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cromcrom

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  1. Hello modders I would like to have a stored athletism skill level, that will increase over time (when the Player succeeds at checks. However, this below doesn't work, everytimes, the experience variable seems to not register, and the XPs do not increase. I created a global variable in game, and linked the script to it, it still doesn't work. Or maybe there could be an other way to store this experience value ? Scriptname crom_athletism extends Quest {This is the basic script for checking and improving running, sprinting and jogging} globalvariable property FRON_Athletics_experience auto globalvariable property FRON_Speed_Mult auto import fron_utility_functions Event OnInit() Actor pc = Game.GetPlayer() RegisterForUpdate(10) Debug.Notification("Crom Skill System - Athletism - Started") pc.SetActorValue("SpeedMult",FRON_getRunningBonusFromAtleticsLevel()) EndEvent Event OnUpdate() Actor pc = Game.GetPlayer() pc.SetActorValue("SpeedMult",FRON_getRunningBonusFromAtleticsLevel()) float iPlayersSpeedMult = pc.GetBaseActorValue("SpeedMult") if (pc.isSprinting()) ;Debug.Notification("Player speed mult is "+ iPlayersSpeedMult) FRON_checkSprinting() endif EndEvent float function FRON_getRunningBonusFromAtleticsLevel() int skill_bonus = Fron_GetSkillBonus(FRON_Athletics_experience.getValueInt()) if skill_bonus == -3 return 90.0 elseIf skill_bonus == 0 return 100.0 elseIf skill_bonus == 3 return 105.0 elseIf skill_bonus == 6 return 110.0 elseIf skill_bonus == 9 return 115.0 elseIf skill_bonus == 12 return 130.0 endIf endFunction function FRON_checkSprinting() int critical_failure = 5 int failure = 12 int success = 20 int xp_gained int random = utility.RandomInt(1, :cool: int tempAthletics = FRON_Athletics_experience.GetValueInt() int skill_bonus = Fron_GetSkillBonus(FRON_Athletics_experience.GetValueInt()) ;int fron_ore_mining_difficulty = ReturnOreTypeDifficulty() int randomStaminaDamage = utility.RandomInt (5,10) random *= 2 int total_number_to_check = random + skill_bonus ;-------------------------------------------------- if total_number_to_check <= critical_failure ;echec critique xp_gained = utility.RandomInt(1,6)*2 debug.notification("Critical Athletics Failure: + " + xp_gained + " Xps.") game.getplayer().DamageAV("Stamina", randomStaminaDamage * 3 ) ;-------------------------------------------------- elseif total_number_to_check > critical_failure && total_number_to_check <= failure ;echec xp_gained = utility.RandomInt(1,3)*2 debug.notification("Athletics Failure. + " + xp_gained + " Xps.") game.getplayer().DamageAV("Stamina", randomStaminaDamage * 2 ) ;-------------------------------------------------- elseif total_number_to_check > failure && total_number_to_check <= success ;réussite simple xp_gained = utility.RandomInt(1,6) debug.notification("Athletics Success. + " + xp_gained + " Xps.") Game.GetPlayer().RestoreActorValue("Stamina", randomStaminaDamage) ;-------------------------------------------------- else ;réussite critique xp_gained = utility.RandomInt(1,3) debug.notification("Athletics Critical Success. + " + xp_gained + " Xps." ) Game.GetPlayer().RestoreActorValue("Stamina", randomStaminaDamage * 2) endif tempAthletics = xp_gained + tempAthletics string AthleticsSkillName = Fron_GetSkillLevelName(tempAthletics) int Remaining_XP = Fron_GetRemainingNeededXPUntilNextLevel (tempAthletics) FRON_Athletics_experience.setValue(tempAthletics) debug.notification("Your new Athletics experience is " + tempAthletics + " XPs. You are a "+AthleticsSkillName+" Athlets. You need "+Remaining_XP+" XPs until next level.") endfunction
  2. Hallo mein freund! I decided that I would share my ideas here for the new Rigale in Skyrim.

    Woodcutting

    Cooking

    Harvesting (Alchemy)

    Shouting (?)

    Horse Riding

    And, if it's possible, make the fishing more like actual fishing (ya know, with a pole instead of diving in)

  3. Hi all, I would like to attach my skinning script on some encBear (or other animals), but the script section is greyed. Do you have any ideas about how to fix this, or what the problem is ? Thanks in advance. Weirdly, the encChicken is accessible...
  4. Is it because it turns the int into a string ? I tried for hours the global variable stuff, that there is no simple way to define and use global variables beside the quest bullshits makes me really sick....
  5. Whether it works or not, thanks a lot for your time. I will give it a try, although I am amazed at how complicated it eems to create a Global variable, whereas in other languages, it only requires a sign or letter to define such a variable... TX anyways, I will give a try to this :-)
  6. TX for answers. I am a self taught scripter, and beginner, so please, be as precise as possible, I would love snippets of code actually :-) Everything (well, not much really, but long stories start with a word :-) ) works as intended, except that the various "xp gains" from multiple onActivate do not stack together. I read about these "SetValueInt" and "GetValueInt" in the globalVariable subject on the wiki, but I very simply don't know how to us them in this matter . How to do this please ?
  7. Hi all, I am in the process of adding some new skills to skyrim. I am currently working on all the basics of the system, learning papyrus as I go. I am doing fine, but I have a global variable problem. How can I store a variable overall ? I want to keep trace of the skinning experience of the player, so I tried this: Scriptname FRON_onDeath Extends Actor {This script fire in the on death event of animals, to check the skinning skill} import utility bool ranOnce int critical_failure = 5 int failure = 13 int success = 20 int xp_gained Int Property fron_skill_skinning Auto {This is the total number of skill points} Event onActivate(ObjectReference akActionRef) if (ranOnce == FALSE) int random = RandomInt(1,8) random *= 2 if random <= critical_failure ;echec critique xp_gained = RandomInt(1,6)*2 debug.messageBox("Vous avez fait un échec critique. Vous avez gagné " + xp_gained as string + "xps.") elseif random > critical_failure && random <= failure ;echec xp_gained = RandomInt(1,6) debug.messageBox("Vous avez fait un échec. Vous avez gagné " + xp_gained as string + "xps.") elseif random > failure && random <= success ;réussite simple xp_gained = RandomInt(1,6) debug.messageBox("Vous avez fait une réussite. Vous avez gagné " + xp_gained as string + "xps.") else ;réussite critique xp_gained = RandomInt(1,3) debug.messageBox("Vous avez fait une réussite critique. Vous avez gagné " + xp_gained as string + "xps.") endif fron_skill_skinning += xp_gained debug.messageBox("Your new skinning level is " + fron_skill_skinning as string + " XPs.") ranOnce = TRUE endif endEvent but it does not store the fron_skill_skinning as I thought it would. I have an other question: According to you, what would be the best way to show the players skills ? I thought that maybe a weightless undroppable "skill book" could do, what do you think ? Thanks in advance.
  8. Frontiere setting will be "semi historical turning fantasy". The PC will be a viking character, from "our world", arriving on a new land. So this is the Historical part. Think Eric the Red discovering groenland and vineland. What if Skraelings were lizard men ? What if native plain tribes were orcs. What if Mammoth, and not bison, roams the land ? Werewolves at night ? So this new land will be a slightly fantasy one. Weird animals, weirds races, "Magic", and so on... The PC won't start as a magic user, but should be able to learn magic, as magic will be part of the Land, as the PC might discover. Fantastic worlds and cultures and facts have always populated our ancestors dreams and nightmares...
  9. Indeed. I already created 3 major mods (my biggest, in french , for NWN2, my second biggest, for Mount and blade, and the third, for CIV4). I am really cautious about frontiere. It won't be a HUGE mod, but a dense one. I rather have a quite small area, but many things to do, than a big empty space. So at first, I envision the basic settlement the player will start in, and the patch of land surrounding it, with two or three tribes to interact with. It will allow me to set the basics of the game feature. Then I hopefully will enlarge the world. I really want the player to feel he his in a different world, with a different system, and to feel this as soon as he enters it. I am not an artist, more a scripter / creative type of modder...
  10. Tx for the feedback, I will make the change... Talking about a total converson is really impressive, so I rather talk about some gameplay mods for now. But the end project is a total Modification, indeed.
  11. Hi all, hopefully, I will be able to create the mod I am linking below. http://frontiere-skyrim.xooit.fr/index.php If you have any comments or interet in the subject, feel free to do so. Take care :-)
  12. Hi all, I think it is terrible to have to go all the way to the magic screen to see what conditions are affecting the character, and the time left. Any possibility to create a more friendly UI to display these information, hopefully in the form of icons ?
  13. Hi all, is there a way to open .pex (script) files? I would like to have a look at the langage, if possible. Tx in advance :-)
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