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Everything posted by Sjakal
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One thing to note is containers have infinite storage capacity, I think, so being able to pick those up with items inside would give you infinite carry capacity unless a percentage of contained items weight is then added to the backpack in your inventory. Some means of unequipping the backpack (losing its equipped carry weight bonus) when you enter power armor would be needed also, as I think there is a bug making you look weird otherwise. It would also have to prevent you from equipping it again until you exit the power armor. A backpack mod like this would pretty much have everything I'd ever need :D If you want to work around the infinite container space issue, maybe using the backpack on the ground could open a menu where you pick it up or open one of its compartments; each compartment is just a shortcut into the inventory of one of your companions. The menu item would then hide for your current companion, or just relabel its menu item as "Companion inventory" and let you trade with your companion from the backpack (so you don't have to call them to you and talk first). The higher quality backpacks you find or make, the more companions' compartments they have beyond your current companion inventory.
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Sorry for raising the dead in this manner (2018 to 2019 says hi) but I will just add: if you type player.getscale, you SHOULD see your third person model scale (based on x.xx) In my case, it seems whenever I see (based on 0.97) or lower, I will be unable to move while over encumbered (in third person or when using an immersive first person mod). Breton and Khajit female characters are especially prone to this glitch; these will show player.getscale 1.00 (based on 0.95) which brings you below the 0.98 glitch threshold. Like Cripp mentions this can be fixed; player.setscale 1.03 and you will now see (based on 0.98) so your Breton/Khajit (their base is a -0.05 offset) should no longer be stuck. Note that the glitch occurs when you BECOME over encumbered, so ideally you should setscale while NOT encumbered, then check its effect by picking lots of heavy items. Luckily it seems player.setscale is stored in your save so you don't have to redo it everytime you load up your game; just remember this if you ever need to reset player scale. Note also that base < 0.98 glitch threshold might actually be higher in some cases, depending on which encumbrance/survival mods are loaded and debuffing player speed.
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- encumbered
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Feel free to link if mods already exist to fulfill what I'm looking for; a quick search did not find exactly what I need though, but maybe you have more luck/knowledge. Tomes Into Scrolls:Consuming a spell tome only creates spell scrolls. The number of scrolls is your skill minus spell level.Scroll minimum is the rounded tome cost divided by scroll cost, maybe with a max of 10 scrolls created.Spell level 0 is novice, 25 apprentice, 50 adept, 70 expert, 100 master.Additionally, after 25 scroll casts with your skill level at or above the spell's level, you will learn the spell.Any learning progress would be notified upon cast start. Most of this should be MCM tweaked settings.This is to slow down the spell learning process and give spell scrolls more purpose in the game. Simple Spell Scribe:Use a Ruined Book or a Roll of Paper from your inventory to begin scribing.A 30 second "Scribe Tome" or "Scribe Scroll" debuff prevents skill gains in the meantime.Use a Ruined Book or a Roll of Paper again to cancel/change the debuff, or wait/sleep for it to expire.Non-scroll castings spend a Ruined Book or Roll of Paper depending on the debuff you have active.Tomes also cost their gold price to scribe otherwise nothing happens, but scrolls are free to scribe.This is to give such items more purpose in the game; you could then give more scrolls to your followers. If you have other ideas please chime in; preferably the mod should be simple and custom spell compatible, with MCM tweaking instead of new config powers/items.
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Suggestion: A mod similar to SM Essential Player that knocks you down instead of killing you below 0 health, letting you crawl in peace away from combat. But here when you perform an action, a panel pops up showing your current Dragon Souls owed to the gods, which lets you resume crawling or owe one/more additional souls to the gods for reviving you. Your Dragon Power Level then is your current Dragon Souls unspent minus your Dragon Souls owed, which grants you a bonus or malus to Health/Magicka/Stamina depending on how positive or negative it is, with a harsher short-term malus/gold cost configured via MCM. Justification: Some players are tired of simply reloading a previous save when dying, preferring instead a more permanent consequence to being defeated, and others want dragon souls to have more uses in the game for the Dragonborn. Mods already exist that convert dragon souls to permanent perks or attributes, but this one would instead adjust the bonus on the fly while also adding a penalty to dying similar to other death mods, without teleporting you away from the dungeon you were exploring or dropping all/most of your equipped items; if you DO get stuck a previous autosave can always be loaded up in emergencies.
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Sorry if this is unrelated, just stating I'd love for Special Edition SkyUI to implement some sort of MCM import/export functionality. If MCM could somehow hook into all the MCM variables set by other mods, export them to an ini file, and later reimport them to another savegame. Maybe even look for an automods.ini file to always automatically import x seconds after a fresh new game is started, if one such file is present. As load orders contain more and more mods, and mod updates may require a fresh savegame, setting all their MCM variables each time gets old. You COULD argue this ini file import is the responsibility of each mod to implement, but that's not going to happen. Oh well, one can always dream. Anyway, back to SKSE64 SkyUI MCM releasing soon! NICE!
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+1 Bump of the Necromancer! I know it's been a few months since original post, but I wanted to encourage such a mod as well! Immersion is all well and good, but I really think something like the challenge rating color code would be very useful. Or, at minimum, a mod that prefixes enemy names with their level in the HUD. Without it, a casual player has no idea of how challenging an enemy is on first glance, since their character models or equipment look so similar. This bandit has 35 health and should be a cakewalk. This bandit has 320 health and will kick your a**. The casual player's only option is resorting to the Elder Scrolls Wiki articles and noting down creature and enemy names for future reference, but this is a poor alternative to having enemy level or challenge indicators, or even better: character models that are easier to gauge enemy difficulty from. Just my 2 cents. I would instantly endorse any mod that accomplishes one of the above, as long as the mod does not rename or otherwise alter existing creatures. The mod should be compatible with future unofficial mod content/creatures/enemies.
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One crude fix could be to alter the name of each creature in Skyrim to include its level as a prefix, such that "Bandit" becomes "1 Bandit", and "Bandit Outlaw" becomes "5 Bandit Outlaw", etc. This requires next to no scripting but does require renaming every single creature in the Creation Kit, which may or may not conflict with monster level scaling mods and will certainly not work for new creatures added by new mods, unless they also rename them accordingly. Hopefully it's possible to somehow hook into the GUI for displaying creature names and simply add their level prefix through a simple script. Perhaps you could even add some SkyUI MCM settings to enable/disable the prefix on-the-fly, or maybe require the player to have been in combat with that type of creature before showing their level. Or maybe showing more vague/lore-friendly level prefixes/suffixes; for instance, if player is level 5 and encounters a bandit outlaw they might show as "Bandit Outlaw (challenging)", whereas a level 1 bandit would show as "Bandit (easy)". Quite similar to challenge rating in Dungeons & Dragons: http://nwn.wikia.com/wiki/Challenge_rating Perhaps the creature level/challenge affix could even require the player to have a specific perk or item/book in their possession before showing; perhaps even expanded as a sort of in-game "monster journal" not unlike the journals you keep on each monster type in The Witcher 2 Assassins of Kings. The trolls/elitists would of course argue this is cheating (just as looking up creature levels on the Elder Scrolls Wiki or memorizing their level from their names is cheating) but to them I say: **** ***! That's what options are for. Don't like to see creature levels? Turn off the mod via MCM! Me, personally, I would like to know an enemy's rough challenge rating at a glance because you sometimes encounter creatures that look almost identical but one of them is level 15 and could wipe you all over the floor and the other is level 1 and could hardly scratch you. So +1 and endorsement from me for such a mod if it is ever made.
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Making money by stealing is too easy. Consider making a mod that adds 1 bounty each time player steals an item undetected or enters a load screen if they carry stolen items, or every x minutes in a town while carrying stolen items. Makes quick fence sales much more important.
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I since learned that SM Essential Player keeps the player alive on death via the StartDeferredKill() functions and removes control temporarily. Funnily enough the mod never calls EndDeferredKill(), which I assume will permanently corrupt the savegame. I tested this in-game; activated SM Essential Player, got crippled, got back up and ran, saved, loaded with my testmod instead, could not die in combat, called EndDeferredKill(), player died instantly, both before second fight or after. So, a potential warning to users of SM Essential Player v2.0b - your savegame might suffer from this. Thus an alternative solution is required for preventing player death. Somehow I have to always keep the player over 0 health, and disable controls/animate player while at 1 health, never touching DeferredKill() or SetEssential() to avoid damaging the savegame. SetInvulnerable(true) apparently does nothing; I tried enabling it and got killed in the next fight anyway. So if anyone knows how to ensure player health never goes below 1 via script, similar to how the TIM cheat code prevents any damage that would take you to 0 health or below, please reply. Thanks again. I'm currently investigating the Mod Incoming Damage entry point for perks. According to the Creation Kit Wiki talk for OnHit this is done prior to damaging the player's health. As a crude workaround, I could multiply all incoming damage with 0.01 through a new perk given to the player, and then OnHit I would multiply the damage by 100 again, but subtract damage until it only brings the player to 1 health at minimum. If player is ever brought below 5 or 10 health I would trigger the crippled animations, remove player control, make enemies ignore the player, etc. That's my best bet unless others have a different approach.
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I've been experimenting with flagging the player essential to change how player death is handled, similar to the SM Essential Player mod, but without the ghost respawning. The idea would be to add cumulative XP gain or maximum health/stats penalties each time player is crippled, that are cured either after some time passes or by use of consumable items or visiting a shrine. My problem is this: When the essential player is brought to 0 health or below, they fall to the ground crippled just like a follower would. So far so good. But if you drink a Restore Health potion (via inventory or favorites/hotkey) after this your character gets back up and is no longer crippled. Even worse, if you are crippled a second time later on your character gets back up on their own after a few seconds WITHOUT having to drink a healing potion. I would like to know if someone has managed to prevent potions from reviving the essential player when they are crippled. It appears you can prevent this if you give all healing item effects a duration instead of making them instantaneous, but I'd like a simpler solution instead of altering all healing item/magic effects. Once that is done I hope to revive the player through different means, without them auto-reviving the second time they are crippled. So far I've tried the player.Resurrect() function but this has issues with unequipping/showing weapons and camera control after resurrection. Fortunately this does not trigger a second auto-revive next time the player is crippled, so with some work (and reverse-engineering SM Essential Player maybe?) I might be able to solve this. But if someone has already figured this out, please don't hesitate to post below. No point in me reinventing stuff that's already been figured out elsewhere. Thanks.
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Hi folks! A few ideas (disregard ideas if already suggested): Concerning excessive camera movements, try attaching the camera to the head bone, but keeping its rotation independent of the head bone. That way the camera won't spin like crazy during first-person melee power attacks (at least I hope) but it will still be lowered when the player crouches for stealth etc. Some tweaking might likely be needed, however, to keep the player model facing in the same direction as the camera again after scripted animations like power attack spins are completed (something like turning the player model along its z axis at a quick fixed rate until its forward direction aligns with camera forward direction again, I dunno). Concerning first-person horse riding etc, I think the titular mod accomplishes this by somehow making first-person view just another third-person view but with the camera distance to the head bone very small. Perhaps something similar can be done when not horse riding as well; that way first-person models might not even be needed for "first-person" since it mechanics-wise is just another third person view (maybe you are already doing this). Precision animations like archery aiming might suffer from this, however; I doubt the Bethesda third person bow aiming animations align sufficiently with the player's actual aim direction. If so perhaps a third-person torso-and-legs is best afterall, combined with the original first-person arms and weapon models as Bloodshot12 suggested. Finally, respect for making this mod and releasing so early with so far impressive results. Of course there is some ways to go with tedious details tweaking and alternative ideas testing before everything is fully ready for smooth playing, but judging by what has been accomplished already the result is certainly worth it! Finally Elder Scrolls adventurers can see their own feet for increased immerson, something I find every first-person game since Dark Messiah/Thief Deadly Shadows ought to have but many still lack even 7 years later. Heck, Jurassic Park Trespasser had first-person player models in 1998 almost 14 years ago when hardware accelerated graphics were still in their infancy! Anyway, rant over, keep up the good work! Endorsed.