Jump to content

w0yzeck

Members
  • Posts

    8
  • Joined

  • Last visited

Nexus Mods Profile

About w0yzeck

w0yzeck's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. I'm implementing weapon "damage types" (slashing, pierce, etc. via keywords) into my mod so that they can in turn be used to give creatures different resistances and vulnerabilities - skeletons being largely immune to arrows, for example. After fiddling around with trying to get the damage resistance that's native to Magic Effects to work to this end (which I failed to do), I came across an unused entry, left by the devs, that had been intended for use on Ghosts. It was apparently meant to give Ghost NPCs a 50% damage resistance, but did so as an Ability which would give them a Perk. I simply made a new version of this Effect, pointed it to a Perk which was likewise based off of the Perk that had been intended to give Ghosts their damage resistance - etcetera and so forth. Finding this leftover Perk was a breakthrough as it used what is, so far, the only option I've seen to check a weapon dealing incoming damage for Keywords. So what's the problem? Giving the Perk directly to an NPC works just fine - but using it by hitching it to an Ability, as the devs apparently intended for Ghosts at one point, does not. No effect whatsoever. Is this a known problem - the inability to give a Perk through an Ability and have it work? I know there's plenty of Abilities given through Perks in Vanilla, but I'm wondering if the Ghost damage resistance might have been scrapped because the Ability->Perk method was buggy for certain Perk effects. The key difference here of course is that Abilities can be given to a Race, while if I'm left with giving Perks directly to NPCs as my only option, it multiplies the work needed many, many times over. For anyone else who may have also been looking for this function, the Perk effect is "Mod Incoming Damage", which allows for conditions to be set from "Perk Owner", "Attacker", and "Attacker Weapon". If using this via an Ability that gives a Perk is bugged, it might explain why the devs implemented the extra damage from Silver swords so awkwardly. .
  2. Ah, embarrassing. I never noticed before that taper duration is added to the total duration under the spell-making windows. The loss of spell costs also turned out to just be the result of the huge jump in cost between durations of "0" and "1".
  3. Has anyone else noticed spell/enchantments having messed up time and cost fields? Specifically, a spell/enchantment which does, say, fire damage, will have a default time of 5 seconds if set to 0 seconds, 6 if set to 1, etc. while the cost appears to default to 0. It looks like maybe what should be the spell's cost is getting added into its time instead.
  4. If you're using Windows 7, right click on your .esm and select "Restore previous versions." This saved me a lot of work in restoring my project to its pre-assassination status. Not all of it, but, still, a lot.
  5. My question is pretty simple, yet my search for an answer has turned up nothing. I create a summonable variation of a creature (Ice Wraith, Corrupted Shade, etc.), the Magic Effect, Spell, Book - all of that, and it all works without a hitch until the creature is killed. At which point, instead of vanishing, as the summonable creatures in vanilla Skyrim do, they leave corpses. Corpses that can't be looted, but still, corpses - and corpses which seem to persist, at that. So the question is: How do I make their death behavior follow that of the game's vanilla summonables, i.e. vanishing without remains? Looking at vanilla's summonable variants, they seem no different from the "encounter" creatures they use as a base, excepting having the "summonable" flag ticked (which only seems to dictate whether they appear in a Magic Effect menu).
  6. Explanation of what happened here: http://forums.nexusmods.com/index.php?/topic/702104-creation-kit-bugged/page__view__findpost__p__5575656
  7. The super-secret CK update not only un-checked first-person body parts on any Race you may have previously edited, but also did the same to the body part assignments to any Armors (rings, clothing, etc. included). For some of us who took the symptoms of the bug to be a result of our own error somewhere, and therefore lost our pre-update backup ESPs from saving different attempts to fix this out-of-nowhere issue, this means we now have a huge ...mess to undo. And this is why stealth updates are bad. .
  8. I'm working on my own re-balance mod, and one of the major overhauls I'm trying to put in place is consistency in stats between the PC and the NPCs which inhabit the world - i.e NPCs starting at the same health as the PC, and remaining largely consistent with what a player character of their type (mage, fighter, etc.) would up through more advanced levels. Now, of course, under the "Race" entries in the Master file, all NPC species display a starting health/magicka/stamina stat of "50" - half that of the PC. This was, as I recalled, much the same in Oblivion, and simply meant going into the Game Settings, finding the variables which (apparently) referenced PC and NPC starting stats ("fPCBaseHealthMult", "fNPCAttributeHealthMult", "fNPCBaseMagickaMult", and "fLowLevelNPCBaseHealthMult"), and setting them to "1.0", along with setting "fNPCHealthLevelBonus" to "0". After this, I expected I could set individual races' starting stats to whatever I felt was appropriate, and both the PC and NPC would start off from the same baseline, and that their stats would progress about as closely together as the engine allows (NPCs, apparently, do not necessarily distribute points by multiples of 10, or whichever number you've set leveling bonuses to - hence they wind up with stat scores like "217", "133", etc.) Well, the NPCs seemed to start out as I wanted, and level properly, but now any new player characters began with all three stats at 50 points over whatever values I had set in the Race entry - i.e. Dark Elves set up with a starting base of 90 health, 110 magicka, and 120 stamina would, as player characters, start out at 140/160/170. Digging through the Game Settings again, I found entries "fDefaultHealth", "fDefaultMagicka", and "fDefaultStamina", all three of which were set to "50" - so I set them all to "0", guessing that vanilla Skyrim, rather than multiplying the stat values under the Race entries by 2 for the Player Character (as in "fPCBaseHealthMult"'s original value of "2"), but instead added 50 to them. Since every playable race has a vanilla setting of "50" for all three stats, it only appeared to be multiplying the vanilla Race settings by 2. Alas, starting a new Dark Elf character got me this: 170 Health 130 Magicka 160 Stamina So, the obvious question is, what the @%$# asinine, convoluted, utterly un-intuitive clusterf&^k of a formula is Bethesda using now to make a complete mess of yet another basic game mechanic? Seriously, does anyone know how PC and NPC stats are being translated from their values under the Race entries, into the actual gameworld? As an aside, if anyone else has modified either Race stats, or perhaps the Firebolt spells themselves, only to find all the Legion mages in the opening scene running around empty-handed, eyes to the sky, apparently looking to engage Alduin in fisticuffs, I'd also like to know what I broke there, as well.
×
×
  • Create New...