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pw508

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  1. I'm not sure how possible this is but I think it would be awesome to disable the crosshair and use the laser to aim with all weapons. Also the nostalgia! Thanks!
  2. Nevermind, I found it! It's part of Bolmin's Basic Needs mod, if anyone out there is curious.
  3. A few months ago I could have sworn I ran across a mod that made it so carrying more weapons caused the player to drain more stamina or move more slowly. It gave you an actual reason to travel light with only a pistol\revolver than going into a situation fully loaded with 3+ guns every time. Now that I'm modding up my game and getting ready for a new playthrough, I cant find it anywhere and I'm beginning to think I'm nuts. So can anyone point me in the right direction, or am I indeed nuts?
  4. So I'm trying to make a simple mod that makes it more dangerous to be out at night, by adding a spell to the player that reduces something like damage resistance or stamina, I haven't really decided yet. Anyway what I have right now is a quest that adds the spell, and I'm trying to add conditions but I'm not sure how they interact with each other. I'm messing around with checking the "or" box but I'm basically shooting in the dark right now, I'm not sure how more than two conditions work with each other. Here's what I have so far for conditions (in the spell tab, not magic effect tab) Condition 0: SubjectIsInInterior = 0.00 OR (Because I don't want this to matter in dungeons, etc) Condition 1: SubjectGetGlobalValue(GameHour) = >=22.00 OR (So the debuff only occurs after 10pm) Condition 2: SubjectGetGlobalValue(GameHour) = <=6.00 OR (Again, debuff only before 6am) Condition 3: Subject.IsUndead = 0.00 OR (So it doesn't apply to vampires) Condition 4: Subject.HasSpell(WerewolfChange "Beast Form") = 0.00 OR (So it doesnt apply to werewolves) Now I know the "or's" in there are likely wrong. But basically with the conditions above, this is how I read it in my head: Apply the debuff unless the player is inside, or the time is after 10pm or before 6am, or if the player is a vampire or a werewolf. So to me it makes sense, basically don't apply the spell if any one of the conditions is met - if two or more conditions need to be met, I would think to put AND rather than OR. But I'm certain that's not the case. Basically I'm just not sure how the game reads the conditions, and I'm hoping someone can help. I found some stuff searching google but it was mostly forum posts with people throwing ideas back and forth but no conclusive answers so it didn't help a whole lot, I didnt find any actual guides or instructions or info from someone who really knows what they're doing. I also tried mimicking existing entries such as the sunlight damage for vampires but after testing in game it didn't work correctly - either the spell wouldn't apply at all, or it would apply at all times, or it would apply correctly outside but would persist in interiors... I have no idea what to do. So can anyone offer any help or point to any guides or tutorials?
  5. I've had this question for a while and never bothered to ask, but it finally got to me. In CK/Tes5Edit, there's three different values for NPC health. There's racial starting health in the race category, both health offset AND health in the NPC category. My question is how do these values add up? Do they all add, or do some override others? I have a broad understanding of how it works, especially the health offset part, but I'd like to know specifically. Take a basic bandit for example. It's starting racial health (nord) is 50. In the NPC category, it's stats are 25 health, -25 health offset. So to work out it's health is the formula 50+25-25? Or does the health value in the NPC tab overwrite the racial health? Another example is Draugr Overlord, racial starting health is 50, specific NPC stats are 100 offset, 210 health. I'd assume 360 total health, but they made the system fairly complicated and I'd like to get a clear cut understanding of how exactly it adds up. I know this seems fairly easy to test but I don't want other variables to influence stats in game such as NPC health per level or class health stats.
  6. You're right, I must have been more tired than I thought when I posted this lol It should have been titled "Disabling automatic calculation for spells", or in TES5Edit, flagging the spell for manual cost calc. Basically what I'm doing is slightly increasing the charge time for destruction spells to give me a reason to soften targets up or debuff them in some way before just shooting them with lightning. The way I have my game set up is most enemies only can take one or two hits before going down so there's almost no point in using anything besides destruction for a mage since I can blow them away almost instantly. But if destruction charge times are a bit longer I may want to slow them down, stagger them, etc. to give myself time to charge. Anyway, I learned that you need to enable the manual cost calc flag in order to actually make the charge time different in game. No matter what number you set it to the time will stay at a half second unless that box is ticked. My question was, in the experience of more knowledgeable members of the community than myself, could enabling manual cost calc create an imbalance in spell costs or other ways that may not immediately appear obvious? Auto cost calc exists for a reason, but to me it seems redundant since setting a cost is part of making the spell in the CK/TES5Edit. So I want to make sure there's nothing less obvious that I'm missing before I start messing with these values.
  7. Could this lead to potential imbalances? How accurate is the automatic cost calc function and how important is it to keep active? I couldn't find much info on this on google.
  8. A mod like this would be awesome, a feel like if deadeye drained much faster it would make gunfights way more difficult too.
  9. This seems simple but I'm not sure where to start looking. When I look at a bed all I want to do is change the "Sleep" activate text to "Rest". Can anyone point me in the right direction?
  10. Since this thread was brought back from the dead anyway, the Additional Techniques mod by Felisky allows you to fire multiple arrows.
  11. When you first open the map in game, it zooms out from your current location. I like using mods that remove my location on the map, but this zoom out effect gives a pretty good approximate location. I'd like to remove or change it to be less pronounced, but I haven't the slightest idea where to start looking to make the necessary modification. Does anyone know how to do this, or can anyone point me in the right direction of at least where to start searching? I'm pretty good with xedit, although I haven't published any of my own mods I've been tweaking mods to my liking for many years so I'm not a beginner when it comes to this stuff. I feel like it might be as simple as a line that says something like map open = (height), and just editing that number to be further from the ground would do the trick. But right now I'm looking for a needle in a group of haystacks and I have no idea which haystack to start searching.
  12. Why should higher class citizens have to deal with riffraff befouling their city? Should just any mercenary be able to wander the streets of Solitude or gain access to Whiterun and it's cloud district? If random travelers are to gain access to the cities of Skyrim they should have to pay a toll at the gate to gain entry. So yeah basically the idea is for a guard to be placed right outside the entrances to each major city to collect a sum of gold to allow the player to enter. If the player owns property in the city, they are exempt and allowed to pass.
  13. Everyone always comments how magic is dangerous, how you'll blow yourself up, etc. How about a mod that makes it so when you're under 5% magicka you get lit up with blue flames and take health damage until you're back over the threshold? This way magic is actually dangerous and using spells that are above your level of expertise is actually risky in a fight. Also it creates a reason not to just spam spells indiscriminately. And I guess the nords who warn against using dangerous magic might actually have a point. I would say this should apply just to the player in order to limit abuse of lightning spells and magicka poison against NPCs, and to keep things as lightweight as possible. If shock spells are used against the player, well I guess it's just one more reason why electricity is dangerous. I'd try to do this myself but I'm not quite there yet with xedit, and scripting is completely foreign to me.
  14. Are you trying to extend their duration by putting things in their inventory or by using the dread zombie spell?
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