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Everything posted by jcbq
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So im here im rebuilding More interesting loot [remastered] and while i want some of these relics to show up once i am bound by leveld lists to pull them. I know it can be done via scrit and quest but i was curious to see if it could be done just via script
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- scripting
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So is the old direct donation system going to be removed Q1 2018 in lieu of this communal pool system?
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So, Ive found myself in an interesting situation whil working on more interesting Loot Remastered, The Old game's effects while it would make sense that ingredients and some relics would change like the damage STR and LUCK effects others wouldnt change. for example, Chameleon that would still work (Even if the engine says it wont) Long storyshortis therean easy to mimic a new actor value forsomeof these things?
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yeah... I mean i can dummy up a blank Magic effects or use the base of a ward as this system seems to only register a count if the ward gets broken suprisingly enough. still i really aprecate all the help guys
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Weapon ItemMysteryCurrent ; Current mystery item Weapon ItemMysteryNext ; Next mystery item to discover GlobalVariable Property gItemXPCurrent Auto ; Current Level of XP with current Myster Item Int Property XPChanceGain Auto ; % chance to gain XP Int Property XPRequiredGain Auto ; XP required to next Mystery Item Spell Property SpellCastXPEnemy Auto ; spell to cast on enemy with successful gain of XP Spell Property SpellCastXPSelf Auto ; spell to cast on self with successful gain of XP Message Property MsgNextItem Auto ; Message to display when item levels up Int XPCurrent ; get current level of experience with this item EVENT OnEffectStart(Actor akTarget, Actor akCaster) XPCurrent = gItemXPCurrent.GetValue() as Int ;debug.notification("Current XP = " + XPMainCurrent) If(Utility.RandomInt(0, 100) <= XPChanceGain) XPCurrent += 1 gItemXPCurrent.SetValue(XPCurrent) ;debug.notification("XP Gained! XP Level = " + XPCurrent ) ; --> need to cast spell on enemy If(SpellCastXPEnemy!= None) SpellCastXPEnemy.Cast(akCaster, akTarget) EndIf ; --> need to cast spell on self If(SpellCastXPSelf!= None) SpellCastXPSelf.Cast(akCaster, akCaster) EndIf ; ==== Check for Level-Up==== ; --> if xp > needtolevel, then remove item; give new item; equip new item If(XPCurrent >= XPRequiredGain) Game.GetPlayer().RemoveItem(ItemMysteryCurrent, 1, true) Game.GetPlayer().AddItem(ItemMysteryNext, 1, true) Game.GetPlayer().EquipItem(ItemMysteryNext, false, true) ;debug.notification("Woot! You have discovered a weapon power.") If(MsgNextItem != None) MsgNextItem.Show() EndIf Else EndIf Else ;debug.notification("XP not gained. XP Level = " + XPCurrent ) EndIf ENDEVENT Event OnEffectFinish(Actor akTarget, Actor akCaster) ;debug.notification("effect finished") ENDEVENT trying to flip this so that it can work if yougethit instead of youhittinga valid target
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so i'm seeking help with trying to write a script for Armor so that it can evolve via a global variable so that upon a weapon strike the armor would count upward. the issue im having is that i cant even get it to fire. A few people have been trying to help me reverse engineer the weapon system which works via a mag effect and once that mag effect fires add one to the global until it hits the threshold. but that works when it strikes something what im trying to do is reverse it so that when it gets struck, it works. the same way were at a road block and are seeking any form of help TLDR; trying to make a real learn by doing evolving system, got weapons and jewelry working Armor'snot working and need help
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well, this idea plays into an idea I have of learning just where Kohnriik was burried as well several missing pieces of his accrotruments. (As well pairing them off with the priestly order) I can send you the notes I have on this if your curious
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https://drive.google.com/open?id=0BwAiqEbbvlaSck16TVk3cmJUQVk Heres the files (Loose) for ya, tell me if i missed anything
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Ok, so ive done the final tests and from what i can see on my side the standalone process working with the pure VANILLA models. Im packing it up now and i dod do a few minor tweaks and changes to it (one of the more noticable ones is I changed Bonemold to dragonmold for this set and kt does recognize them in the console for item adds) but do you want it in loose files or in a .bsa archive?
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I sent/posted a message to blackasm on the mod page to clarify partly because i want to get the right armor models the first time. Regardless of the model it can be done as i suspect that their both replacers and as such SHOULD use the same texture files as vanilla. So I will keep updating this as i learn more
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Hmm... so to clarify, all of the vanilla bonemold models are the only affected models. NOT any of the amidian born stuff? If thats the case then yes i will forward you the changes in a postable .esp. if not i will still send it to you but as far as i know that one cant be posted
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So... a retex standalone... see, this is do able, easy even with the right tools. While i can create a standalone easily i just need to clearly know what models/.nifs need the retex and can do that for you
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Yes it is entirely possible, you just need to daisy chain the phone to the laptp for a transfer than perfoam a manual install frankly I did it for quit some time
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So as I'm working on a mod for skyrim 32bit (And eventually 64bit when certain mods get ported over) called The Lost Legacy of the Nine ( http://www.nexusmods.com/skyrim/mods/79168/? ) and the scripted Quest Version requires a more... themeatic armor for the rest of Auri-el's stuff (I have ghosu's swords and crossbows) and was looking for a set of armor that would fit both the weapons/bow/shield. Im aware of a set on th nexus that is suposedly his armor but feels... too dark for the god of the sun. I lack the knowledge, and tools to actually make the armor and so Ive come here to see if anyone is up to the task or if a set actually exists (the internet is a large place and a google search doesn't really help) TLDR; Looking for an armor set that fits with Auri-el's shield and if one doesnt exist if someone knows/could (please with credit) make the st it would be aprecated
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LE I would like to request a playable Half Human/ half Dragon Race.
jcbq replied to Griede's topic in Skyrim's Mod Ideas
you know, stumbling on this thread out of sheer curiosity for my own game and techniclly there is a lore friendly sub species of argonian, called the 'Sarpa' whom as the limited lore about them states that they themselves have wings and the ilk, it would fit lore wise but good luck- 13 replies
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So im attempting to slowly dip my toes into the modding scene by creating a standalone from a set of replacers. I can get it copied, new armor add on, texture set, all that fun jazz. How ever when I try and preview the work i proceed to preview it to ensure its working, I get a massive slew of vanilla missing specular map (no big deal there although it WOULD be nice to know how to fix that...) and a massive series of TEXTURE:Warnings were encountered during texture swap for model (insert model here) check warnings file for more details. After digging around i found the warnings file and it just repeats the same error. Im just trying to get this thing to work and since google isnt helping im turning to this wonderful board. So, any help is welcome
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I was perusing the nexus for some new immersive (well mostly immersive) armors and i happened to see this mod http://www.nexusmods.com/skyrim/mods/60789/? And if i get permission make those sets standalones. Thats when the idea hit what if we expand the original idea into an expanded vanila armory? For example, you like the sleekness/design of Elven but as any player knows, it can be easily and quickly out classed by both glass and dragonscale. My idea is to more or less introduce 'Refined' at the half mark between new perks and 'Masterwork' at the next respective light or heavy armor perk level of armors with their own models with an armor class that reflects that. Weight will be addressed as immersive as possible. So, what do you all think? Im aware of the tempering system. Not that at all as the basic leveling still out paces most of it until you get to the ebony/glass levels
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So im trying to code a FOMOD installer and it used to work on NMM and MO with no issues it still works on MO withoit errors but when I try and run it within NMM i get the following error: A problem occured during install: , a massive empty space of reason. Ive edited the moduleconfig several times and my writer doesnt see any santax errors so, what could be the error? Any help is welcome
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Thats not the issue, as i know removing mods mid game is a big nono.what i do is disable the mod(s) enable the new ones, rebuild my bashed patch, then start a new game. On s fundementsl level i avoid swaping out in mid game as it causes issues.
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So ive tried to post this on the previous topic of mine similar to this ( http://forums.nexusmods.com/index.php?/topic/3883755-skyrim-repeated-2-minute-ctd-with-one-exception/?fromsearch=1 ) And for a while it worked however when i attempted to swap out one mod for another it caused my system to re-enter the crash loop. The last time this happened the only fix was to perform a total purge and reinstall from total scratch. So i reverted but the crashes continue, sometimes the game will crash upon a new game start almost as if its rejecting/ reading corrupt masters but shouldnt even be possible as i use MO, preventing any overwrites of files. System I7 , GeForce 950m, with monitor tweaks performed SKSE And ENBoost installed correctly MO 1.3 No additional Papyrus errors, no SKSE overflow errors. Logs available at request
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Skyrim repeated 2 minute CTD with *ONE* exception
jcbq replied to jcbq's topic in Skyrim's Skyrim LE
So i updated my drivers and lo and behold it works with my mod order, but when i installed a blue palace mod its imedately threw me into 5 minute CTD. I know its not memory as its finally taking the skse edits So naturally i disable the offending mod and now its a 50/50 shot it will load a new game/ctd and even THEN it will crash 5min in. Its sounding like my skyrim corrupted out AGAIN.- 11 replies
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- skyrim crashes
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Skyrim repeated 2 minute CTD with *ONE* exception
jcbq replied to jcbq's topic in Skyrim's Skyrim LE
Well, didnt get 362.00 as the 364.51 fixed the overheat crash issue without adding all of the extra steps for the monitor. Played smoothly if running at max for %99 of the time. So, theres that. But thanks for all of the help guys!- 11 replies
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Skyrim repeated 2 minute CTD with *ONE* exception
jcbq replied to jcbq's topic in Skyrim's Skyrim LE
Tried to install 362.00 and it will NOT install, stating that the version of windows is incompatible as WELL as not finding the graphics card- 11 replies
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Skyrim repeated 2 minute CTD with *ONE* exception
jcbq replied to jcbq's topic in Skyrim's Skyrim LE
Turns out my enb setings were right in the first place. Just the driver being crappy. And the Experience works just been offline this whole time to try and get the thing running. Will still download the updated drivers and install- 11 replies
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- skyrim crashes
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