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Everything posted by qwertypol012
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I'm looking for an advice or guidance on how to make a NPC become motionless (not moving and stays in place) but can still attack or cast spell in place. How I picture it in the game is: the player attacks a NPC (either using weapon or spell), in which the attack causes the NPC unable to move, but they can still attack or cast spell (in place). I want to implement it in a very lightweight manner, so if we can do it without using scripts it would be a lot better. Using script is fine though, as long as it's very lightweight as I want it to be. Thanks for your attention :)
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I'm looking for an advice or guidance on how to make a NPC become motionless (not moving and stays in place) but can still attack or cast spell in place. How I picture it in the game is: the player attacks a NPC (either using weapon or spell), in which the attack causes the NPC unable to move, but they can still attack or cast spell (in place). I want to implement it in a very lightweight manner, so if we can do it without using scripts it would be a lot better. Using script is fine though, as long as it's very lightweight as I want it to be. Thanks for your attention :)
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[LE] Asking about GetWornForm function
qwertypol012 replied to qwertypol012's topic in Skyrim's Creation Kit and Modders
Understood. Thank you very much -
My mod has some spells added to the player in the beginning of the function. Some of these spells are Ability-type (Constant Effect cast type) while some of them are Spell-type (Fire and Forget cast type, has duration). In the end of the function, i'd like to stop and remove them from affecting the player. Should i use DispelSpell or RemoveSpell? For the time being, i'm using RemoveSpell to remove the Ability-type spells while using DispelSpell to stop the Spell-type spells. Does this enough to clean the player from these spells?
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As the title says, i'm asking whether the amount of records in a ESP affect the game in some way? For example: affect the loading time, affect the game's performance, affect the game's stability, etc I have a mod which ESP contains some unused records. They are meant as some kind of placeholders or backups if just in case i will need it again in the future. So i'm wondering whether it's okay to keep them or instead it's better to remove them for the time being.
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As the title says, i'd like to know whether RegisterForSingleUpdate function runs through game load. So let's say, if i call the function with the float parameter 300 seconds, then i save and exit the game, then I'm going to reload the save again, will the function still run and continue the remaining float duration?