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svartberg

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  1. Looking to increase those to be like pre-patch, but can't find which .uasset has the values, any ideas?
  2. Doesn't seem possible, I think the only things that can do is editing the xml's to modify some numbers here and there (e.g. exp gains, stat growth, etc) Something like 6 warrior skills isn't there at all. Or alternatively would have been cool to maybe have alt secondary item, like a shortbow One other thing that's badly need are some defensive/dodging, allowing rolling with great swords would have been epic. Warrior is the most fun, best looking class imo, but also weakest by far ... ended up playing assassin/MA for my solo run.
  3. I'm really keen on this as well, not a fan of artificial gaming but this is easily one of the biggest game balance issues in the game. maybe some sort of check to only allow item use if weapon is sheathed ? I had a look, and it seems the only modding possible is extracting game_main and editing the xml files, nothing much useful there. hacking via cheatengine is another approach, but much more complex
  4. no worries mate, ya you can easily change stuff like that without even touching scripting modding bathesda's games is really intuitive, that's why you see so many mods around
  5. It's pretty general, I'll give the summary • usually you make a new quest in GECK, and a quest script, and everything goes there • in this case can just make a popup (say in doc's house) to choose the type of weapon, then give the player the item based on it (I think is player.addItem <baseid> ) • then you just make mods for it as usual (I have no idea if different weapons can share same mods, if not just do it via scripting and more menus) • to advance it to the next level, might be able to just make a weapon recipe, or you could again make it via the quest script (e.g. say on every weapon mod you put it advance the quest stage) Sorry I can't give specific details, but usually you gotta google these things up, and then work on it step by step
  6. Ah mate you really shouldn't post it in this thread lol, make a new topic or something
  7. No worries mate, here's my code below basically it checks the mine count every frame, and if it got subtracted by one, and no weapon is equipped, then it means the mine got thrown. set mineCount to player.getitemcount mineType if (mineThrown == 0) if (mineCount == mineLastCount - 1) if (player.GetEquippedObject 5 == 0) set mineThrown to 1 ;printc "thrown" endif endif endif
  8. Cheers, ah ok too bad Ended up doing a workaround, by re-equipping the mine if the count got depleted by 1, so all good :tongue:
  9. I'm making a mod to equip landmines, using the function "player.equipitem" The problem is it only equip one of the mines - once it is thrown (shot) it switches to fists instead of the remaining mines. (btw I get the same problem with grenades and other throwables) I want it to work properly like when you equip them ingame, e.g. you throw one and it equips the next one (instead of fists), any ideas ?
  10. Awesome got it, modified condition for the concentrated poison perk entry point, using "EPMagicSpell_HasKeyword".
  11. I've been working on a mod which increases poison dosage (how many hits it lasts) via perks, but I want it not to effect overpowered poisons like paralysis. Since anything related to dosage seems to be hardcoded, I figure the only way to do this is to remove the paralysis poison from weapon after the first hit. I'm hitting a brickwall here, I can't see anything about accessing the weapon's poison or let alone remove it. (the only references to the paralysis poison are in the potion form, and actual magic effect form) Scriptname SingleUseParalysis extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) Dispel() ; this dispels the paralysis, not the poison on weapon ;Debug.Trace("Magic effect was started on " + akTarget) endEvent Any advice how I can achieve this ?
  12. Wow this is great works here, AttT seemed to full for me so gonna try this out ! +1
  13. I completely agree with you post. I have spent many hours analysing this, and this is clearly a coding mistake, unfortunately is hardcoded and cannot be fixed directly. I have tried different variables, and could not find a way to reverse this. The best possible solution I could come up with, was fixing all values regardless of skill level or enchantment but be substantially effected by soul gem use. However I have found out it also bumps up merchant enchanting prices, and makes them less varied based on enchantment, I didn't like it. So my conclusion was, this is a hardcoded bug, it is not fixable by any means I know of.
  14. I'm trying to break stimpaks between limb healing (status menu) and general HP healing (item menu), while making regular healing delayed. By using conditional MenuMode 1003, I was able to separate the limb healing part out of regular use. However since regular healing has delayed effects, it means the MenuMode conditional doesn't stick once I resume regular game. I've made a script effect to do the healing, but its very crude and I can't see the item effects on stimpaks description among other things. So i'm looking to do it all via the effect conditionals. Therefore is there a way to force the ingestible effect to stop ? What about a conditional to check if stimpak's target is a bodypart ? (that way I could use that instead of the MenuMode condition ..) Any other advice would help as well cheers
  15. I temporarily hooked this through an additional dummy digestible that runs the healing effect, however that is very crude. (and of course doesn't show healing amount in description) I have another idea, is there any way to check if the stimpak target a bodypart ? that way I could use that instead of the MenuMode condition .. Edit : damn I posted this in the wrong forum, I'm going to repost in the proper mod author section .. moderators feel free to delete/lock this :)
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