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Azurefae

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  1. A small correction, what i was actually looking for was GetGameRestarted. The Spell effectiveness mod persisted through loads done in the same game session, so everytime i loaded back to a save or died it would reapply the spell effectiveness mod, it just cleared after exiting the game, so changing it to GetGameRestarted instead of GetGameLoaded worked perfectly.
  2. Thanks, I've been looking for this function but i haven't been able to find anything online on the CS wiki or the forums, this will help me with a lot of scripts that i need to load once every game session.
  3. So, I'm trying to run a script that mods the players spell effectiveness with the OBSE function ModPCSpellEffectiveness for players that chose the apprentice birthsign, but it either does it ever 5 seconds when the quest script runs (which stacks it infinitely), or only once on character creation if i use a doonce variable. How do i set the quest so that it will trigger once every game load? Because when i exit the game it clears the spell effectiveness back to 100%, but the doonce variable stays set to 1, and won't run the script anymore. Right now the script looks something like this: Short DoOnceApprentice Begin Gamemode If GetIsPlayerBirthsign BirthSignApprencetice && DoOnceApprentice == 0 ModPCSpellEffectiveness 0.1 Set DoOnceApprentice to 1 Endif End
  4. So, in the attached post i have a script I've written attached to a quest that detects if your player is an argonian, and if so detects if you are swimming or not so it can apply a spell (ability) while swimming and remove it once you exit the water. In another block i have it detect if you're a wood elf and if you're sneaking to similarly add a spell (ability) and remove it once you un-sneak. This code works fine, but it causes slight stuttering during play and i want to know if there's a way i could possibly code it so it only runs when swimming/sneaking or possibly some other way to reduce the strain on the game. I think i can set the quest itself to only run if I'm an argonian or wood elf (which i plan on separating these into 2 different quest scripts eventually, this was just for testing purposes) but that would only solve the issue for playing as races other than the ones that have scripts running. I know the stuttering is probably happening due to the frequency at which it is running checks (every second) so I'd like to find a way where it only runs the check when necessary. Setting the quest delay time back to default isn't an option because I don't want there to be a long janky 5 seconds in between it running checks on whether or not to add or remove the ability.
  5. I tried that already, i waited 3 days but the changes never took place, none of them do, not in any cell or worldspace regardless of how long i wait. I've kept playing after making those changes for a while and I've regularly run the command getlevel on multiple different types of NPCs ive configured and none of the changes ever take place, they are still leveling relative to me with their default offset. Also editing this comment to say I've tried running the resurrect command on multiple NPCs spawned by leveled lists aswell to force respawn them and it didn't change anything, I've tried waiting for 3 days in a confined cell (imperial City waterfront player house) and then traveling to a different location where a bandit might spawn from a leveled list and to no avail nothings worked. I would think maybe a script is doing this or another mod but yet it works perfectly fine on a new save, so whatever it is, is baked into my save file I'm fairly certain.
  6. So, in the construction set i have been trying to change all the generic NPCs (bandits, marauders, conjurers, necromancers, vampires, ect) to static levels, but the changes are only taking place in a new game and not my current one that's in progress. I'm assuming it has something to do with the fact they're spawned through leveled creatures or something, but is there a way to fix it so it applies to games already in progress? Is there any way i can script it to update my changes or any way to edit my save file so these changes take place? If there's no easy way to do so, is there any mod that does where i can edit the levels in an ESP in the construction set myself and the changes still take place in my save game?
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