IsharaMeradin Posted May 24, 2014 Share Posted May 24, 2014 Is messing around with the ini settings really necessary? Is the JumpingBonus actor value nonworking?No idea. The OP asked how to change the jump value and was attempting to use console commands in their initial script. Simply converted it to use the Papyrus/SKSE equivalents. Link to comment Share on other sites More sharing options...
lofgren Posted May 24, 2014 Share Posted May 24, 2014 Well I tested it and the JumpingBonus AV appears to do nothing at all. So… carry on. Link to comment Share on other sites More sharing options...
Kyle8497 Posted May 25, 2014 Author Share Posted May 25, 2014 Is messing around with the ini settings really necessary? Is the JumpingBonus actor value nonworking? Elaborate on this JumpingBonus. Link to comment Share on other sites More sharing options...
lofgren Posted May 25, 2014 Share Posted May 25, 2014 There is an actor value called JumpingBonus, which I naturally assumed would affect your, well, bonus to jumping. But it either doesn't do anything or it does something else entirely, because even setting it to 500 didn't give me any extra height. Link to comment Share on other sites More sharing options...
Kyle8497 Posted May 25, 2014 Author Share Posted May 25, 2014 (edited) Bool Property SpaceJumpBoots Auto <-- this is wrong Armor Property SpaceJumpBoots Auto <-- needs to be this If akBaseObject == SpaceJumpBoots <-- both lines of this If akBaseObject as Armor == SpaceJumpBoots <-- adjusted to this -- my fault, I forgot to put that in originally. I made these changes and it compiled successfully, but it still doesn't work. Should I send you the pictures of the quest specifics for your evaluation? EDIT: It works! Thank you so much for your help, your Nexus username will go in the credits to my mod. ALTHOUGH, I did encounter a bug with the OnGameLoad part of the script.. if I load a previous save in which I didn't have the boots then my jump would still be as the higher jump value. I don't know if you can fix that or not, but it's just a minor issue. Edited May 25, 2014 by Kyle8497 Link to comment Share on other sites More sharing options...
IsharaMeradin Posted May 25, 2014 Share Posted May 25, 2014 Alright, try this then. Instead of checking the value of the current jump height, just check to see if the script's actor reference is wearing the boots, then set the value at the new jump height. Otherwise don't do anything and it should continue to use the default jump value. Scriptname SpaceJumpBootsHigherJump extends ReferenceAlias Armor Property SpaceJumpBoots Auto Float Property NewJumpHeight Auto Float OldJumpHeight Float CurrentJumpHeight Event OnObjectEquipped(Form akBaseObject, ObjectReference akActionRef) If akBaseObject as Armor == SpaceJumpBoots OldJumpHeight = Game.GetGameSettingFloat("fJumpHeightMin") Game.SetGameSettingFloat("fJumpHeightMin",NewJumpHeight) CurrentJumpHeight = NewJumpHeight EndIf EndEvent Event OnObjectUnequipped(Form akBaseObject, ObjectReference akActionRef) If akBaseObject as Armor == SpaceJumpBoots Game.SetGameSettingFloat("fJumpHeightMin",OldJumpHeight) CurrentJumpHeight = OldJumpHeight EndIf EndEvent Function OnPlayerLoadGame() If Self.GetActorReference().IsEquipped(SpaceJumpBoots) Game.SetGameSettingFloat("fJumpHeightMin",NewJumpHeight) CurrentJumpHeight = NewJumpHeight EndIf EndFunction Link to comment Share on other sites More sharing options...
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