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VampiricEmpress

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  1. No idea, it is unknown what bethesda themselves have done in the game, aside from flying and shooting. Thats how I generate ideas.
  2. Scripting functions, events Find vertices on the navmesh, or even just the triangles and report their positions. Return an object's cell coordinates without having to do the math yourself. Be able to return all references in a cell even if they are non persistent. a hasReset - Cell boolean Carry OnPlayerTeleport from Fallout 4 over.
  3. I appreciate the help, I learned some new concepts from you. While I did manage to implement everything, I ultimately gave it up because there was better and simpler mods out there already. It was going to be that you can dump your inventory in a chest and it reports how much weight a particular category is in total so you can know which to dump. A counter to dungeon delving where you find yourself suddenly overencumbered and cannot run and cannot fast travel and dumping stuff probably means dumping high value items if you have more of those than low value ones that contribute to the overencumberance. A person though could just download a portable storage mod instead.
  4. It is tied to the spell cost. From the CK wiki: Skill Usage Mult: For Spells, a multiplier to the Skill Uses (which feed into advancing the effect's Magic Skill, above) that casting this effect will give the player. From the CK wiki: Notes on the spell form: Disabling Auto Calculate in order to manually set a magicka cost is not a good substitute for specifying a magicka cost in the Magic Effect, unless the spell is not meant to be used by the player. This is because experience gain depends on the Base Cost of the spell's Magic Effect, multiplied by its Skill Usage Mult. If the magicka cost is off to such a degree that you want to enter a sensible value manually, the experience gain will most likely also be off. Even when auto calculate is disabled, only magic effects with a non-zero Base Cost will count for experience gain (though the specific amount is irrelevant in the calculation). If the Base Cost is zero for an effect, the experience gain will be as well. One in-game example of this is Storm Thrall, which gives 4800 experience normally, but drops to 0 with Elemental Potency because SummonStormThrallPotent's Base Cost is 0. Chart and other XP info on the UESP: https://en.uesp.net/wiki/Skyrim:Leveling
  5. I've downloaded you mod to check out how you did it. Seems like a lot of stuff is possible with his extender and even commonlib has exposed some stuff I can mess around with. Except I don't know C++ and studying now means I wont be able to do anything meaningful, Skyrim wise, for at least a year or more. In any case, I can also fake my own getType by casting the forms to their types and check what they are like that. ::rambles more:: Point: I want to keep dependencies down so I'll use alternatives to PO3's extensions.
  6. Most have it, most do not. It controls how fast a skill gains experience per use.
  7. Unless its a script function which doesn't run on game time(most don't), the game will use its own time. Skyrim is x amount times faster than real time. X = whatever the player has their timescale set to. Default is 20. If you want to know how long something will last in game time, take your preferred unit of time and multiply it by 20. In your case Voice of the Sky should be active for 3 Skyrim days. 36 real minutes = 12 Skyrim hours72 real minutes = 24 Skyrim hours438 real hours = 1 Skyrim year.
  8. That section is actor inheritance. When you check any of those boxes, the actor will inherit the information from the selected actorbase of that respective box Thus, indeed checking "Use stats" means the actor will inherit the stats from templated actor and you cannot edit the stats on that actor. Bandits and most other enemies you encounter in the game are leveled actors which inherit stats from an actobase.
  9. Thank you, that is something I will look into. Btw, the Suikoden series is awesome. You have an avatar containing the Soul Eater.
  10. Yeah you're right, I'm still using CK 1.5.73. Thankfully CK 1.6 was not a forced update unlike Skyrim SE 1.6 which I'm stuck with forever. There is a patch for CK 1.6: https://www.nexusmods.com/skyrimspecialedition/mods/41195?tab=description
  11. Hmm it takes about a 1 second for the list to appear in what I can only guess is GetType() and GetWeight() slowing it down as they have to run on each form, and furthermore, larger inventories would cause the list to take a million years to load..
  12. @Sphered - I forgot about SKSE's string functions. @dylbill: Yeah that is what I'm trying to do and that is what is happening on screen. That solved the issue, thank you kindly sir. I spent 10+ hrs trying to solve it. All those previousItem/count etc in my earlier post was me trying to get around the issue. I had to adjust the code a bit to shift elements down. There's a reason the TypeList is 9 elements instead of 8. The "All" element has to be there. Here's the result: This is not through SkyUI, so the place value stripping was done manually; String Function StripDecimals(Float value) ; Strips Skyrims max place value displayed from millionths(0.000000) to tenths(0.0). ; Determine if the value is a decimal but 0 is in the tenths place. Float difference = value - value as int if difference > 0.0 ; Turn the tenths place value into a true whole number. int wholeNum = (difference * 10) as int ; append the whole number to the tenths place value string and return it. ; Basically splitting the 2 values of the decimal on both sides of the decimal point ; and appending those values to opposite sides of the string deciamal point. return value as int + "."+wholeNum else return value as int +".0" endif EndFunction
  13. The array that contains a list of string values representing item categories. The main array that walks through the inventory and adds up the total weight for each form of their respective categories found, taking in account for forms that are the same type but not the same form. I've marked the areas I believe are where the problem lies since that's where the strings display the totals. The end result no matter how many different ways I code that section is always like this: Armors8.0000009.00000010.000000. The string variable/array element is appending in an unexpected way. It should be overwriting the string with the new appended string value. I want the end result to be Armors 10.000000.I'll worry about the formatting later. Edit: It works as expected if I only assign totalItemWeight to the TypeList array. That will completely overwrite the category string though and replace it with 10.000000 instead. I think maybe I don't understand how string appendage works. Papyrus seems to not like me trying to add strings together and update only a portion.
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