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ObieDwyer

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  1. It's based on the length of the audio file attached to the dialogue.
  2. https://cs.elderscrolls.com/index.php?title=Raw_Function_List gives you a list of all functions usable in the editor, even some from OBSE you can take one of those functions and search them within the CS wiki and you'll get some explanation OnPlayerKill does not exist but it is possible to track a player's kills in a script I recommend looking at scripts that do what you want to do. Look at other mods and see what they did or scripts within the game. Perhaps looking at the script for Duskfang might help you? Often because of engine limitations you'll have to get pretty creative about how and when things work in order to accomplish your goal. Even simple tasks sometimes don't have straightforward answers.
  3. I've been working on an alcohol-related mod myself. If Ghostfig gives permission to hand over its development then I'd consider taking it up when I return home from university.
  4. I'm more used to modding with Fallout where result scripts could play after a topic ends as opposed to when it starts but I see no option for this in the construction set. Is there any workaround to this?
  5. One thing about Fallout 3 and NV that always bothered me was the way semi-automatics were built. With the way the animations were built, all of the semi-automatics in the game always had a very sticky and slow feeling about them. In other shooters however, semi-autos can typically fire as fast as you can pull the trigger. Even though this is probably less realistic and more unbalanced in the context of fallout, I think it would vastly improve the game's gunplay if semi-autos could be fired as quick as possible. With the current engine's limitations however it's difficult to achieve this. Semi-auto fire delay in the GECK does nothing and increasing the animation multiplier of weapons in a fairly weak workaround. Regardless, I think it's still possible to achieve my goal. Enter the All-American. For whatever reason, the Marksman Carbine and the All-American seem to do exactly what I want them to do: fire on a dime with not a single hiccup. However I can't quite figure out how to get other weapons to accept this sort of functionality. Not all guns will take the animations that the All-American uses and I can't figure out how to modify vanilla animations to play out similarly (I messed around with NiTextKey values however I'm not convinced they do nothing). Is there something I'm doing wrong? Do new animations have to be produced from scratch? What the f*#@ do NiTextKey values do? How can I achieve my goal? PS I've also considered making a script to allow firing animations to be interrupted with new attack inputs from the player, however I'm not very good at scripting and even if I did get it to work properly I doubt it would feel natural.
  6. It's very possible yes. Even morrowind and Oblivion had gambling mods, though they don't usually have any fancy UI elements.
  7. I have no idea how to achieve something like this through scripting or even if it's possible so I'm asking for help. I want a mod where items receive permanent debuffs based on how much damage they have taken over time so you can't just keep repairing the same weapon over and over until it's back to 100%. So say you've just found a dwarven short sword and it does 10 base damage and it's health is 100%. After using it for a bit the health is at 75% and damage is at 7.5, so you repair it back to 100% and 10 damage. This happens a few times after holding onto the sword for a couple of levels, but when you go to repair the item back to 100% health you find that it still only does 8 damage. Turns out temporary repairs doesn't fix long time wear and tear and it's time for a replacement. I feel like it'll add a little more value to things like trading and crafting (via mods) as in the vanilla game, once you get an high level item you have very little reason to ever buy/pick up/make a new one.
  8. I don't know the inner workings of Youtube, but can't channel operators already do this? I know they can ban users from commenting on individual videos because the Youtubers I talk to regularly mention doing that all the time. I should reiterate that I'm fine with blocking communication with people. People on youtube can mute certain individuals if they want and they can disable or delete comments entirely if they want, but IIRC there's no functionality that allows them to ban people from watching their videos. And I don't think the business example is entirely fair as businesses have more overlap than most mods. If you're banned at a pizzeria there are at least 30 other pizzeria's in my area that I can go to and get a similar experience. Mods however are a little more comparable to art. Some mods are completely unique and offer experiences you might not be able to get from other places, an author that bans a user would be like a movie director who tries to literally make it illegal for a specific person to watch his movie, it's just a bit much. Another thing on businesses being able to refuse service is that those businesses usually don't abuse that power, because there are legal limitations. In a perfect world, nexus authors wouldn't be trigger happy with the ban button, but some are and there's really nothing stopping them from doing whatever they want with it. Imagine if a nexus author just started banning anyone that had an anime avatar or someshit, leaving hundreds unable to access the mod on the nexus just because the author doesn't like anime avatars. It's hypothetical but it's totally possible. Now obviously the best thing to do is to not s#*! on mod authors, but what counts as shitting on someone differs between person to person and (like i said above) authors could just ban you because they simply feel like it. You can say something supportive or have a legitimate question and then find out you're blocked off from a dozen mods or so. Just seems a little stupid imo.
  9. Modders can and should be able to control what they want, I don't really give a s***, but banning specific individuals from downloading their mods is honestly pretty childish and a really weird feature. It seems like its designed as a literal 'f*** you' button that's just going to cause more tension than it would solve. If you want to remove comments or disable them entirely then fine, I get that some people just don't want to deal with that, but prohibiting people from downloading your mod is just a needless punishment imo. It's like if you made a comment (negative or not) on someone's youtube video and they decided that you should never be able to watch something from their channel again, that'd just be absurd. I can't really argue against modders being more valuable than the average user and that they should have some control over their content but the author that banned you honestly did it for a pretty petty reason. I agree with DoctaSax. If modders don't want to hear people talking trash then fine, they don't have to, but banning people from your mods seems excessive and prone to abuse.
  10. A little advice from me is to pay attention to stuff like blocking, sight lines, and variation. It looks really unnatural when the land is completely flat and you can see all across the horizon. It's like a town in an MMO but you're the only one in it, it makes sense that there's so much space but it still makes things look off because it's so empty. You want to minimize negative space. Putting the buildings a little closer together, avoiding straight lines, and using landscape variation and clutter props will make things look a little tighter but also a little more natural.
  11. The easiest thing I can think of to do this is to disable the regular sources of xp and instead have buyable books that give you the XP.
  12. I'm trying to make a mod that tries to simulate armor fitting in an attempt to nerf looted armor and to instead increase the usefulness of merchants and player crafting. What I need to know is how to find out whether an item is an object on an NPC or in the world, or whether the player bought it or crafted it themselves. I can't find any functions related to this so I'd like some help formulating a script.
  13. No factor needs to be applied. Armor protection values increase linearly so then you just have skimpiness increase alongside those vanilla values. For example (excluding any artifacts or uniques): Fur/Iron is least protective by default, so make it the most covering Glass/Daedric are the most protective by default, so make them the skimpiest There is no need to alter their protection values, only their meshes.
  14. You're pretty f***ing genius even if it's all for the sake of pornography that's probably the smartest post I've seen on the nexus. To answer your question though, I highly doubt that mod exists. What I recommend in just looking through the skimpy armor mods, choose which ones are appropriate or fit along your proposed scale, and then leave the low-level armors vanilla.
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