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Showing results for tags 'summon'.

  1. Good morning! I was wondering if someone could create a mod to allow the use of lump's war horn anywhere in the game, not just in act 1 / the first big map area? It's so finnicky as to where and when it can / cannot be used, that I thought this might be a useful mod. I typically save my one shot summon items like this for hard battles, which don't happen until later acts. However, saving the war horn too long locks one out of getting the intel 18 item. One can return to act 1 areas in Act 2, but then...Halsin leaves the party lol. It's a mess. A small mod in this direction would be appreciated, if anyone can manage. Thanks! Sincerely, Lenny Valentine
  2. I have a challenge ahead of me. I'm attempting to create a summonable portal with a destination menu. The portal nif I'm using is the Sovngarde portal with all it's animations. And the destination menu needs to be dependant on discovered/quest locked locations (i.e can't go to the Forgotten Vale unless you discover it first). Basically it's a Bifrost bridge to various worldspaces. So, what I need help with is; 1. Altering/rewriting the current sovngarde portal script to play it's animations upon being summoned/effect end. 2. Creating a destination menu with dependencies. My scripting skills are meager so any help you can offer would save my bacon and earn you a credit on the mods release.
  3. Hello modding community, I need help with something. Wispmothers, when they die do a special magic effect like a ghostly explosion. There's a same effect for flame atronarchs where they explode in a fiery mess. I'm having a hard time trying to figure out if there's a setting that I'm missing to toggle or focus on in magic effects, actor race or something else OR if death/end of duration effects are controlled deeper than that, ie. scripting. I'd like to know what I need to do customize the death effect of a custom conjuration spell, ie. I conjure a frostbite spider and when it dies/duration is met it then explodes with the same magic effect as a wispmother. Thanks for any kind guidance! :)
  4. I am requesting a mod that allows the same character to summon multiple familiars of different types. I'd like my main character to be able to have Scratch, Shovel, and Us (and maybe Quothe) at the same time instead of having to ensure each familiar summon is learned by a different person. If there is already a mod that allows this, I sincerely apologize. I did attempt to search for one using various keywords but didn't find one. If you are aware of one, please direct me to it. Thank you for your time and work.
  5. I was hoping for a mod that could give us a spell or item summon that basically recreates the effect of the Iron Flask but as a reusable storage device for the monster of your choice. I have mashed together some mods to let me play as a druid with a team of 6 animals/monsters plus myself as the trainer. I focus on healing and support while the "Pokemon" battle. This sort of works but sometime they choose not to have a turn in combat making me use a mod to give them AI to stop from freezing up. I also needed another mod to allow me to revive "non allies" in my team. There is some fun theory crafting and min maxing to be had in team building but its super janky and runs into lots of issues as it is. Having a team of Worg, Tusk, Crimson, Bear, Chicken, and Bored Ox is a grand time. Some sort of mod that does an all in one "here is an item to turn Baldur's gate into pokemon" weird for sure but trust me it has been a blast thus far even with the struggles. So basically the mod would need 1.An item or spell that allows the capture and release of mounters. Ideally for free without an action. 2.Change party size to allow team of 6 3.Fix Ai to allow being added to turn rotation or not turn hostile when attacking the same "faction" 4. Allow the player to revive the monsters 5. Make sure the team fast travels with "leader" 6.Limit capture possibility to monsters/animals/creatures. No humanoids. "Think can this have dialogue without a spell" No ogres, goblins, demons, humanoids, etc.
  6. I was playing and thought that it would be amazing to be able to summon bosses you defeat. I have no idea how this would go about, but I was thinking having some kind of spell that summons a friendly version of the bosses on their corpses, such as a scroll or necklace of summon Grym (adamantine golem) or add the spell to Grym's helmet or something. I don't know how these would be controlled, but closest thing to this vanilla game is with the bulette if you use Soverign Glut's resurrection on it, getting access to its moveset. Just a request, hope to spark some ideas in some modders.
  7. hello i made my own summon in the creation kit and i'd like it to automatically teleport to the player, when it lags behind is it even possible? i googled and couldn't find anything helpful i know it is possible with NPC followers, some mods already do that, one thing i found was to "attach a script to the follower ref" but a summon doesn't really have a ref id edit: maybe there is a way to make a passive ability that triggers on distance to player and then just executes a "moveto" script? edit2: ok, i think i found the basics of what i have to do, AI package! it has conditions, start and end triggers (i think) and it can have a script attached, now if someone could help me to set it up correctly that'd be great :smile: for now i have made a simple "follow package" with conditions: "target:subject, GetDistance PlayerRef >5000" AND "target:player, HasMagicEffect [summon effect] == 1" (i would also like it to sneak, when the player does) greetings kaetzer
  8. some of my other mods are causing some issues that are fixed after having another fight. I would like a mod that gives me a skill to summon a weak aggressive enemy that I can use to start a fight anywhere and quickly end it. it would also be nice to have something inconsequential to test skills on. If anyone knows of a mod that does something similar I am also interested.
  9. Wanting a multiplayer experience without the jarring red, white, or blue boys. Just want the normal colours on players and gear. I tried to search for remastered mods to turn this function off but without success. Am I missing something obvious? Thanks boys :)
  10. Hi all. I've been modding for a while now, but I've barely touched scripting until now. I'm making a requested mod in New Vegas that needs a custom hologram. I've made the model and it looks and works fine in the GECK. What I want is to be able to summon this hologram upon equipping a ring (armor piece already modeled and added), and dismiss it when the ring is unequipped, giving the illusion of an emitter. This is what my script is for. I saved an empty version of it first so I could assign it to the ring (and the hologram, if you guys tell me I need to) and now I want to add the actual function. This is what I wrote: ScriptName 00VKholosummon Begin OnEquip PlayerRef 00VKAliciaHoloRef.enable 00VKAliciaHoloRef.moveto playerRef 00VKAliciaHoloRef.AddToFaction FollowerFaction 1 00VKAliciaHoloRef.SetPlayerTeammate 1 00VKAliciaHoloRef.SetFactionRank TeammateFaction 1 00VKAliciaHoloRef.SetIgnoreFriendlyHits 1 End Begin OnUnequip PlayerRef 00VKAliciaHoloRef.disable End It won't even save, so clearly I'm doing something wrong. I added the hologram to the unplayed TestTrap cell so there's a reference, which I named 00VKAliciaHoloRef, as written above. Is this correct then? Do I even have to? Should it be simply 00VKAliciaHolo? While I more or less understand a script well enough to edit it (I have with other mods) I know next to nothing about producing a brand new one. Any advice you can offer would be GREATLY appreciated, my dudes.
  11. I'm busy this morning and won't be able to test this myself. I will when I get the time, but I thought if I posted here, I might be able to get some insight before I get the chance. For a master level conjuration spell, the player will summon a Xivkyn Lord. I want that Xivkyn Lord to summon TWO of it's own, much weaker followers. Do NPCs have a summon limit? Can I use the vanilla conjuration perk on an NPC to raise their limit? And lastly, is the correct way to make a single spell summon 2 NPCs by making a normal summon spell for 1 npc, and attaching a script onto the magic effect that tells it to cast the 2nd NPCs summon spell like this? NPC#1 Summon spell MGEF Script: Event OnEffectStart(akcaster, aktarget) NPC#2SummonSpell.Cast(akcaster, akcaster) EndEventOr is there a better way to go about it? EDIT: Actually, if NPCs do not have a limit OR if the perk works on NPCs, couldn't I just put NPC1 magic effect AND NPC2 magic effect on the same spell to make it summon both?
  12. Hi, Im trying to make a spell to summon a target which was previously tagged by my spell with unique keyword. I can't make this script to work, pretty new at this stuff. ScriptName OGCT_SummonAnimal extends ActiveMagicEffect Actor Property PlayerREF Auto Actor MyAnimal ;Auto Function OnEffectStart(Actor akTarget, Actor akCaster) MyAnimal = akTarget.HasMagicEffectWithKeyword("AnimalControl") float az = PlayerRef.GetAngleZ() MyAnimal.SetAngle(0.0, 0.0, az + 180.0) ; so actor is facing player MyAnimal.MoveTo(PlayerREF, 200.0 * Math.sin(az), 200.0 * Math.cos(az), 0.0, false) EndFunction Any help appriciated.
  13. I just edited this message to sound less retarted than before. So Here It goes, after downloading a mod (Crimson Amber Medallion Easy Mode) alongside Anti-cheat toggler. I notice none of the NPCs that would invade you do not invade anymore as wells a summonable NPCs (Rogier and Nepheli). Now I'm not what the heck happened but I was wondering if someone senior or a veteran that makes mods could answer. I have no idea what happened.
  14. I want to summon Sahrotaar. In the game you can replace it with a summonable dragon.
  15. After playing around with the Afterlife mod recently released, I have been struck with a pretty cool idea. How about...giving the player the opportunity to make their own ethereal prison/space where the souls would go after you chose to send them? For example, through a custom soul trap spell, the NPC will find themselves in the ethereal prison instead of the Soul Cairn after they kick the bucket. The ethereal prison could be located somewhere inside the Soul Cairn, and you could perhaps add a mechanic which would give buffs to the player according to how many souls their personal soul prison would contain. This would be awesome for necromancers. Moreover, you could also add features such as customizing the prison. Magical paraphernalia such as ethereal crystals and plants as well as arcane torture devices in order to achieve various effects, for example. Also, referring to the buffs I mentioned earlier, the power each soul would give to the player could be based on its type. For example, a human/elven soul would give much more power than a chicken soul. Perhaps you could also include the ability to imprison a daedra in this prison (if you also added the ability to influence their characteristics by imbuing them with specific chaotic creatia then that would be awesome), which could boost its power even more. Also, you could have the people trapped inside it to work the facilities too, e.g. have a daedra torture a soul in order to extract more energy for the prison, which would mean greater intensity of the buff the ethereal prison would give to the player. In addition, the mod could also benefit from random events, such as getting notified that an astral projecting mage has reached your prison and is attempting to hijack it in order to steal the souls, daedra have come to lay waste to your base or even the Ideal Masters themselves growing envious of you hoarding souls in spite of them and coming to claim what they believe is theirs. Or even some liberation attempt either by the Vigilants or perhaps Meridia. Or Molag Bal coming to steal your souls and attempting to enslave yours as well. Or Mehrunes. Or Azura getting tired of your s*** and deciding to have a legion of Winged Twilights kick your ass all the way to Moonshadow. But hey, this ethereal prison doesn't have to actually be a prison. It can just be a space where you gather souls of people that you like. Yeah, I know this sounds pretty psycho but e.g. let's say that a friend or the spouse of the player dies. When they die, they will be able to be found in this place instead of being carried off to Aetherius in order to be emptied out of their memories in order to get ready for reincarnation...speaking of which, perhaps by utilizing extremely powerful magic (which might or might now include sacrificing a human to a daedric prince or striking some short of bargain with one) the player could actually resurrect some NPCs from the soul prison/vault. Also, remember when I talked about customizing the prison? If the prison is not meant to be a torture room, perhaps the player could be given the choice to fill it with furniture or otherwise edit it however they liked (afterlife lounge with your loved deceased ones on the one side, ethereal purgatory of doom with criminal scum on the other). Last but not least, it would also be super cool if the player could summon these souls with spells. Not all of them at once, but rather summon either a random soul from their ethereal prison, or a specific one. Or, who knows, maybe also include a power that could be used only once a day which would summon all the souls in the prison and have them all wreak havoc. But this would make the game go blazing nuts on weaker computers, so perhaps not. But the power of the souls could be utilized through spells through some other way than summoning. I thought of using some "ghostly", but not really ghostly spells. For example, a spell called Wrath of the Dead which would unleash a storm of black flames whose damage and/or quantity would depend on the number of souls in prison. Or a spell called Grip of the Fallen, which would cause some short of otherworldly mass paralysis whose duration would depend, again, on the number of souls collected. More or less, think of this as a personal soul collection gallery where you could store souls of NPCs and do various stuff with them which could also benefit you magically if utilized through magic.
  16. Basically you could have a shout or spell that would select a dragon that you come across and save it's design and powers to then later be summoned as a shout or spell. I am going for Lich King/Night King build and would love to have a specific dragon that I can call to my side and ride whenever I want. There are many very cool dragons in the Diverse Dragons mod by opusGlass and would hope his mod would be compatible with this idea as well.
  17. I'm trying to make a script and summon my follower but I can't seem to get it to work the script is below V Scriptname _ElysiaSummonEffect extends activemagiceffect {Actor Property ElysiaPsijic Auto;be sure to fill this propertyMessage Property SummonMessage Auto ;be sure to fill this propertyBool Ready = True Event OnEffectStart(Actor akTarget, Actor akCaster) If Ready; if we're ready ElysiaPsijic.MoveTo(Game.GetPlayer(), 5, 0, 5, true) SummonMessage.Show() Ready = False Utility.Wait(3.0) Ready = True EndIf EndEvent}
  18. although the summon serena spell mod seems to have dissapeared for the moment i figure the spell/power would be more or less the same. basically you could summon all named still alive combat characters from a particular guild as reinforcements using the moveto command. upon cessation of conflict they'd stimple walk back to their default sandboxes. summon college, summon companions, summon thieves, summon dawnguard/summon volkihar, summon dark brotherhood etc. anyone heard of this somewhere or in the works?
  19. I recently got the amazing necromancy mod called PsiKotics Necromancy Mod. I always wished that Skyrim had a more in depth necromancy option, and this was everything I had wanted and more. One thing that needs trouble shooting , however, is that when I order my minions to guard my lair whilst attending to things, npcs will comment on me although they are no where near me. "Keep that spell away!!" or "Get away that looks dangerous!!" even though my followers are far away. I was wondering if there was a fix to this that anyone knows about? Thanks
  20. Hello! I love fighting dragons! It's so much fun! Especially with the Dragon Soul Relinquishment mod. But the problem is they come so rarely. I even installed the Most Dragons mod that increases the chance of dragons ecounters, but it's still not enough for me. So here is my idea: The Dragonborn stands in a field. Draws his (or hers) sword (or axe, or magic, or bow) then shouts an insult so insulting, that dragons simply cannot resist to answer it (by trying to kill you). So it's basicly a shout that summons an ENEMY dragon. An idea to further enchance the mod: Dragon notoriety level. If you insult them a lot of times the chance of summoning 2 or more dragons increases. Sorry for my bad english!
  21. I just downloaded the Legendary Souls Reborn pack. It works great. I wish i could either make them thralls (Last forever until they die) or make it so i can cast the power with no cooldown time. If either one of you guys could teach me or do it for me, i would just love you. :D http://www.nexusmods.com/skyrim/mods/63969/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D63969%26preview%3D&pUp=1
  22. It would be a single-hand cast spell that the player can cast it on their summoned creature (Undead, Daedra, etc.) and then re-cast it at a location. The summoned creature would then move to the location. If the creature enters combat on the way to said location, then they would break the command and attack. Even if it's two spells - one in touching range to select the summon, and a ranged one to determine the location; that works as well. The spell would only work on creatures summoned by the player and would be under the school of Conjuration (Novice level) at low cost of magicka. --- I was actually really surprised that I could not find anything this simple. It's literally a "you, go here" spell for summons who currently follow players indefinitely with no depth. The functionality is already present in game with the "Hold E to command follower" feature. I would just like to have that in a spell form for an undead follower/atronach. Thank you for your consideration.
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