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hidconsp

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  1. Okay, first of all, Bethesda made some parts of the game like a total CRAP. This is one of those parts: WeaponSpeedMult. It's an actor value that handles how fast you can swing your weapon. Okay... no problem so far... BUT, Bethesda set the default value of WeaponSpeedMult to be 0. This looks okay, but WeaponSpeedMult is MULTIPLIED to your weapon speed. So the default should be 1.0... yet the game treats 0.0 as if it is 1.0 Result? When you want to give a 50% speed bonus while drawing a bow, you first add +0.5 to WeaponSpeedMult, only to find out that it DECREASE your speed by 50%. Because 0.0 (default) + 0.5 (your bonus) = 0.5, your weapon speed is multiplied by 0.5 Why not give +1.5 to WeaponSpeedMult? 0.0 (default) + 1.5 (your bonus) = 1.5 seems to work, but when you have Quick Shot perk, which adds 1.3 to WeaponSpeedMult, you get 0.0 (default) + 1.3 (Quick Shot) + 1.5 (your bonus) = 2.8 Then you are no longer a Dovahkiin. You are a freakin missile defense system. I tried giving +1.5 bonus whenever the player has the Quick Shot perk, and giving +0.5 bonus whenver the player doesn't have the Quick Shot perk, but this is no longer a solution when I have multiple effects that modify WeaponSpeedMult. Is there any way to get around this s#*!?
  2. Hi nexus. I'm begging for your help, as usual... I am trying to make the player character jump via script. I am using debug.sendAnimationEvent(player, "animationName") (or playIdle() will work too) I found out that "JumpStandingStart" and "JumpLand" starts and finish the jump, but my character is not rising up; it's kinda hoping on the almost same altitude... What am I missing?
  3. Well I found the right answer: player.getAnimationVariableBool("bInJumpState")
  4. I am really intimidated by this. I want to restrict the player from doing something during a jump, but there seems to be no way to find out whether the player is jumping? Can anyone please help?
  5. Nevermind. SKSE rules! Use OnActorAction and RegisterForActorAction
  6. I found Manual Crossbow Reload every attractive, but it is not compatible with Realistic Arrow Weight mod, and I'm using both. I was trying to make something by myself, but it seems like there is no event that can be triggered when the player shoots a crossbow... Is there any way to work this around, or am I just dumb enough to miss obvious event name on creation kit page?
  7. Thanks for replying. But if I make SkyRe_main.esp into esm file, and make fix.esp with SkyRe_main.esm, will others that install fix.esp have no problem?
  8. Hello Nexus! I am using Skyrim Redone, and I think some of the spell is overpowered, and I want to fix it with CK. The thing is, when I do so without ticking SkyRe_Main.esp as active, it just creates new spells. For compatibility / updating / file size issues I want to make an esp file that has SkyRe_Main.esp as master and fixes only small part of it. Anyone know how to do this?
  9. I am currently working on a mod that is extremely simple, compatible, but magnificent. Now I am not a big fan of D&D, not because of preference but because I had little chance to play it. But I believe there is somehthing called memorization of magic spells; that wizards have to memorize spells before using them. I am making a mod that enables the player to memorize certain number of magic spells, and use them only with great power. The system of Skyrim won't let me block using un-memorized spells. Not without sacrificing compatibility and doing tons of work :( Now here is the "vision" of wizard I see. 1. Magicka regenerates very, very slowly during combat. So you need to utilize potions more, not just running away until your magicka refills. 2. You have to memorize spells when you are clear minded. 3. Using un-memorized spells can cause magical contamination. (Yeah, I got it from Dungeon Crawl) 4. As a compensation to all the restrictions, magics you use are 50~100% more powerful than vanilla magic. But here is the question: can anyone explain how exactly memorization works in D&D? Should I make it so you have to memorize again after every interval (i.e. a day), or every usage (i.e. 10 fireball spells for each memorization) P.S., please comment any ideas you'd like to see come real. P.S.S. http://www.nexusmods...rim/mods/31102/? P.S.S.S. Is there any mod like this already? Then I wasted my time...
  10. I'm working on a mod, and I want a message box to tell me one of my global variable's value... but I can't find out how to do it. So far, I figured out writing <Global=ModGlobalValue> and jerking around Owner Quest can help... but I can't find any reference of them even in CK wiki. Can anyone help me?
  11. It seems like obtaining elemental potency perk breaks the scroll of conjure atronach. I've took a look at the TES5Edit, and the scrolls only have one magic effect of summoning atronach, while those magic effect has the condition HasPerk - Elemental Potency - equal to - 0. Can anyone confirm this with vanilla Skyrim?
  12. If anyone have the same problem, attach another script via quest to player, and use OnObjectEquipped function. I think you only need to do so for one-handed weapons; two handed weapons and bows do not get auto-equipped in such mechanism.
  13. If you want something to be automatically added, like spell, item, or shout, the best way is to use quest. Create a quest, tick "Start Game Enabled" and "Run Once", make a stage 0 and objective 0. Use SetObjectiveDisplayed(0) at Papyrus fragment of stage 0. This will start the quest at first load after your mod's installed. Below SetObjectiveDisplayed, use the functions you want. I've never done something with shouts, but I suspect what you need would be "addShouts" in actor script, and "teachWord" in game script.
  14. You need to define what aaTGGuardianThief01 and XMarkerHeadingThiefScene01 is. They must be objectReference type. If you can't understand what I mean, go through the tutorial in CK official web page, or study JAVA.
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