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qwertypol012

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  1. Sure thing. Thanks :) I'll put a reply again if I find a trouble in implementing it. Hopefully I won't need to
  2. Thanks for the advice. Unfortunately, I'm not familiar with setting packages for NPC, so I don't think I can do it using your advice. But still, thanks :) Really? Setting their speed to 0.1 will render them unable to move? I just knew it. Thanks, I guess I'll try this method :)
  3. I'm looking for an advice or guidance on how to make a NPC become motionless (not moving and stays in place) but can still attack or cast spell in place. How I picture it in the game is: the player attacks a NPC (either using weapon or spell), in which the attack causes the NPC unable to move, but they can still attack or cast spell (in place). I want to implement it in a very lightweight manner, so if we can do it without using scripts it would be a lot better. Using script is fine though, as long as it's very lightweight as I want it to be. Thanks for your attention :)
  4. I'm looking for an advice or guidance on how to make a NPC become motionless (not moving and stays in place) but can still attack or cast spell in place. How I picture it in the game is: the player attacks a NPC (either using weapon or spell), in which the attack causes the NPC unable to move, but they can still attack or cast spell (in place). I want to implement it in a very lightweight manner, so if we can do it without using scripts it would be a lot better. Using script is fine though, as long as it's very lightweight as I want it to be. Thanks for your attention :)
  5. Nice, that's great! I can safely use a single formlist as a property and put everything inside it without making them also persistent, effectively optimizing the script by not using too many properties. Thanks :)
  6. As the title says, I'm asking whether forms inside a formlist also become persistent if the formlist is put as a property in a script.
  7. I have a question about GetWornForm function. Does it return the base form of the item or a specific reference (ie. object reference) of it? I want to get the forms of the player's equipped enchanted gears to be used in other functions and i wonder whether i can use this function to achieve it.
  8. My mod has some spells added to the player in the beginning of the function. Some of these spells are Ability-type (Constant Effect cast type) while some of them are Spell-type (Fire and Forget cast type, has duration). In the end of the function, i'd like to stop and remove them from affecting the player. Should i use DispelSpell or RemoveSpell? For the time being, i'm using RemoveSpell to remove the Ability-type spells while using DispelSpell to stop the Spell-type spells. Does this enough to clean the player from these spells?
  9. As the title says, i'm asking whether the amount of records in a ESP affect the game in some way? For example: affect the loading time, affect the game's performance, affect the game's stability, etc I have a mod which ESP contains some unused records. They are meant as some kind of placeholders or backups if just in case i will need it again in the future. So i'm wondering whether it's okay to keep them or instead it's better to remove them for the time being.
  10. As the title says, i'd like to know whether RegisterForSingleUpdate function runs through game load. So let's say, if i call the function with the float parameter 300 seconds, then i save and exit the game, then I'm going to reload the save again, will the function still run and continue the remaining float duration?
  11. First, do HasPerk and HasSpell functions always work unconditionally? I mean, i want to know whether using HasPerk will always work (both to player or NPC) to check whether an actor has a specific perk or not; the same question also applies to HasSpell. Or instead, is there some exceptions (which make them not working)? Why i asked this? Because I've been using these in my mod and I'm not sure whether they're actually working or not (especially for HasSpell). Sometimes i felt that they're not actually checking the perk or the spell i wanted them to check (especially the HasSpell). Secondly, is it fine to use RemovePerk and RemoveSpell to the player even if the player doesn't have the perk or spell to be removed? Will it cause an issue?
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