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Anubis22

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  1. I was able to find a way by experimenting around a lot, though I do not know how reliable it is. This approach works by adjusting the values with ModAV() and storing the changes made as a seperate variable. Since scripts keep on running even though the mod which created them got removed this variable can then be used to undo the changes the mod made. The problem was how to find out when the mod got removed to trigger a cleanup function. I managed to do this by creating a GlobalVariable and giving it some fixed value != 0. Then I periodically check if the variable indeed returns the value I gave it. If the mod gets removed unexpectedly the GlobalVariable will not be able to return the value so I know the mod was removed. Still I would like to know if there is a more elegent alternative and the other question still stands
  2. Let's say I have a mod that changes actor attributes on the fly from within a script. Is there any way to handle this task in a truly non-destructive manner? By which I mean, that the changes will automatically revert should the player decide to uninstall the mod - especially when doing so without warning or giving it time to properly uninstall. I had hoped this could be achieved by adding spells to the player which do the alterations (instead of using modav) which, so I hoped, would then disappear when the mod is removed. But testing proves me wrong and spells do not dispel when the mod that caused them is removed. Even worse they seem to just stay active indefinately (even when the spell had a time limit) and it's only making it harder to reset the changes, compared to modifying the values directly. Is there any approach to make an "automatic" uninstall on mod remove possible? On a related note: Is any cleanup advisable for scripts which are not registered for updates and only listen for events? Edit: I just realised I posted this in the wrong subforum, it should be in "Skyrim Creation Kit and Modders", apologies.
  3. Hey there, currently trying to implement a more realistic damage system by changing some things based on the worn armor. E.g. A set of heavy armor gives very high protection against swords, but is vulnerable to maces etc. To get this working well I need to check for the amount and type of armor worn. E.g. If player wears 1 piece of cloth -> give small cloth bonus If player wears 3 pieces of heavy armor -> give big heavy armor bonus ... Ideally I would like to give more importance to the chestplate worn compared to the boots for example. But it does not seem possible to check specifically for "does wear heavy chest armor?", only for "wears any kind of chest armor?" Also the condition list to check for clothing (or being naked, which I consider the same) is very very long and cumbersome, because of the OR precedence for conditions (see: https://www.creationkit.com/index.php?title=Conditions). To solve both of these issues I would like to do the conditioning within a script which I expect would be able to handle this a lot more accurately and with fewer conditions. But how do I do that? Not necessarily the scripting itself, but how would I go about creating a script which can be used as a perk condition? Edit: Oh and I would want to check this for NPCs which the player attacks as well (it should function both ways), is that possible?
  4. Just to clarify again, my problem is indeed about the state options being too many, as tested by IsharaMeradin. To summarize some good workarounds were already mentioned: 1. Extending the MCM script and have the extended scripts each handle part of the menu 2. Assigning multiple UI elements to the same state and dynamically checking which one is currently in use (compromise between State options and optionIDs) 3. Reverting back to optionID layout 4. Using two independent mod entries for MCM I listed them according to my preferences and hope I got the ideas right. I believe splitting the script in several (if it can be done reasonably well) by extending could yield the cleanest results in the end and scales very well. So that is what I am going to try first. Could you explain further what you meant by this? Is it the same which PeterMartyr suggested / does my point 2. sum it up correctly? Edit: Tried option 1. with a minimal setup and could not get it to work. It compiles fine, but the pages will be empty. it seems MCM only accepts UI elements from the base script Edit 2: Looks like I'll be going with a compromise between states and optionIDs. One state per page and within that state I check for all possible optionIDs for the given page. It may not be the nicest possible way, but at least it is reliable.
  5. There are a lot of parameters involved in balancing the game, even if you do not go down to the lowest levels. For a quick reference just take a look at SkyTweak, which probably exceeds 200 easily. An example from my mod for Destruction Magic: - Toggle whether to adjust Destruction - Damage Multiplier - Damage Level Scaling - Cost Multiplier - Duration Multiplier - Experience Multiplier And you could add Level Scaling for Cost and Duration too. You have the same for the other magic schools and skills. It adds up, real quick. When using MCM with State Options every slider, checkbox and so on in your UI has a corresponding state in the script, hence why there are so many.
  6. Hey everyone, I am currently working on a mod similar to SkyTweak. It is a lot more lightweight with a stronger focus on (combat-) balance and is designed to work on top of any load order, virtually conflict free. The mod is in it's last stages of refinement, but now I ran into a problem with the MCM menu script file. I am using the "State Option" method for addressing my ui elements, but I surpassed 128 states in the script and compiling will yield the following error: "SCRIPTS: error: Class SB_MCM_Script overflowed the named state count field(s) while linking. The class is marked as invalid. A programmer must adjust the bit field sizes" The MCM script got way too big for my taste anyway. I would love to split it up into several smaller scripts (for example one script for each MCM page). Is this possible and how could I do it? If not is there any solution except reverting back to the older non-State MCM format?
  7. Okay, did it and it works perfectly. :)
  8. Okay, thank you very much. But unfortunaly i have no clue how i can extend a trigger box with a script? What i did so far: 1. I copied a Trigger Box 2. Primitive: Collision layer: L_ACTORZONE (dont know whether its important or not) 3. Scripts: DefaultActivateSelf -> Remove 4. Scripts: Add -> New Script 5. Add new Script: Name -> KillBoxScript 6. Add New Script: Extends -> Object Reference 7. Add New Script: OK Now i have a new Script called KillBoxScript, but how do i extend it with the lines you posted?
  9. Hi there, in Oblivion there were Actor Kill Boxes. They kill the Character if he gets in them. These were used at some areas, where the character should die if he gets there, for example jumping off a cliff and below is an actor kill box, to secure the death of the character. Are there Boxes like these in the Creation Kit, too?? If yes, where can i find them?
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