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Preowned

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  1. Hello, I am trying to make a fire gecko that will stop using its fire ability if its head is crippled. I also want to see if it is possible for NPC/creatures to switch/juggle weapons in combat. I have modded a companion into a fire gecko, and while this works fine, I am trying to find a way so the fire gecko will switch to melee if injured. Right now it will keep using its fire ability no matter what. I am also interested in finding a way for the fire gecko to switch to melee when too close to the target OR switch weapons at somewhat random times. Can anyone help me, or point me in the right direction to accomplish one of theses tasks?
  2. Well, the "how to create .bsa" was quite helpful, I still Im unable to get it to work on steam. I am just going to use nexus, as I dont know what I am doing wrong with steam. It works fine with NMM, so I will be posting shortly.
  3. Well, I packed in 7zip, included the .pex and .psc and it worked when installed with NMM. so.... I can only conclude, f*** steam? will be uploading to nexus shortly. I kinda feel bad tho, as I have 400+ people subscribed to the mod on steam, and I cant get it working! :wallbash:
  4. Well, that did not work with steam upload, :confused: Will see what happens if I pack it my self, and use NMM to install.
  5. Hmm, So I am trying that now. Just changed the steam uplaod and will be testing soon. Thanks for the help, 6Domino6 If anyone wishes to test it, I only have steam upload for now. http://steamcommunity.com/sharedfiles/filedetails/?id=14558 I will be publishing on Nexus when i know it works.
  6. So... There is the .pex file (witch I cant/dont edit) and the .psc file. Do I upload the .pex file, the .psc file. or both? (I assume the .pex is the compiled vrs of a script/.psc? But I am just guessing)
  7. Well, every time I edit a script then save and compile it. When I transfer the ESP. (using steams upload, and just a .7z file to NMM) to my other computer, it dose not work. How can I get scripts to save into the esp for use? I am trying to edit a default script (playerwerewolfchange) and save that script so I can uplaod it to Nexus (and steam) and make it work correctly. So, any help? did I miss something?
  8. I can say that for magic resistance, (when added as different spell/ability then default resistance) dose NOT increase defense. I tested this on the new one I made, (I backed up, for obvs. reasons) And there was no effect on the defense bonus. Just posting for your info. Yes, I should have been much clearer on this. What I meant to say was that spell resistance in the form of a shield, ie. 'Fire Shield', 'Frost Shield', 'Shock Shield' and 'Shield' affects the Defend Bonus. Also, Luck as a buff affects most attributes, including Armour Rating. Indeed it dose, I have also figured out that it stacked on my creature ever time I summed him. IE: frost/fire/shock shield (magnitude 25) as an ability. First time I summon the defense is 25. The next time I summon, Defense is 50. Next it is 75. so on. Strange, I guess some ability spells(aka always active) will stack on them self with this script/summon. I didn't realise they would stack. As you mention, it is probably to do with summoned creatures. The answer, I guess, is not to give them shield abilities. Ya, Kinda too bad, giving them physical defense is useful. Just added it thro a Spell tho, so that works too. :rolleyes:
  9. I can say that for magic resistance, (when added as different spell/ability then default resistance) dose NOT increase defense. I tested this on the new one I made, (I backed up, for obvs. reasons) And there was no effect on the defense bonus. Just posting for your info. Yes, I should have been much clearer on this. What I meant to say was that spell resistance in the form of a shield, ie. 'Fire Shield', 'Frost Shield', 'Shock Shield' and 'Shield' affects the Defend Bonus. Also, Luck as a buff affects most attributes, including Armour Rating. Indeed it dose, I have also figured out that it stacked on my creature ever time I summed him. IE: frost/fire/shock shield (magnitude 25) as an ability. First time I summon the defense is 25. The next time I summon, Defense is 50. Next it is 75. so on. Strange, I guess some ability spells(aka always active) will stack on them self with this script/summon.
  10. I can say that for magic resistance, (when added as different spell/ability then default resistance) dose NOT increase defense. I tested this on the new one I made, (I backed up, for obvs. reasons) And there was no effect on the defense bonus. Just posting for your info.
  11. Ok, I remade the creature. Seems to work fine now. Kinda strange that even after I took off the ability I added that the defense stayed the same. Thanks for all the help folks. :) I was not planing on posting this on any sites, but if any wants it, say so, and I will upload it. Edit: spelling
  12. I got rid of the ability buffs, It had no effect on the creatures defense. At this point, I think I am going to remake the spell and creature, not add any buffs but the default ones and see what comes out. also, is there any way to check what defense bonus will be from the Editor?
  13. well f***. :confused: I have NO idea what is causing such a high defense bonus, only thing that increases defense is the below normal 10 shield that it casts on its self. There is a constant ability that adds: 10 spell resistance 30% magic resistance 10% fire resistance 500% weakness to normal weapons (that was me trying to fix this, will change it and other stats by the end) what modify defense bonus? I will try to find what is causing it after I sleep. (and thanks for the help :thumbsup: )
  14. Lots of info, but most notably is defense bonus: 165/155 Seem to decrease when I summed a new one and scale reset to .9 (this could be due to a spell that adds 10% armor rating) When I get more time (bout to sleep) I will post screen shot of info and I will try to find: What is this Defense bonus? How/dose it effect attacks on the Creature?
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