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larryrathbun

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  1. Happens to me from Archery Gameplay Overhaul. Shooting an arrow fixes it.
  2. Good afternoon, I believe you can use OnActivate on a container and have that script change the contents. Then have the script Activate the container. This isn't perfect, but it should be close. scn ContainerScript begin OnActivate if ( Player.GetItemCount [item] == 1 ) ;do whatever endif Activate End
  3. Good evening, Can anyone help me? I was manually activating a plugin for a mod I am developing, and somehow move another mod (MCM) to the bottom of my load order. Before I jack everything up, is there a way to look at my last save file, get the load order, and put it back? I will be making use of the "export load order" function after this, I assure you. thanks.
  4. Good morning, I couldn't speak to everything in your list, but run about 100 mods and haven't yet had a problem with YUP. Load it early, so any mods can override its changes and you should have no issues.
  5. So, I was having trouble with actor value functions and no one was able to help. I had hoped someone could point me to something like this. I guess it doesn't exist, so I went and made it. There are 9 different Actor Value functions. Four Get the values, 5 change the values. In these functions, you can abbreviate "Actor Value" as "AV". I'm going to do this throughout. I am also going to eliminate the reference "Player." in the explanations, "Player.GetActorValue Barter" is the same as "Player.GetAV Barter". There is a TL:DR at the bottom. Four "Getting" functions: Now for the functions that change these values. I am going to run through each of them, using Barter as an example. At the end I will provide a TL:DR one line summary for each. In the examples, I underlined the field to watch as the example progresses. SetActorValue SetAV ModActorValue ModAV DamageActorValue DamageAV RestoreActorValue RestoreAV ForceActorValue ForceAV TL:DR GetAVInfo (console only) Returns a block of info about the value. GetAV Returns the "Current Value" GetBaseAV Returns the "Computed Base" GetPermanentAV Returns the "Level-up Value" SetAV: Changes the AV Override not the value. You can make this negative if you want. ModAV ModAV applies a permanent modifier (Perm) It can be positive or negative DamageAV DamageAV applies a negative damage modifier. (Damage) It's the absolute value of the passed value. RestoreAV RestoreAV applies a positive damage modifier. (Damage) It's the absolute value of the passed value. It can't take the Damage Modifier above 0. ForceAV ForceAV applies a Permanent modifier to make the Current Value Exactly what you pass to ForceAV You CAN modify with other functions afterward. Please share this if it helped you!
  6. Good evening, All testing is done from a save which is not saved again and has no modifications. Each test is done by loading the same clean save to ensure consistent results. I guess I am going to need to go in and actually see what these do. Because, they don't seem to do exactly what they say they do. Can anyone confirm that they act the same if called from script and console? I.e. does setav act the same from either? In the testing I was doing, I was getting different net results from player.setAV Barter 50 when called from console vs. from a script. It doesn't help that there are multiple different GetAV functions either. GetAV, GetBaseAV, GetPermAV. I guess I will try to figure out the difference in those as well. <Edit> I did some research on this and posted it in another thread here: https://forums.nexusmods.com/index.php?/topic/4903920-how-actorvalue-av-functions-work/?p=42853370. Hopefully it will help others. So, Question 2 is still out there. Any thoughts?
  7. Good afternoon, I am working on a mod to do something like the legendary skills in Skyrim. At level 100 in a skill, the player can choose to make the skill Legendary, reduce it to 25 and get a bonus perk. First Question: I need to be able to permanently force the player's skill value for a skill back to 25 and grant a bonus perk. This needs to be permanent, but not affect any perks, bobbles, etc... For example, the player is at 100 in Barter with a perk that adds +5. I want to allow them to make the skill "Legendary" and have it reset back to 25 (still getting the +5 from the perk for a total of 30). I have been playing around with SetAV, ModAV, ForceAV and none seem to perform as expected. Can anyone clue me in on the correct way to do this? Second question: I have worked out some level-up logic that calls the level-up screen without causing an XP loss and have it working successfully. To solve the issue of the player getting new skill points I tried setting all skill points settings to 0 using SetNumericGameValue but couldn't get any results. That command just didn't seem to do anything in the script. When I use it in console it returns that it worked, but the level-up changes don't take. I am trying to make this Project Nevada compatible, and I am sure PN is changing some values as well, which override the base game settings. I also tried giving a temporary perk that Adjust the Skill Point Gain Entry Point, but it also doesn't work. Possibly a PN override as well. As a work-around I currently assign a perk that maxes all skills at 100 (which prevents gaining skill points), then unassign the perk after level up. This has the undesirable side effect of allowing any perk to be chosen, even if the player could not otherwise qualify due to skill level. Can anyone help with either of these questions? <Edit> Third Question: - Resolved - DERP I am trying to setup my level up script as a function I can call from the main script. As soon as I change it to "Begin Function" it fails to compile. When set to OnActivate and placed on an object it works fine. As a test I created a simple script to test. This is set to be an Object script, which is what the Wiki says it should be. scn TestFunctionUDF Begin Function { } ;nothing End This fails to compile as well. I do not want to send any variables to the function or get results back. It is going to possibly be called multiple times during the script running and was trying to avoid a ginormous repeatd block of code that might have to be changed over and over in the future. Anyone know why it won't compile? Apparently the { } is required even if you are passing no arguments to the function. Thanks.
  8. Good afternoon, I am working on a small mod and have almost finished debugging. I decided to go back and try to add the one feature I had originally left out. I originally wanted my mod to start after a specific radio story was played by Three Dog, specifically that the Megaton bomb is disarmed. I could do this by editing the result script for the radio story in the GNR Radio Quest and adding a StartQuest command. However, I don't want to mess with that quest since popular mods like GNR Extended are all over it. Can anyone suggest an alternate way of doing it? I could link it to the side quest (MS11), but I would really prefer it to start after the Radio message about disarming the Megaton bomb is played. Currently I have a trigger box in place that starts the quest if you arrive at the quest location and haven't already started it, but I would prefer if it triggered when the radio story plays. Thanks in advance.
  9. Good evening, I have returned to Skyrim after a year or more, and have encountered an issue I do not remember having before. On some message boxes, the box is too wide for the screen. Since I don't remember this happening, I suspect I had a mod or an adjusted .ini setting to prevent it. Font size or something to that effect. Can anyone suggest a solution for this issue? Thank you.
  10. Hello again all, I have put together a farily simple weapons challenge mod that rewards the player for killing stuff with every type of weapon out there. The basic structure is like this: Throwing Spear Challenge Throwing Knife Challenge Throwing Hatchet Challenge Completing each of these awards a ThrowingChallegeToken. Collecting all three ThrowingChallengeTokens completes the Thrown Weapons Challenge, which awards a SubWeaponToken, removes the ThrownChallengeTokens, and gives a perk that increases damage with Thrown weapons. There are 7 other challenges (melee, energy, heavy, etc...) of similar design. Collecting all 8 SubWeaponTokens completes the Main Challange, which removes the SubWeaponTokens, the individual weapon perks, adds a perk that increase damage with ALL weapons, and unlocks some additional challenges. Everything has been going good until I test the challenges. After completing each individual challenge and sub challenge everything works fine. When completing the last individual challenge (which at the exact same moment completes the last sub weapon challenge and the main challenge) this is what happens: About 8 or 9 unrelated challenges suddenly complete. I find a note from the divide, I discover the Antenna thing from OWB, a bunch of just random stuff. I suspect it is something to do with the scripts running all at once, because they seem to happen out of order. I get the notification from the main challenge, then the sub-challenge, then the individual challenge. Can any suggest a way to track this down and repair it? The individual challenges are kill with a weapon from a form list. The sub-challenges and main challenge are collect a certain number of items (tokens). The sub-challenges and main challenge strip away the extra tokens when they complete and the main challenge removes perks, adds a new one, and unlock challenges on completion. Any help will be greatly appreciated. I can provide the mod file if someone thinks that will help or I can upload script blocks.
  11. Make an empty cell, put the chest in it and throw the whole thing off into the ether. The chest doesn't have to be anywhere the player ever goes.
  12. You could use different variants of the same character. That might be easiest, depending on how many "forms" you want to go through, and if each is discrete. Before changing from one variant to the other, you could script all items off into a hidden chest, change the forms, and then put all the items into the new forms inventory. If there are going to be lots of forms or combinations of powers, this probably won't work.
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