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Posts
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Everything posted by Lice23
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Really hoping I win this one! Just got a brand new computer to play all the games I haven't been able to play for the last few years!
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I hope one day I can buy premium, but today is not that day...
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Fantastic job on the redesign, guys! At first I was a bit skeptical, but after having actually used it, I do prefer the new design. There are a couple of gripes I have still, like the other day I was searching for something that only had two main characters, wrote those two, but was unable to complete the query since there's a minimum of 3 characters required for a query. But that's honestly pretty minor. A question I had, however, was if the new design has way less ads or if they're just bugging out on my computer. A lot of pages just have the spaces for ads, but no ads are shown, while other pages have ads in those spaces. Thank you all for the hard work in maintaining and improving the nexus!! After graduating, I'd love to check out what your plans for big data management are and whether or not I'd be able to help (I'm a CS major).
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So, I'm making a skyproc patch that edits the damage, weight, speed, etc. of every weapon by weapon type, however, since warhammers and battleaxes share the same type, I've reached a bit of an impasse. I'd like to know how I can compare the keywords of a weapon to find out if it's a warhammer or battleaxe, and then make my changes accordingly. Thanks a lot in advance! -Lice23 P.S. In case anybody needs my code, here it is: Mod patch = SPGlobal.getGlobalPatch(); Mod merger = new Mod(getName() + "Merger", false); merger.addAsOverrides(SPGlobal.getDB()); for (WEAP allWeapons : merger.getWeapons()){ WEAP.WeaponType wepType = allWeapons.getWeaponType(); switch (wepType) { case OneHSword: allWeapons.setDamage(14); allWeapons.setCritDamage(14); allWeapons.setReach(1); allWeapons.setSpeed(1); allWeapons.setStagger((float) 0.25); allWeapons.setWeight(allWeapons.getWeight()/2); patch.addRecord(allWeapons); break; case TwoHSword: allWeapons.setDamage(24); allWeapons.setCritDamage(24); allWeapons.setReach((float) 1.2); allWeapons.setSpeed(1); allWeapons.setStagger((float) 0.5); allWeapons.setWeight(allWeapons.getWeight()/2); patch.addRecord(allWeapons); break; case Dagger: allWeapons.setDamage(11); allWeapons.setCritDamage(22); allWeapons.setReach((float) 0.7); allWeapons.setSpeed((float) 1.3); allWeapons.setStagger(0); allWeapons.setWeight((float)((float) allWeapons.getWeight()/1.5)); patch.addRecord(allWeapons); break; case OneHAxe: allWeapons.setDamage(13); allWeapons.setCritDamage(13); allWeapons.setReach((float) 0.9); allWeapons.setSpeed(1); allWeapons.setStagger((float) 0.75); allWeapons.setWeight(allWeapons.getWeight()/2); patch.addRecord(allWeapons); break; case OneHBlunt: allWeapons.setDamage(12); allWeapons.setCritDamage(10); allWeapons.setReach((float) 0.85); allWeapons.setSpeed(1); allWeapons.setStagger((float) 0.9); allWeapons.setWeight(allWeapons.getWeight()/2); patch.addRecord(allWeapons); break; case TwoHBluntAxe: KeywordSet warhammerKeys = allWeapons.getKeywordSet(); }
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In response to post #27212259. #27234394 is also a reply to the same post. Good luck! I think you'll need it xD Oh, and welcome! Forgot to mention that! I'll be sure to PM you with any more ideas that float across my mind!
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Unfortunately, I only thought of this stuff after taking the survey, so I thought I'd go ahead and post it here. I'm really a big fan of material design. I think it looks very modern and is easily accessible and navigate-able (take a look at the LOOT site if you'd like to know what I 'm talking about). Perhaps if the site's design were to take a step in that direction, I think it'd be quite the improvement. =) Another, smaller, thing I'd like to mention is that I think the tags could do with an overhaul of sorts. Adding new ones, maybe renaming some of the more general ones... I suggested this in the survey, but I'll go ahead and say this again, it'd be really awesome if there was a tag suggestion box at the bottom of the tag tab. The way this would work is, after suggesting a tab, it'd be voted on, like the rest of the tags, and, after achieving a certain number of upvotes, it'd be formally added to the tags. Likewise, if this same tag (or something very similar, maybe mods/admins can take a look at the suggested tags once in a while) is suggested a certain number of times, it gets added to the default tags. Let's take the wonderful Cleric mod by masterbobcat as an example (here's the link if you'd like to see for yourself: http://www.nexusmods.com/skyrim/mods/59932/?). Obviously, this mod was added to help roleplaying as a cleric. So, why not add a tag for this? There could be a general tag for roleplaying, and then a more specific tag for the Cleric "class". What do you guys think?
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Right, so I thought I'd had enough of Skyrim's damage/combat so I wanted to make my own damage mod. Now, the way I wanted to go about doing this, was to change all the damage values on every weapon of a certain type (using keywords, so, swords, greatswords, maces, etc.) to a certain value. So, for example, all swords could do 14 damage, all greatswords could do 23, etc. However, seeing as making a script that goes through EVERY SINGLE weapon in game and ones added from mods would be something I do not know how to do (alas, Skyrim does not use Python, else I might even have a chance), and I'm pretty sure it would break a lot of things. That being said, I wanted to ask you guys if it would be possible for me to create my own skyproccer and how I'd be able to do that. I tried going through tendo's ReProccer to try and see some of his code, but I couldn't find a way to open/edit it... Any suggestions? Thanks in advance for any help! - Lice23
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Hey Ludd, have you considered making a white, linen-esque texture for the Alik'r armour? I actually think it would look pretty nice!
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Your idea is acutally probably better than the one they had. Come to think of it, it would look really weird seeing a bunch of guards using different armor. I also don't see much difficulty in making this happen, but Witcher would have to create new guards. A lot of them actually.
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The Elite Armor looks awesome man. I also really liked the archers' armor in the picture with the Milanese helmet along with the helmet itself. don't know, I think only when there are more than 1 outfit for guards, like whiterun(Comlete, no Shield, No Helmet and NoShield and Helmet). if the other guards have just one outfit file, I think I isn't possible Actually I think this would be pretty simple. All you have to do is make a leveled list for each outfit and each class and give shields and helmets percentage rates for showing up (i.e. Armor has 100% chance of showing, whilst helmets have only a 50% chance or whatever other number you want). After finishing all of the outfits, you put all of those leveled lists in a bigger leveled list and put this bigger leveled list in the guard's inventory. This would take a pretty long time though, since TMK has made so many armors and armor types.