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DMagnus

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DMagnus

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  1. c4indahouse
    c4indahouse
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    really cool sword i like it a lot
  2. MajorasHappiness
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    It would be incredible if you made 3 or even just 1 bow(s) in the style of the Infinity Sword/Silmeri/Tenebrae (an OP epic god-weapon with a kick-ass appearance and even more kick-ass power) ;)
  3. DMagnus
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    In response to post #41027490.


    Spoiler:  
    Show
    DMagnus wrote:
    Either that or you can use the spoiler tags. But, anyway, that mess might be due to recompiling it in the wrong spot (it's attached to a Reference Alias in the quest rather than the quest itself) or due to missing data the CK needs to parse everything; obviously I wouldn't have released the mod if I was't 100% sure everything worked. The fact it's throwing an error on the first line says something's not right, though it's hard to say exactly what. It could be anything form the compiler not working right to the CK missing data, but if it's the latter case I wouldn't know what data.

    Well, in any case, I'll try my best to fix this issue, but I greatly appreciate your help and forbearance in this matter, especially as a talented mod author to a noobish mod user. I'll try not to pester you anymore. May your future endeavors end in success.

    No problem, mate, always happy to help. :3
  4. Bookmeister
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    I've been digging through the CK trying to figure how to make the explosions only occur when a backwards power attack is done, same with the Tenebrae and Infinity Sword, but I just can't find where the script is or whatever is making the swords do that, so any help would be greatly appreciated.
    1. DMagnus
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      The script in question is attached to a quest. If you type "silmeri" (without quotes) into the search filter on the Object Window, then scroll down to and select All, it'll show everything named "silmeri", which should include said quest. It'll be named something to the effect of "SilmeriPAQST". You might want to extract the script from the BSA if you haven't already, that way the CK can read it and you'll be able to open the source file in Notepad ++ or the like (though Notepad ++ is very much recommended for the script sources).
    2. Bookmeister
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      I thank you very much for your prompt reply and detailed response, but whenever I compile the source script with the desired changes made from Notepad++, it fails every time. Any ideas?
    3. DMagnus
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      In response to post #41017005. #41021130, #41022795 are all replies on the same post.


      Spoiler:  
      Show

      Bookmeister wrote: I've been digging through the CK trying to figure how to make the explosions only occur when a backwards power attack is done, same with the Tenebrae and Infinity Sword, but I just can't find where the script is or whatever is making the swords do that, so any help would be greatly appreciated.

      DMagnus wrote: The script in question is attached to a quest. If you type "silmeri" (without quotes) into the search filter on the Object Window, then scroll down to and select All, it'll show everything named "silmeri", which should include said quest. It'll be named something to the effect of "SilmeriPAQST". You might want to extract the script from the BSA if you haven't already, that way the CK can read it and you'll be able to open the source file in Notepad ++ or the like (though Notepad ++ is very much recommended for the script sources).

      Bookmeister wrote: I thank you very much for your prompt reply and detailed response, but whenever I compile the source script with the desired changes made from Notepad++, it fails every time. Any ideas?


      I prefer to make the changes within the CK rather than do them in Notepad ++, then recompile, but that's just me. If you're removing parts to make it so only the backwards power attacks do things, you have to make sure the structure is correct. For example, you have the original structure as such:

      if (eventName == "WeaponSwing" && Player.GetAnimationVariableBool("bAllowRotation"))
      ; debug.MessageBox("In Power Attack statement")
      if ((Player.GetAnimationVariableFloat("Direction") == 0.25) && (Player.GetAnimationVariableFloat("Speed") != 0))
      weapon SwordWeapon = Player.GetEquippedWeapon()
      ; utility.wait(1)
      SilmeriFrostBolt.cast(Player)
      elseif ((Player.GetAnimationVariableFloat("Direction") == 0.75) && (Player.GetAnimationVariableFloat("Speed") != 0))
      weapon SwordWeapon = Player.GetEquippedWeapon()
      ; utility.wait(1)
      SilmeriShockBolt.cast(Player)
      elseif ((Player.GetAnimationVariableFloat("Direction") == 0) && (Player.GetAnimationVariableFloat("Speed") != 0))
      weapon SwordWeapon = Player.GetEquippedWeapon()
      ; utility.wait(1)
      SilmeriFrostBlast.cast(Player)
      elseif ((Player.GetAnimationVariableFloat("Direction") == 0.5) && (Player.GetAnimationVariableFloat("Speed") != 0))
      weapon SwordWeapon = Player.GetEquippedWeapon()
      ; utility.wait(1)
      SilmeriShockBlast.cast(Player)
      else
      weapon SwordWeapon = Player.GetEquippedWeapon()
      ; utility.wait(1)
      SilmeriFrostBlast.cast(Player)
      utility.wait(1)
      SilmeriShockBlast.cast(Player)
      endif

      Since you want to make the sword only do its backwards power attack effect, you'll want to copy the second ELSEIF line's code and replace the code following the second IF statement [where you see:
      if ((Player.GetAnimationVariableFloat("Direction")
      ). Then you'd want to remove or comment out (using semicolons) all three ELSEIF statements so it should end up looking like this:

      if (eventName == "WeaponSwing" && Player.GetAnimationVariableBool("bAllowRotation"))
      ; debug.MessageBox("In Power Attack statement")
      if ((Player.GetAnimationVariableFloat("Direction") == 0) && (Player.GetAnimationVariableFloat("Speed") != 0))
      weapon SwordWeapon = Player.GetEquippedWeapon()
      ; utility.wait(1)
      SilmeriFrostBlast.cast(Player)

      else
      weapon SwordWeapon = Player.GetEquippedWeapon()
      ; utility.wait(1)
      SilmeriFrostBlast.cast(Player)
      utility.wait(1)
      SilmeriShockBlast.cast(Player)
      endif

      Once you do that and recompile it, it should (hopefully) work. Of course, you'll have to repeat the process with the section containing WeaponSwingLeft if you want the changes there.

      EDIT: Apologies for any emoticons cropping up, I don't know how to make them not show up via post editing. :I
    4. Bookmeister
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      You have my inexpressible gratitude for going out of your way to help this lowly noob with code, yet a problem remains, a common one: TESV_Papyrus_Flags.flg cannot be found. This problem persists, though, even after multiple reinstallations and verifications of the tool cache of the CK, so if you have anymore ideas, they would be greatly appreciated, but know that you have done more than enough for me already.
    5. DMagnus
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      That file is located in Scripts.rar, which should be located in your Data folder. Just extract the .flg file in question to your Scripts\Source folder and that should clear up the issue.
    6. Bookmeister
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      I'd hate to pester you anymore, but I've encountered yet another hindrance. After following your brilliant instructions, I decided to try compiling your base code without tampering with it myself. Upon doing so, the CK and another scripting tool spit out a bunch of errors of the code without myself ever messing with it, just extracting it from the archive to be compiled. Here are the errors:

      C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts\source\silmeripascript.psc(0,0): unable to locate script ReferenceAlias
      C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts\source\silmeripascript.psc(3,16): unknown type weapon
      C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts\source\silmeripascript.psc(4,16): unknown type spell
      C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts\source\silmeripascript.psc(5,16): unknown type spell
      C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts\source\silmeripascript.psc(6,16): unknown type spell
      C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts\source\silmeripascript.psc(7,16): unknown type spell
      C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\scripts\source\silmeripascript.psc(9,16): unknown type weapon

      Any ideas?
      Edit: Gosh dang those pesky emoticons. I'll probably delete most of those errors after you're done reading them so as to not cloud up this page.
    7. DMagnus
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      Either that or you can use the spoiler tags. But, anyway, that mess might be due to recompiling it in the wrong spot (it's attached to a Reference Alias in the quest rather than the quest itself) or due to missing data the CK needs to parse everything; obviously I wouldn't have released the mod if I was't 100% sure everything worked. The fact it's throwing an error on the first line says something's not right, though it's hard to say exactly what. It could be anything form the compiler not working right to the CK missing data, but if it's the latter case I wouldn't know what data.
  5. qwertypol012
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    Any chance for Dual Sheath Redux patch?
    1. DMagnus
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      I just uploaded one. I'd completely forgotten I had made one, but there it be now.
    2. qwertypol012
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      oww, thx you very much!
  6. Eso12345
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    Hi! Quick question, will this sword's effect apply to followers ? Can they use it as u do?
    1. DMagnus
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      The base enchantment will still work in the hands of a follower, but they won't be able to fire off the power attack effects since the script tracks the player specifically.
    2. Eso12345
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      Thank you for replying so quick, so the base enchants like zapping the enemies stamina and magicka instantly will apply to followers?? If yes then that will be the best news ever.
    3. DMagnus
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      Yeah, all of what the sword does when it hits people should still work in the hands of a follower, so they'll be able to burn out the magicka and stamina of foes, along with occasionally freezing them solid. The buffs Silmeri applies when it's equipped will probably apply as well since that script doesn't specifically look for the player.
  7. jonhloper2
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    I have no idea why but for some reason the sword doesnt appear for me i belive it fell through the floor/world, the same thing happened to the infinity sword...Is there a way to fix it?
    1. DMagnus
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      Well, first and foremost make sure the mod's active. Sometimes the solution to a problem is the simplest, after all. But, aside from that, if the physics engine went full derp and made the floor eat the sword, you can try loading a save prior to entering the area the sword's in and see if it shows up then. Failing that, you can always use the console. Ideally, yeah, you wouldn't have to, but sometimes Skyrim derps out so hard you end up having to.
    2. jonhloper2
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      managed to get it after about 25 minutes xD totally worth it though
  8. Sneekins
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    Absolutely love this sword!!!

    I did notice on a previous playthrough that IF you console it instead of finding it....the thing will take like 5 seconds to load your weapons.

    The one that I actually went and picked up didn't have that delay! Odd eh?
    1. DMagnus
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      Yeah, that all probably ties back to the textures. Since they're uncompressed there's a load delay when you equip it, which you likely experienced when you consoled it in. But, finding it legit the game already had loaded it along with the cell, so you didn't get that delay when you first grabbed it.
  9. AlduinWorldEater
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    Something sort of odd I've noticed...may be this mod, might be something else:

    Upon unequipping Silmeri and equipping another weapon, the special effect attacks stay in play. I'm getting bursts of frost and lightning from every weapon I wield. Not necessarily a bad thing, just a little unsettling.
    1. DMagnus
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      Someone was having the same issue with Tenebrae. I'm not sure what exactly is at fault here, but my best guess is script lag teaming up with switching directly to another weapon. It ~might~ sort out if you re-equip Silmeri and faff about a bit, then un-equip the sword before switching to another weapon (giving the scripts time to terminate). I can't say for sure that'll solve it, but it's worth a shot.
  10. DuststormX
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    i cant progress past alduins wall quest because esbern wont do nything but light the first torch... and then he stands there. any advice?
    1. DuststormX
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      also i am on a mac... in case that matters....
    2. DMagnus
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      Dunno if it being a mac would affect anything, but I checked the quest's page on the wiki and it says: "If you have a follower with you when you enter the interior of the Karthspire, they will not follow you, but they may reappear when you enter Sky Haven Temple proper. If this happens, Delphine may fail to follow Esbern up the steps or engage Esbern in dialog, preventing the quest from completing. Reloading a save and telling your follower to wait outside Karthspire or simply go home should avoid this."

      If that doesn't work you can do setstage MQ203 280 in the console to complete the quest, though that oughta be a last resort.
    3. DuststormX
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      thank you. i fixed it and now am on my way to sovengarde to face alduin.