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mcbraintheking

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Everything posted by mcbraintheking

  1. Whoops... I forgot about that one, and it's indeed the easier method. AFAIK it should refer to the current actor value at the time the function is executed.
  2. The easiest way is to "cheat" and create intervals instead of using a continuous function: Give the player a perk with entry points of "Mod Spell Cost" and the Multiply Value function, each entry point with a pair of Conditions based on the GetActorValuePercent function specifying a particular percentage interval. For instance, if for the interval between 51% and 60% of his magicka, you'd add 20% to the spell cost, the perk should have an entry point of Mod Spell Cost x 1.2, and 2 conditions: - GetActorValuePercent Magicka >= 51 AND - GetActorValuePercent Magicka < 60 AND Hope that helps. Cheers!
  3. Bah hyperlink messed my post. Editing real quick. There we go: 1. If you set any of the original game module (esm) files as the active file, any changes you make will be written over them *if you save them*. When loading the module files, if you don't select an active file, any changes would be saved into a new plugin (.esp) file. The CK does back up any files it writes to, though, so it's not all that bad. 2. That depends a lot of the details of your modification, and your knowledge about the CK and how the game works internally It could take from a couple hours to a couple weeks, if you get stuck on a problem you don't know how to solve. 3. Generally yes. Always back up your saved games before installing a new mod, because sometimes a mistake by you or the mod author can cause a lot of irreversible issues with the saved games.
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