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tesnexus8 and ayecue

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tesnexus8

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  1. tesnexus8
    tesnexus8
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    UNINSTALL NOTES:

    This mod contains a script that runs every 2 seconds if a Detect Life item is equipped. The script will turn itself off if the item is removed from the player, so it's PROBABLY safe to simply uninstall the mod, but just in case:
    * Remove any Detect Life items
    * Wait for the effect to vanish from any NPCs: this will take 5-7 seconds
    * That's it
  2. skotie2007
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    I don't suppose there is a way you could make this work only while sneaking? I could have sworn there was a mod that added a hood with a detect life function only while sneaking but I can't remember the name of it. I just wanted to have the effect some of the time but always equipped via armor, not much need for it inside a town and I would prefer to not have to constantly equip/unequip different pieces of armor.
    1. tesnexus8
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      Sorry - I've moved on to SE, so I didn't see this.

      I like the idea, and yes: what you want can be done FAIRLY easily, as long as you're just a tiny bit used to the CK. I'm working from memory here, but:
      The "obvious" change, which is to add a condition to the ENCH, will NOT work the way you want. That would correctly stop it activating if you weren't sneaking and activate it if you were, but it wouldn't respond properly when you went into and out of sneak mode.
      Instead, modify the SCRIPT, and just add an IsSneaking check to it. Make sure you ONLY wrap the CASTING in that block, and leave everything else alone, otherwise you'll stop it ticking.

      HTH
  3. FearTheMattman
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    I know I might be overstepping my boundaries but... I was hoping to see how you set up your script for your enchantment. You see... I am doing something similar for a mod I am working on but I am clueless when it comes to scripting. The internet with its endless tutorials are of no use too. Please do let me know when you can. Much thanks.
    1. tesnexus8
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      Just load the mod into the CK and have a look. Filtering on "detect" should find all the parts pretty easily.

      In a nutshell (from memory, so I might be forgetting something) equipping the ring triggers an event that casts (a custom, for range and duration reasons) Detect Life, and queues up a "heartbeat" to go off again 2s later. When that heartbeat ticks, it checks to see if you're still wearing the ring (actually done by setting a flag in response to the equip and clearing it on unequip, but that's mostly semantics) and if so, casts the spell again, queues another heartbeat, and so on. If you've taken the ring off, the heartbeat "sees" that and stops re-queuing itself (effectively making it as if you'd never put the ring on, which is important for having Skyrim not explode if you uninstall the mod, and the right thing to do for performance / cleanliness reasons anyway).

      HTH

      For the curious: I tried a lot of "nicer" approaches in an attempt to avoid scripts, like adding an invisible Perk that provided the Detect Life effect, and so on, but all of them either failed to "notice" things that came INTO range unless you re-equipped the ring, or failed to remove things that went OUT of range. In the end, this was the only method that worked reliably in all cases.
    2. FearTheMattman
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      So I took a quick look at what you did within your mod and tried to imitate it but I have seemed to run into a problem. I was unable to look at your EnchDetectLifeScript; the Creation Kit tells me it is not found on my local drive. Weird right? So... I made a script of my own that activates/deactivates perfectly when the player equips/unequips my enchanted armor. The trouble is that it only places the effect on the player and not on NPCs around me. Where did I go wrong?
    3. tesnexus8
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      No idea, since I don't have your script etc. :)
      Here's the script:

      Scriptname EnchDetectLifeScript extends ActiveMagicEffect

      Spell Property sDetectLifeSpell Auto
      Actor Property akCasterRef Auto Hidden

      Event OnEffectStart( Actor akTarget, Actor akCaster )
      akCasterRef = akCaster
      sDetectLifeSpell.Cast( akCasterRef )
      RegisterForUpdate(2)
      EndEvent

      Event OnEffectFinish( Actor akTarget, Actor akCaster )
      ; Debug.Notification( "Dispelling Detect Life Enchantment" )
      UnregisterForUpdate()
      akCasterRef.DispelSpell( sDetectLifeSpell ) ; doesn't actually remove the fx from targets
      EndEvent

      Event OnUpdate()
      ; Debug.Notification( "Detect Life Enchantment Tick" )
      sDetectLifeSpell.Cast( akCasterRef )
      EndEvent

      sDetectLifeSpell is set by assigning the right spell as a property in the CK. (which is also how the code handles both Detect Life and Detect Dead without having to duplicate the scripting for both of them).
    4. FearTheMattman
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      I admit defeat. I've tried your script, on various item types, with multiple enchantments, you name it. It does not work. T-T

      To be fair, your mod works perfectly. Whatever you did with it is valid proof that you are a gifted at this. I can not thank you enough for your help. I do appreciate it ENDLESSLY. If you have any ideas... I am of course willing to give it a try.
  4. TheCruxis
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    Damn, couldn't get this to work with SSE. Really want this...
    1. tesnexus8
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      I don't know of any particular reason why it shouldn't, but I don't have the SSE CK installed to try. If you just import it into that and then save it I expect it'll work fine.
  5. Queensarrow
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    Can you add a detect dead?
    1. tesnexus8
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      Sure, I'll do it as soon as I have time.