Anything new on the water walking thing?? Will removing this mod fix it?
EDIT: Nah, it won't... Seems like we're abandoned...
Final Edit: After hours of search, trying to get skyrim to read an effect as a spell (and epic failing), I FOUND THE SOLUTION TO THE WATER WALKING! Open console, type "Player.forceAV waterwalking 0" and you're good to go! Took some time to figure out that .SetAV wouldn't work! I really like this mod, pls don't kill it...
8 years later and I fixed it with an AI. The waterwalk actually wears off. I will make a patch for the script. Or rather I kept telling an AI to fix it and showing it the error messages of its previously failed attempts at fixing it until it finally fixed it. Just make sure to play skyrim offline if using this code incase it ninja'd in SkyNet's world domination plan in this seemingly innocent script.
Scriptname WaterWalkScript extends ActiveMagicEffect Int iModApplied Actor aCaster VisualEffect Property fxTrail Auto Event OnEffectStart(Actor akTarget, Actor akCaster) aCaster = akCaster RegisterForUpdate(0.5) EndEvent Event OnUpdate() if (aCaster.IsSprinting()) if (iModApplied == 0) iModApplied = 1 aCaster.ModActorValue("WaterWalking", 1) fxTrail.Play(aCaster, -1) endif else if (iModApplied == 1) iModApplied = 0 aCaster.ModActorValue("WaterWalking", -1) fxTrail.Stop(aCaster) endif endif EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) if (iModApplied == 1) aCaster.ModActorValue("WaterWalking", -1) fxTrail.Stop(aCaster) endif EndEvent
what a wonderful mod, both in terms of mechanics and presentation. It served as the basis for an entire playthrough with a sword/mystic character. It may be that I haven't examined the different 'barrier' spells fully, but having something of a straightforward force push (a hand-wielded fus-ro-dah) would be nice. But I still love the logic behind the spells.
111 comments
Will removing this mod fix it?
EDIT: Nah, it won't... Seems like we're abandoned...
Final Edit: After hours of search, trying to get skyrim to read an effect as a spell (and epic failing), I FOUND THE SOLUTION TO THE WATER WALKING! Open console, type "Player.forceAV waterwalking 0" and you're good to go! Took some time to figure out that .SetAV wouldn't work! I really like this mod, pls don't kill it...
Scriptname WaterWalkScript extends ActiveMagicEffect
Int iModApplied
Actor aCaster
VisualEffect Property fxTrail Auto
Event OnEffectStart(Actor akTarget, Actor akCaster)
aCaster = akCaster
RegisterForUpdate(0.5)
EndEvent
Event OnUpdate()
if (aCaster.IsSprinting())
if (iModApplied == 0)
iModApplied = 1
aCaster.ModActorValue("WaterWalking", 1)
fxTrail.Play(aCaster, -1)
endif
else
if (iModApplied == 1)
iModApplied = 0
aCaster.ModActorValue("WaterWalking", -1)
fxTrail.Stop(aCaster)
endif
endif
EndEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
if (iModApplied == 1)
aCaster.ModActorValue("WaterWalking", -1)
fxTrail.Stop(aCaster)
endif
EndEvent
Ported
nice you made a ``shout`` version to
great mod hands down