This just a library of scripts, magic effects and other data for my other mods. You only need it if another mod lists it as a prerequisite. On it’s own it does add stuff to the game, but they arn’t accessible or implemented without console commands. It basically allows me to use the same content (scripts, spells, items etc..) accross many mods without having to recreate them each time.
Get it here: https://ko-fi.com/s/3490692e6f
This page is mostly for my own documentation, but i thought a i may as well publish it.
Date | Version | Changes |
---|---|---|
6/5/25 | 1.3.0-Bosmer | Leveled Creature – dnxCallOfTheGreen: list for Bosmer Call of the Green Lesser Power. Updated dnxMESummonAnimalFamiliar Added dnxSummonFamilia Lesser Power Added dnxCommandCreature Lesser Power Removed edits to SummonAncestorGuardianCreature (they were moved to the RemarkableRaces.esp to remain in scope). |
Scripts: prefixed with dnx
magic effect scripts – prefixed with dnxME
AddSoulGem
scn dnxMEAddSoulGem
ref target
Begin ScriptEffectStart
set target to getSelf
target.additem 000382D1 1
end
Enchanting
scn dnxMEEnchanting
Begin ScriptEffectStart
showEnchantment
end
Spellmaking
scn dnxMESpellMaking
Begin ScriptEffectStart
showSpellmaking
end
SummonAnimalFamiliar – partially functioning. The reference will cause a crash, use a vanilla creatures reference. Only spawns a creature, doesn’t make it allied.
scn dnxMESummonAnimalFamiliar
Begin ScriptEffectStart
ref target
set target to getself
target.placeatme 000BB9DB, 1, 10, 0
end
No Fall Damage
Scn NoFallDamageEffect
Begin ScriptEffectUpdate
player.ResetFallDamageTimer
End ScriptEffectUpdate
DamageRandomStat – Technically if this is called by two different creatures in the same frame, it’s not clear if the proxy activator would successfully target both creatures
scn dnxMEDamageRandomStat
begin scripteffectstart
ref spellTarget
set spellTarget to GetSelf
ref proxy
set proxy to dnxProxyCasterDamageRandomStat
proxy.moveto spellTarget
int rng
set rng to GetRandomPercent
if rng < 10 ;hp
proxy.cast dnxDamageHealth spellTarget
elseIf rng <20
proxy.cast dnxDamageAgility spellTarget
elseIf rng <30
proxy.cast dnxDamageEndurance spellTarget
elseIf rng <40
proxy.cast dnxDamageInt spellTarget
elseIf rng <50
proxy.cast dnxDamageLuck spellTarget
elseIf rng <60
proxy.cast dnxDamagePersonality spellTarget
elseIf rng <70
proxy.cast dnxDamageSpeed spellTarget
elseIf rng <80
proxy.cast dnxDamageStrength spellTarget
elseIf rng <90
proxy.cast dnxDamageWill spellTarget
endif
end
ConsumeSpirit – this one was fun
scn dnxMEConsumeSpirit
ref target
ref proxy
Begin ScriptEffectStart
set target to getSelf
set proxy to dnxProxyCasterDunmerRefId
end
begin scriptEffectUpdate
if target.isSpellTarget dnxConsumeSpiritCD
return
elseif target.getav Fatigue>10 && target.getav Magicka >10
return
endif
int result
set result to 0
if target.getItemCount 00023F6E>0 ;skull
target.removeitem 00023F6E 1
set result to 4
elseif target.getItemCount 00023881>0 ;pelvis
target.removeitem 00023881 1
set result to 3
elseif target.getItemCount 0001DE26>0 ;thick bone
target.removeitem 0001DE26 1
set result to 2
elseif target.getItemCount 00023882>0 ;ribs
target.removeitem 00023882 1
set result to 2
elseif target.getItemCount 00023880 >0 ;Clavicle
target.removeitem 00023880 1
set result to 1
elseif target.getItemCount 000223A8>0 ;thin bone
target.removeitem 000223A8 1
set result to 1
endif
if result>0
;target.addspell
proxy.moveTo target
proxy.cast dnxConsumeSpiritCD target
endif
if result ==1
proxy.cast dnxRegenPetty target
elseif result ==2
proxy.cast dnxRegenLesser target
elseif result ==3
proxy.cast dnxRegenCommon target
elseif result ==4
proxy.cast dnxRegenGreater target
endif
end
ConsumeSpiritCD – This script is probably unecasary and will be removed later
scn dnxMECooldownConsumeSpirit
ref target
Begin ScriptEffectStart
set target to getSelf
end
begin scriptEffectFinish
target.removeSpell dnxConsumeSpiritCD
end
ConsumeSpiritToggle – A useful example of how to let the player toggle a passive buff with a spell
scn dnxMEConsumeSpiritToggle
ref target
float timer
Begin ScriptEffectStart
set target to getSelf
if target.RemoveSpell dnxConsumeSpirit ==0
target.addSpell dnxConsumeSpirit
message "Consuming spirits"
else
message "No longer consuming spirits"
endif
end
ForcePush
scn dnxMEForcePush
Begin ScriptEffectStart
ref target
set target to getself
ref caster
set caster to target.getcombattarget
caster.pushActorAway target, 100
End ScriptEffectStart
Spells: all are prefixed with dnx
Iframe
gives the caster 2 seconds of 100 magnitude shield, fire and shock resistance. 4 seconds of frost resistance. Intended for my Nifty Nord race mod.
ForcePush
not functioning correctly. Currently ragdolls all targets in a large area, with a high chance of them vanishing outside the map bounds.
SpellMaking – opens the spellmaking screen
Enchanting – opens the enchanting screen
AddSoulGem – currently just adds a filled petty soul gem for the cost of 50 magicka
Cantrips: Are spells that cost nothing. they are prefixed with dnxCantrip
Knock – open easy locks
Command – comman up to level 5 creatures or humanoids for 4 seconds
Wall Pulse – detect life in 10 feet for 3 seconds. great for checking if a door is safe or pinpointing voices.
Glow – creates an orbiting light on you for 500 seconds, that illuminates 5 feet
Mana well – restores 10 magicka
Tongue Thief – silences target for 4 seconds
Minds Grip – 30 feet of telekenesis for 10 seconds
Hydro Plane – Water walking for 4 seconds. don’t stop spamming it till your on firm ground
Bane Allergy – 10% weakness to poison for 40 seconds. This is really broken if your in the know.