Nymra Posted September 22, 2020 Posted September 22, 2020 Ok.... I tried maybe the most stupid thing but I have to start somewhere... I took this mod: https://www.nexusmods.com/skyrim/mods/71513/? and mutilated it... what it does in short: - when the PC is hit to 0 HP the PC is ragdolled jedi style through the room. What I want it to do: I want a calm spell to happen when this is the case. So after the "final blow" that ragdolls the PC I want all attackers to be calmed until a certain event (for now 10 seconds calm time would be enough). I tried everything I could think of... adding the PC to the BanditFaction, zbfFactionSlave and now I even copied the whole calm section from Naked Dungeons Calmquest into this. but to no avail... best thing I could get was 5 seconds calm when I added the PC to the bandit faction. But the bandits attacked again after some time. Also I could not reproduce this ever without the script even changing This is now maybe just a ridiculous mess because I kept putting stuff in and not everything out that did not work If anybody would be willing to sacrifice himself for some help here... but I also take some hints or tips. Please keep in mind I am a bloddy beginner scriptingwise. Very bloody. Original Script source is named accordingly. thx alot Ah, if you are interested: I want to make a unified Combat Defeat Bridge mod that offers outcomes from DCUR, NDUN, DEFEAT; PRISON OVERHAUL, Simple Slavery etc. and work faster and smoother than Daymol or others (which are also not compatible with mods other than defeat)... so at the end of the "calm enemies" phase from above there will be a pop up asking "do you want to continue to fight? punishment will be harder in that case" if you select no you get stuff like local rape or devious Devices (DEC/NDUN), if you continue to fight you dont get a popup and this time you are sold to Simple Slavery. playerknockoutplayeraliasscript.psc ORIGINALplayerknockoutplayeraliasscript.psc
worik Posted September 24, 2020 Posted September 24, 2020 On 9/22/2020 at 5:35 AM, Nymra said: I tried everything I could think of... adding the PC to the BanditFaction, zbfFactionSlave and now I even copied the whole calm section from Naked Dungeons Calmquest into this. but to no avail... ? It would better be a reall calm spell with a high magnitude, I guess. What I didn't understand is your goal. What do you want to achieve? Bandits stopping to attack you? For how long? When would it be supposed to end? Depending on what you want to achieve, there is one or more ways to get there. On 9/22/2020 at 5:35 AM, Nymra said: I want to make a unified Combat Defeat Bridge mod that offers outcomes from DCUR, NDUN, DEFEAT; PRISON OVERHAUL, Simple Slavery etc. and work faster and smoother than Daymol or others (which are also not compatible with mods other than defeat)... So you aim for another esp that ... adds to them? replaces them ?
Nymra Posted September 24, 2020 Author Posted September 24, 2020 3 minutes ago, worik said: ? It would better be a reall calm spell with a high magnitude, I guess. What I didn't understand is your goal. What do you want to achieve? Bandits stopping to attack you? For how long? When would it be supposed to end? I basically want to achieve what mods like Sexlab Defeat do. Calming all attackers. But instead of initiating Sex this mod is then doing other things. Basically I want to have -> player bleedout -> all enemies calm. Ironically SM Player Essential Mod is achieving that but I can look at the code for hours and I dont see HOW he does it. (bleedout is involved - but as soon as I allow walking in bleedout its no longer working). so confusing 3 minutes ago, worik said: Depending on what you want to achieve, there is one or more ways to get there. So you aim for another esp that ... adds to them? replaces them ? I want to add mod events from other mods. ESPs are not involved in that as far as I can see?!
worik Posted September 24, 2020 Posted September 24, 2020 So it's actually a replacement for SL defeat? If I remember right, it had one or a few internal quests to handle the sequence of events. I'm not really concentrated at this hour, but one other idea could be to switch off AI detection. Anyway, a full powered calm spell is quite easy to do. And it would be attached to the player and sourrounding the actor until ... well for as long as you like. The timing would be tricky. Catching HP0 and starting your routine before the engine actually kills the player is a classic race which routine gets called first. => not that easy to make sure to catch it 100%.
worik Posted September 24, 2020 Posted September 24, 2020 50 minutes ago, Nymra said: Ironically SM Player Essential Mod is achieving that but I can look at the code for hours and I dont see HOW he does it. Load it in the CK open the mods quests and I am pretty sure it will al be obvious in minutes . And reading into others mods is also a good way to learn your way around there. If you are using MO1 or MO2 I suggest to create a dedicated CK profile for your editing and toggle all mods not-to-be-edited off. That minimizes mistakes. Not sure about NMM or Vortex ..
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