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Everything posted by vmsfallout
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I am trying to use movement direction with an 'If' function, as in: Event OnAnimationEvent(ObjectReference akSource, string asEventName) if (akSource == PlayerRef) && (asEventName == "attackWinStart") if PlayerRef.getMovementDirection() == 3 but getMovementDirection is not compiling. I tried isMoving, and other variations with combos of get, has, is, move, moving, direction. No luck so far. Any idea on what it might be?
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2H Weapons offer greater stagger resist?
vmsfallout replied to vmsfallout's topic in Skyrim's Skyrim LE
Another condition as well ... your opponent needs to be wielding a 2H weapon as well (maybe even no weapon or just one in the left hand as well ... have not tested against such an opponent though) -
While wielding a 2H weapon (or no weapon, or just one weapon in the left hand), I seem to be almost immune to stagger (e.g enemy power attacks with 2H weapons don't cause staggering ... just some camera wobble if in 1st person). I cannot help but think this is a bug, but I would like to know if others experience this as well (or even better, ff it is a known issue with a fix). I only have a few cosmetic mods active at the moment, so nothing should be affecting combat in any way. But before I go through a trial and error series of disabling mods one at a time to see if one of them is causing this, I figured to ask around.
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I have look around extensively - searching these forums, UESPWiki, over 10 pages worth of googled links for 'Skyrim Stagger', and more - and I have not found anything which outlines the formula for determining the circumstances under which a stagger occurs, nor the severity of the stagger. I am not talking about the magic effect 'Stagger', but the inherent effect of melee weapons (though I am interested in the magic effect as well). Here is what I have so far come across in my testings: ----- Stagger on weapons (ranging from 0 on daggers to 1.25 on warhammers) effects severity. A warhammer with a stagger rating of 1.25 always severely staggered an opponent with a power attack ('severe' meaning knees buckled and a few steps back). When reduced to .5, the warhammer made the opponent stumble a bit. At 0 there was barely any stagger effect for a power attack. ----- Mass affects resistance to stagger After raising mass in the Race category from 1 to 100, the opponent was barely, if at all, effected by stagger from a warhammer powerattack. Similarly, by raising fStaggerMassBase to 100 in the game settings, or by setting fStaggerMassBase to 1 and increasing the fStaggerMassMult to 100, the opponent seemed immune to stagger. fStaggerPlayerMassMult had the same effect for the player. ----- fStaggerShieldMult affect stagger severity If shield bashing to interrupt, no noticeable difference. But, if shield bashing after the opponent completed their attack motion, a value of 0 resulted in no noticeable stagger, while higher number resulted in severe stagger. ----- fStagger1WeapAR (and Mult), fStagger2WeapAR (and Mult), fStaggerAttackBase (and Mult) I could not notice a difference when playing with these settings. Values ranging from 0 to 1000 had no noticeable impact. ----- Low Stamina and successive attacks do not seem to matter I read somewhere that if an opponent is low on stamina and/or is hit by many attacks in a row, they are more prone to stagger. I placed an opponent before me that had 37 stamina (quickly reduced to 0 after he powerattacked). He staggered no more or less than the same actor with 5000 stamina. Repeatedly hitting an opponent (37 stamina or 5000) with a warhammer (normal attacks) had no stagger effect. This was done in conjunction with adjusting skill in Two Handed Weapons from 1 to 100. Nothing seemed to matter. I have so far not played around with the fStaggerBlock settings, nor fStaggerRunningMult. fStaggerRecoilingMult didn't show me much, but I only toyed around with once. The same goes for fStaggerAttackChance. These tests are by no means conclusive, nor even definitively accurate. It is simply what I have noticed so far. Please reply with any data or comments that will correct or add to what I have so far presented.
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Where in the CK are you able to modify/add/delete the conditions under which certain sounds are triggered? For example, the critical sound effect (i.e sneak attack sound) is apparently a UI sound effect, not a sound triggered by your weapon (i.e impact sounds). Where in the CK do you control these sounds?
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I guess scripts are the way to go , but I don't know what I am doing when it comes to scripting. Thankfully, I am able to get the effect I want via the method I have mentioned, though. Thanks for the input, however. Saves me from going crazy trying to figure out the impossible.
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I did try it and it seemed to have the result I posted earlier (it was read as 'A and B and (C or A) and D and E and F'). There was an issue with a previous save overriding certain changes I was making to my esp, so it is possible this would have worked. But I doubt it. I did plenty of trials before coming here to ask and nothing worked. If I didn't use my workaround (2 or more effects listed, each with different conditions), then I would try it again. But I got it working and I don't want to screw around with it. Thanks for the input though.
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For example, we know that taking damage while wearing heavy armor will increase your skill in Heavy Armor. But where in the CK is that determined? I have plans to toy around with merging some skills (e.g Alchemy and Enchanting), much the same way Pickpocketing and Locking picking were merged in SkyRe. But I don't know how to edit what events affect certain skills and which do not.
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Is that for writing a script or using the Condition window in the CK? I am looking for the latter. The way I interpret what you wrote as appearing in the CK is like this: Condition A = True AND Condition B = True AND Condition C = True OR Condition A = True AND Condition D = True AND Condition E = True AND Condition F = True AND Is this the order of Condition Items you are suggesting I place in the Conditions section of the Effect Item window? If so, I do not think it will work. This order simply asks for A and B and (C or A) and D and E and F. I circumvented the need for the code by just placing to identical effects in the ability, each with its own set of conditions. Maybe a little clumsy, but I can't figure out how to do it with just AND and OR conditions. It would be nice if they had something like ENDOR, as in: Condition A = True AND Condition B = True AND Condition C = True ENDOR Condition A = True AND Condition D = True AND Condition E = True AND Condition F = True AND This would make the first 3 its own group and next 4 their own group.
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I have an effect for an ability I want to trigger under the following conditions: If A, B, C = true or If A, D, E, F = true I have to be missing something about how these OR/AND conditions work, because I can't get it straight. Still trying, though, but if someone has some useful tips I would appreciate it (already using www.creationkit.com)
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Stamina regen is the same in and out of combat
vmsfallout replied to vmsfallout's topic in Skyrim's Skyrim LE
Can anyone confirm? -
UESP Wiki says it should be 5% out of combat and 1.75% while in combat, but I did some testing in the CK. By placing a detrimental effect of 5.00 on my character (StaminaRate, not StaminaRateMult), stamina did not regen at all either in or out of combat. When I placed only a 1.75 penalty, though, stamina still regenerated both in and out of combat. I even tried 2.00, and 3.00. Stamina still regenerated in combat. I tried with both Peak Value Modifier and Value Modifier. Due to a missing animation, I recently reinstalled the game and only have the following mods installed, none of which would affect stamina (I don't think): Climates of Tamriel Unofficial Skyrim patch Chesko_Frostfall (not activated in game yet) Caliente Vanilla Armor Tweak Moreloot SMDrop lit torches Sky UI Remodeled Armor Achieve That Better Quest Objectives Climates of Tamriel - Dungeons_Hazardous Climates of Tamriel - Interior_Warm Realistic Needs & Diseases (Not activated in game yet) Alternate Start W.A.T.E.R RND_Water patch No more butch females Female City Guards Feminine Housecarls The only way my mod currently affects stamina is by use of a Value Modifier for Stamina that makes each attack cost stamina. Nothing else affects StaminaRate in my mod except the experimental numbers I mentioned at the beginning of the post. As I said, I really don't think any of the mods I have installed stealthily adjusted StaminaRate, but I guess it is possible. Do any of them affect StaminaRate? I would really rather not go through another tedious uninstall-and-test routine like I went though yesterday futilely searching for the cause of a missing animation. Or am I right and this is just how the game normally operates?
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I ran the game with nothing but the Skyrim.esm and Update.esm and it is still was not working. I just reinstalled the game. Tedious, yes. And annoying. But thanks for trying Georgie
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Yeah I tried putting them back in, sometimes en mass, sometimes one at a time (not comprehensively ... just certain ones like Duel and FNIS) I did start a new game, but I am not sure if I disabled SkyRe before or after (I am testing some issues with modding .. .none of which have anything at all to do with animations and such). The real puzzling part is that females work fine. I dont think there is anything about SkyRe (or most of the mods I have used) that would affect only males. Some of the mods might (like FNIS perhaps or certain combat mods), but disabling them did nothing, nor did enabling them again. It is a very weird problem, and I don't know when it started, since I only recently made a male character and discovered this.
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Yeah I tried that. All I got for my trouble was having my preferences reset.
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While moving and holding down block, my characters shield remains down by his waist, appearing to not block at all (though he is blocking, since damage is reduced and the block sound effect triggers as well). Everything looks fine while standing still. Female characters work fine. I have the following mods currently active: Climates of Tamriel Apachi Hair Unofficial Skyrim Patch Chesko Frostfall SMDrop Lit Torches Sky UI Achieve That Better Quest Objectives No Skill Limit Alternate Start W.A.T.E.R RND_Water patch Climates of Tamriel Dungeons Hazardous Climates of Tamerial Interior Warm Realistic Needs & Diseases moreloot FNIS spells ASX_Spells StripNPCs Caliente Vanilla Armor Remoddelled Armor FemaleCityGuards Feminine Housecarls No more butch females I recently disabled the following after a good deal of use: Hothtrooper44 Armor Compliation Duel - Combat Realism Immersive Weapons SkyRe Encounter Zones SkyRe Enemy Scaling SkyRe Main SkyRe Standing Stones SkyRe Races LiFE Lith Face Enhancement I experiments briefly with the following mods: Duke Patrick's Heavy Armor ACE (all modules) Realistic Ragdolls Staves of Skyrim Disabling these mods via NMM did not solve the problem. I suspect I am in need of certain behaviors and skeletons, similar to what I obtained when refining the female form, as if something is calling for the male equivalents in the Data folder but not finding them. But I really don't know. Male used to work fine, but I did use or play around with a few mods since last using a male character (most notably the last 4 mods I listed, but also many of the mods pertaining to female animations). Is there somewhere I might get male animations/meshes/behaviors which might be missing? What other solution might there be?
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Yeah I thought it should be raised. Thanks for the confirmation. Now I need to figure out what is causing it. @bilyro: I think so too. I recently installed (and uninstalled) a couple of mods to check out some features, and I suspect they screwed something up (Duke Patrick's Heavy Armor and ACE Combat). Ever use either of those?
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Messing around with modding the game, and my block animations don't seem to be as I remember them. Is your shield supposed to be raised when moving while blocking, just as is it when standing still? Right now, my shield stays down by my hip when moving and holding down block, even though my movement slows down and the block effect still works (i.e damage reduction and recoil effect on opponents). Is this how it is supposed to be?
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It's going to be a constant effect, so I prefer to have it be an Ability (like Racial Abilities). The original test character was made while using certain mods I have subsequently disabled. I made a new character to test things out, and everything works fine. I just don't know if this issue is going to pop up again in the future or something. Seems like there is some really weird stuff that goes on with saves in this game. Pretty scary, considering the time we put in to make these things and we have the run the risk of some bizarre anomaly screwing it all up.
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One part of a mod I am making increases weapon damage. I made a perk to achieve the change. Then I made a Magic Effect which adds the perk via the 'Perk to Apply' option. I then made an Ability which has the Magic Effect I made I add the new Ability to race under the General Data tab of the Race window. When I load the game, everything works fine. If I die, though, the Effect does not seem to apply. Why? I think the Ability is still working, just not the Effect. I experimented a little and added the Perk to an existing Effect (Nord Frost Resistance), and the Resistance never went away after dying; just the Effect I made. Why would it work after loading up the game, but not after reloading the last save after dying? edit. just tested another way with the same result. I load up the game, then immediately load the last save. The Effect is gone. So, it is not necessarily the dying part, just loading a save.
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Creating Custom Potion Recipes in Creation Kit
vmsfallout replied to Vikingt's topic in Skyrim's Skyrim LE
I dont think potions have regular recipes like armor and weapons; they are simply created by combining two or more ingredients with the same Magic Effect at an Alchemy table. So, if you wish to make your own unique potions, you would need to first create the ingredients which have the effects you wish the potion to have (or change the effects existing ingredients have) then go ahead and combine them at an Alchemy table. -
Creation Kit: Perk Entry Point Function list
vmsfallout replied to vmsfallout's topic in Skyrim's Skyrim LE
I will have to do something else if I can't find a way to add more functions. But I was hoping there was some place where I might be able to add a few more options, or even just modify the existing one to 1.5 + Actor Value or something. I don't even know where the coding that controls this lies. Is it a script in the Skyrim.bsa? Like so many before me, so close to achieving what I want, but foiled by the CK limitations again. -
Currently, a few options are available in the function drop-down menu when creating an Entry Point for a perk (specifically, the 'Modify Enemy Critical Hit Chance' entry point). Some of the functions are: Absolute Value Add Actor Value Mult Add Range to Value Add Value Multipy 1 + Actor Value Mult ... and a few more. What I wish to do is add options to this list. Specifically, like the last example I provided, I would like to have the following options as well: Multipy 1.1 + Actor Value Mult Multipy 1.2 + Actor Value Mult ... all the way to Multipy 1.9 + Actor Value Mult Can I expand the list in this way? What might also work for me is to get the Mult window to accept numbers smaller than 0.01 (they just round up to 0.01 or down to 0.00). Any ideas? Thanks
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Hehe ... my fault for not being clear. Is there any way to make creatures you summon be hostile to you upon being summoned? In other words, they want to kill you for summoning them.
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Any idea how to make summoned creatures hostile to the caster?