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ghimel

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Everything posted by ghimel

  1. I have no idea. Go back and look at Old Hand's comments. I'm basically doing what he said in the first 2.
  2. This is getting far beyond my abilities to mod. And I don't think the CK likes multiplying or dividing with UnarmedDamage or actor values....
  3. I'm testing it out in an actual game right now. I'll post here if I feel it's balanced enough. I know once I start reaching higher levels (past 50) it's going to start being super strong, but I feel super strong in Vanilla after 30 with any build.
  4. I couldn't get either of the above to work - the creation kit doesn't like multiplying Actor Values - which is fine. Basically the script adds a flat amount of base unarmed damage at every level, which I had set to 1 to test and found it grossly overpowered after level 18 or so. Ended up dropping it to 0.5. Also, since it edits all unarmed damage, I ended up removing the additional damage to unarmed weapon mods since that unbalanced the Deathclaw Gauntlet and Power Fist beyond any recognition. I think it's relatively balanced now. So, what I have now is a mod that increases ALL base Unarmed Attack Damage at every level by a small amount - and by removing extra damage from the weapon mods, it balances an unarmed, fist only character that wants to feel stronger when he/she levels while keeping the unarmed weapons in check as well. I made this mod because I didn't like how strong you could immediately get with unarmed weapons (looking at Knuckles, Meat Hook, and Power Fist), but how weak you could potentially remain doing just fists. Going the latter route forced you into a very specific build with little room for customization if you wanted to hit hard enough. Theoretically, this mod lowers early game unarmed weapon damage, while improving fist only late game damage and still being able to exploring other builds (I.E. not "sneak VATS Criticals with Blitz and Rooted").
  5. Ok, so I did some research with what I learned above and changed the script from Event to Function and added a stage that put in: kmyQuest.UnarmedDamageAV() Stop() and all that together allows the script to run every time I level up instead of just the one time. Still, I'm trying to figure out how to add 2% instead of a flat .02 damage to it. Is there a way to change the (UnarmedDamageAV, 0.02) to a multiplier instead of just adding it? Also, to see the change, I have to equip a weapon and unequip it. I'm wondering if the effect takes place regardless of what the pipboy stats show or if I need to equip/unequip every level up...
  6. Ok, so it works now, but only once. If I level from 1 to 2, I get the notification. From 2 to 3 an onwards, nothing happens. Also, it's adding .02 damage, not 2% base damage. I tried it with different numbers and that number gets added on to base damage directly. I.E. I changed 0.02 in script to 4.0 and unarmed damage went from 8 to 12. But like I said, it only works one time. Subsequent levels do nothing and no "level up happened" debug notification pops up.
  7. I believe it's found in UnarmedDefault. It is set to 8.
  8. I don't know if I did anything wrong or what, but it doesn't work for me. I have everything just like your comment says, but it doesn't add any unarmed damage at level up. I enabled the mod, started up and ran to sanctuary, built about 400 wood floors to level up and still have 8 unarmed damage. http://imgur.com/a/aVM7s
  9. Ok, so this is next level stuff for me. Thank you so much. You making my day here guys.
  10. I wanted to create a mod that added 2% base damage (.02) per level to unarmed, but have just gotten lost in the creation kit. Modifying weapons and very basic perk/mod values seems easy enough, but can't figure out how to make the game increase unarmed damage based on level. For example level 1 = base damage x 1, level 25 = base damage x 1.5, Level 50 = base damage x 2. Does anyone know how to do something like this?
  11. I know several of the voices are done by the same lady that did Jack from Mass Effect, and some of the male voices are from the guy that did Kaiden.
  12. I'd like to see a mod that always shows you as a human. That'd be nice.
  13. I like Skyrim Redone and Live Another Life.
  14. If you are the sneaking type, Dark Brotherhood all the way. Boots give you muffle, gloves give you x2 backstab, chestpiece gives you poison resistance. You don't need the actual armor unless you get caught. :) Thieves Guild armor has better stats, but unless you are pickpocketing or really, really, really need the extra carrying capacity, go DB.
  15. My must-haves: Catagorized Favorites Menu Crimson Tide - Blood Dynamic Time Scale Neutral Hjerim :P Skyrim Redone (seriously, check this one out!) Sounds of Skyrim Smithing Perks Overhaul Complete Crafting Overhaul Weapons and Armor fixes Hypothermia Live Another Life The Secret of Steel Expanded Winterhold is top quality and makes the city fall right in line with what the lore says happened to it. Also contains a tough quest. Ash Pile Expiration and Bag of Trash are two mods that significantly reduce your saved games size. Optimized Textures is the most underrated Skyrim Utility there is. It's amazing what it will do for your performance. My guilty pleasure mods: Enhanced Horse Skins Essential Horses High Resolution Scars Jaysus Swords Dwemer Goggles and Scouter Kenmod Lockpick Pro (lockpicking was fun the first time through... and that's it. Turn off when going full immersion). Drow Beta Realistic Crime Radius Sabre Gear Backpack The Asteria
  16. Does anyone know why Wabbajack never casts an effect when followers use it, just does base damage? I was looking in the CK and found its effects are all managed by papyrus scripts, but I couldn't find anywhere that excluded it from their use. I was hoping to be able to change that.
  17. When the NPC is set to setplayerteammate then he will equip the most desirable equipment. When that is false then he will go back to his default outfit. The outfits they wear can be chosen in the inventory screen of the NPC page when you are in the CK, but the items contained in the outfit cannot be accessed in the NPCs inventory during gameplay. I'm having the same issue and let me clear this up a little bit. For example: His follower has "ArmorForswornNoHelm" set as his Default. He does not have ANY armor set in the actual inventory, hoping that his follower will just keep the Forsworn armor. He opens the game and finds his follower - who is wearing the Forsworn armor. When he recruits the follower - out of nowhere - he equips Steel Armor which was not set, and is nowhere to be found in his follower's inventory. I get that too. I tried changing Eola's default outfit because I hated the Hide, but as soon as recruited, BAM, Hide armor. Housecarls are the same. Always revert to Steel, even if was never placed in there inventory and they are set for something completely different. It literally comes out of nowhere. Cheers for the clarification, I was misunderstanding. Really not sure what to add now though, I've never had this issue either with custom followers or edited existing ones. On an old game I 99% sure I modded Lydia to wear Whiterun guard armour, with the armour as her default outfit, and matching shield in her inventory. When I left her at home she wore guard armour and didn't equip the shield, when I got her to follow me the only thing that changed was she equipped the shield. The only changes I made were to default outfit and inventory as far as I remember. Do you have ANY mods affecting followers installed? Only other thing I can think of. EDIT: Also, is it definitely happening bang at the point when you recruit the follower, or at some point after (entering combat, randomly, or otherwise). Ok, I think I may have figured it out. Basically, the way the game works, if EVER you have already had an instance where that Follower has been loaded into the game, their DefaultOutfit at the time gets locked into your Character's game and WON'T change, even if you mod the Follower, and apparently, even across other saves. For example: I create Joe and load him into the game to see how cool he looks. He looks great. You go back into the CK and mod his outfit but when you get into game, he will change it to the Default setting from the first time he was EVER loaded once he becomes your follower. This also seems to have an effect on Followers that have been created from copying other Actors in the CK, it will load their DefaultOutfit. This may not be 100% the case or reason, but after creating a new game from scratch, it finally worked how I wanted it to.
  18. When the NPC is set to setplayerteammate then he will equip the most desirable equipment. When that is false then he will go back to his default outfit. The outfits they wear can be chosen in the inventory screen of the NPC page when you are in the CK, but the items contained in the outfit cannot be accessed in the NPCs inventory during gameplay. I'm having the same issue and let me clear this up a little bit. For example: His follower has "ArmorForswornNoHelm" set as his Default. He does not have ANY armor set in the actual inventory, hoping that his follower will just keep the Forsworn armor. He opens the game and finds his follower - who is wearing the Forsworn armor. When he recruits the follower - out of nowhere - he equips Steel Armor which was not set, and is nowhere to be found in his follower's inventory. I get that too. I tried changing Eola's default outfit because I hated the Hide, but as soon as recruited, BAM, Hide armor. Housecarls are the same. Always revert to Steel, even if was never placed in there inventory and they are set for something completely different. It literally comes out of nowhere.
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