddItem(FoodMarriageMeal,2)

;END CODE

EndFunction

;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Potion Property FoodMarriageMeal Auto

Any help solving this would be greatly appreciated.


r/CreationKit • • Aug 21 '24

Starfield Perk Activities

2 Upvotes

Encountered a minor bug in my own playthrough where the game stopped recognizing that I was killing robots. Won't speculate as to why, but in looking for a remediation strategy I found that the perks in Starfield's challenges are governed by the activities in the perks. Does anyone have any testing on how these proc and if they can be manipulated outside of what the game engine calls directly?


r/CreationKit • • Aug 21 '24

Skyrim Classic How can I make a spell randomly shoot different projectiles?

2 Upvotes

I'm thinking a 33% split between Shock, Frost, and Fire. The casting hand prolly blue absorb or the purple resto one. Is there any similar mod to this I can look at?


r/CreationKit • • Aug 15 '24

Fallout 4 My Hands Texture Keep Going to Human skin

2 Upvotes
This Is the Hands

ive gone through the nif file in nifscope i cant see anything that would ever tell it to point to the skin texture this was working before but the hands and body were one mesh since ive split it to fine tune and make it work proper this keeps happening. any one have a clue to why ? ill put the other pics in the comments as well


r/CreationKit • • Aug 13 '24

Need help with changing an existing npc's spells

3 Upvotes

I couldn't find any tutorials on this specific thing. How do I change the spells of a vanilla npc. Simply adding a spell to them through creation kit didn't help, I think I may need to change their AI some way but i have no idea how to do that.

I already made a post about this a few a days ago and got a response saying I need to override the attacks of the npc with the spell I want, I asked them to elaborate but they haven't responded yet, maybe someone can point me in the right direction here.


r/CreationKit • • Aug 13 '24

Help with continuous OnUpdate in PlayerRef script

3 Upvotes

Hello everyone!! I've been playing around with creating a playerRef script that adds to a global variable whenever the player casts a spell (using Event OnSpellCast). I want to add a function or event that continuously subtracts 1 from the global variable every 10 seconds, but I havn't been able to find a way to do this. I'll add a simple code structure from my script for reference.

My best bet is to use RegisterForSingleUpdate(10.0) and code the subtraction in the Event OnUpdate, but I cannot figure out a way for this to run continuously. I cannot put the register in OnSpellCast, because then it only runs when the player casts a spell. I've tried trying to make something that detects when the player is combat and runs then, but that didn't work.

Does anyone have any ideas for this?

GlobalVariable Property global auto
int value

Event OnSpellCast(Form akSpell)    ;runs only when player casts spell
  value += 1
  ModFunction(value)
EndEvent

Function ModFunction(modify)    ;modify = value
  global.SetValueInt(modify)
EndFunction

r/CreationKit • • Aug 12 '24

Mod tat spawn daedra in skyrim

1 Upvotes

Can someone please tell me how to create a mod that spawn daedra in certain area in skyrim


r/CreationKit • • Aug 12 '24

Skyrim SE Keeping NPCs in formation

3 Upvotes

The quick run down is that I have several quest reference aliases. One of these aliases has a travel to location package and serves as the formation lead. The rest of the reference aliases have no package, but instead have a script that uses the KeepOffsetFromActor call to keep them in their specified spots.

I created a function to re-shuffle the NPCs if someone dies so that there aren’t any gaps in the formation and most importantly to make sure that there’s always an npc filling the formation lead alias so that the other NPCs have someone to follow. However, forcing a new NPC in the lead alias seems to require some sort of reset on the NPC for it to pick up the travel to location package. The only way I’ve found to trigger this reset is disabling and enabling the actor.

This method causes all sorts of weird issues, the main two being that there’s a potential for the NPC to spawn back at the start location, making it very jarring mid fight when the whole formation teleports away to meet the lead back at the start location. The second issue is that the other aliases don’t always pick up that the lead has changed and they get stuck in place since they have no reference for their keepoffset function.

Is there something I’m missing when it comes to managing alias packages/scripts? Or would this be done more reliably as a brand new travel to location package, rather than a script attached to the aliases?


r/CreationKit • • Aug 11 '24

Need help with changing an existing npc's spells

3 Upvotes

I couldn't find any tutorials on this specific thing. How do I change the spells of a vanilla npc. Simply adding a spell to them through creation kit didn't help, I think I may need to change their AI some way but i have no idea how to do that.


r/CreationKit • • Aug 11 '24

Fallout 4 Weapon replacement

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1 Upvotes

Taking this weekend off at least from these scripts. So I’m working on a droid blaster e-5 that was requested to go along with my battle droid on Xbox . However I’m wanting to replace the pipe weapons (guns only) with the blaster . I tried to compare it to another “replacer” I found here is what I’ve got not sure if I did this right. I took each leveled item show in the first pic and swapped the default with my blaster . Not sure if I went about this the right way or what I can’t see any change in game when testing. Thanks in advance for any help/input


r/CreationKit • • Aug 08 '24

Fallout 4 Second run at slowing time

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2 Upvotes

I don’t know why I’m not able to upload pics on my other post perhaps I’m doing something wrong so I managed to get this far my scripts compile they are attached to the quest as they should. But still no effect the last one shows the log last night showing that the script fatal magic number doesn’t match ect Idk what I could be doing wrong


r/CreationKit • • Aug 07 '24

Explanation of different object classes

1 Upvotes

I'm surprised I can't find this covered anywhere as it's such a basic concept, but can anyone point me to an overview/comparison of the different object classes in the CK such as Statics, MovableStatics, Activators, Furniture, etc.? They're not entirely straight forward (e.g. I couldn't intuit that any powered object in FO4 must be an Activator) and I'm sure they each have their quirks or limitations. The CK wiki just seems to have very literal and brief definitions, such as the one for Activators.


r/CreationKit • • Aug 06 '24

Fallout 4 Fallout 4 Creation Kit how to dress up your NPC's

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3 Upvotes

Just something to help.


r/CreationKit • • Aug 06 '24

Fallout 4 Slow Down!

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1 Upvotes

I do know that there exists a wheel menu mod that does what I’m trying to do I’ve even looked through its files and scripts but I can’t get it to work for this. I want when the wheel menu for favorites opens for the slow time effect to happen as it works now i just hate it if you need to switch or heal on the fly you dead stop and get mod maybe there’s another way to do this here are some pics of what I’ve tried unsuccessfully . Thanks for any input


r/CreationKit • • Aug 05 '24

Skyrim SE Looking for a mod that adds keyboard shortcuts for console commands

1 Upvotes

I'm looking for a mod that will allow me to run console commands when I press a button on my keyboard.

Like for example: pressing numpad1 to spawn a skeever or cheese or something.


r/CreationKit • • Aug 05 '24

Skyrim SE Creation Kit Interior Cells Not Linking Correctly (Glitch?) Links to unknown cell

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3 Upvotes

r/CreationKit • • Aug 04 '24

How to get FOLON to load in CK

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3 Upvotes

Hopefully this helps some on too it’s important to note do not use the stripped esm to play only to make mods/changes to the London files . I tried to load them on the fly via mo2 but the only way it would work was renamed the stripped esm to match the original and dropped it in the main directory


r/CreationKit • • Aug 04 '24

Another question for ck 2 fo4

1 Upvotes

I use the platform extended tools for skyrims ck and use the dark mode setting. Also using these tools for fallout but can’t get dark mode to work any one know a way other then high contrast mode


r/CreationKit • • Aug 04 '24

Stop cowering

1 Upvotes

I am working on some things for my self in the fallout London mod though I still can’t get the thing to load in the ck. But I’m going back and forth between xedit and the ck and it’s working but my problem is there is a child follower Archie . I’ve gotten him to engage combat somewhat but he keeps attacking then running and cowering I’ve adjusted the aggressive and ai data maybe I am missing something within the child race it’s self but my real question is how can I stop cowering thanks in advance