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Shadohz

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Everything posted by Shadohz

  1. All I did was type "guards" in the Nexus search box in SSE and instantly found 3 diversity mods that give gloves to guards. There may be even more in SSE and even more in LE.
  2. I have a follower that I only want to wear clothing and wield a dagger. I need a script that can control her inventory so that she removes any gear or weapons that I do not fit my requirements. Short-term objective: As I see it there's two possible methods for monitoring her equipment: 1) is to register the script on a timer and alter the gear based on armortype or 2) verify what is equipped based on changes to the NPC container event. The problem I'm having is I keep screwing up how to detect the armortype. I could use GetArmorRating to see if anything is higher than 0 but that doesn't solve my weapon problem. I can't seem to figure out how to get the HasKeyword function working with IsEquipped. Wait, dangit. Argh. Okay I think I'm having one of those epiphany moments when I start figuring something out as I ask for help. Okay "GetEquippedItemType" will allow me to address the shield and weapon problem. That problem is out of the way but I still need to figure out how to spot the best clothing to force wear on the follower. Long-term objective: Using a solution from the first what I want to do is create a generic script for public-use that will allow players to set a Combat Style (existing or new) and the NPC will only wear gear pre-defined for that class that is attached by the Actor script. So for my follower who is an alchemist, she'd only wear clothing and wield a dagger. For a witchhunter a bow and clothing, so on and so forth.
  3. If your follower is changing outfits after you recruit him then his gear is either in Inventory on his actor form our you have the gear setup as an Alias Inventory on an existing quest (i.e. check your Alias Reference for that actor). I don't think I've ever seen clothing override armor unless it has a higher value than the armor. It how I force certain followers to only use their custom clothing over any in-game armor they pick up or the player gives them. Oh right, maybe check the value of the clothing. The only other guess I have is to go to the Actor form (record), look where is says Template Data in the bottom left and un-tick "Use Inventory" if it's checked. It's got to be one of these things but I think it's the last I mentioned.
  4. No such mod exists, however... **looks left then right** hypothetically speaking if there' were a WIP that offer players various locations and priests for their ceremony, where would you like to see the ceremony take place in Solsteim and which priests besides Frea?
  5. I found the formula for you: https://fallout.fandom.com/wiki/Carry_Weight Scroll down for it. You'll need to add a special condition for Survival Mode according to the Notes. You don't have to tell me. You love me. I know. :tongue: Good luck with your mod.
  6. Pffttt. I knew that. I was just seeing if you were paying attention. lol Sorry about that. I hit F5 and realize I was on the wrong game. I honestly can't tell you. If "carryweight" is a formula that is a combination of certain AVs you could simply write a formula for that same value. Fake code sample: pCarryWeight = Bob.GetBaseValue(EnduranceAV) * 100 If that doesn't trigger any workarounds for you then sorry. Someone else might be able to give you something more specific.
  7. There are already Half-Mill mods available for you to download that met your requirements. You should even be able to port them to SSE yourself. Use Cathedral Asset Optimizer. Taking ownership is not difficult either. You could write a simple quest to detect if the HM quests are completed then disable the owners, add LocTypePlayerhome as a keyword, and take ownership of the home (I don't think ownership would be a necessity once keyword is added but you'd still need the key to get in and out). It depends on how difficult or easy you want to make the task. Do you just want the home or do you want to redesign the entire thing once you've taken it over. Believe it or not that difficult once you really wrap your head around the basics.
  8. There's actorvalue "inventoryweight" and there's "carryweight". I believe carryweight only has one value that changes with skill increases but doesn't reflect penalties. I'd have to test it out. GetActorValue is the syntax you should use. See example: https://www.creationkit.com/index.php?title=IsOverEncumbered_-_Actor
  9. @dybill Thank you. But you're a bit late. I already blew away the test build and went ahead with using a GV on each response. I was adding a feature to allow players to control the timing via dialog anyway so I just bit the bullet and did it. I was hoping CK had some type of override that I knew nothing about. *sigh* Gawd CK is so cumbersome. It's like someone from my first semester of VB wrote this dang thing.
  10. Is there a way to globally control Idle chatter randomness besides using "GetRandomPercent" condition set at each dialogue option? I'm working with a mod that that has ALOT existing idle chatter (Misc section). I need to test the randomness timing by changing the percentage but it is waaaaay to time-consuming to alter these individually. Is there a way to accomplish this by script or global condition? For the time being what have done was create a brand new quest in a test build and moved all the Idle dialogue to it then set "Quest Dialogue Conditions" to the name of the actor and the GetRandomPercent. This may be the only plausible workaround but I'd rather keep the dialogue together with the single main quest.
  11. In response to post #67939196. #67949471 is also a reply to the same post. I've used the D/L history before which is why I made this suggestion. As you admit yourself it's not very intuitive. I have to rely on 3rd party apps to tell me which of my mods are outdated. You can see from the main search page if an update is available because it's highlight as "update" but there's no way to filter those mods.
  12. Well it's finally confirmed. Dark0ne is rogue cleric that likes using Wall Of Text spell. :) These stats will be very useful in the future. Some seem to be under the delusion that modders are making a killing in the Paetron game. Despite my breaking down "actual cost to gamers", some use it as a weak defense against paying for mods (or donating for that matter). What are the chances on U2F support as well? Also I'd like to see more realworld usage data. Knowing the number of downloads is nice, but knowing what the players are doing with the mods would be even better. How long/how often are they actually using the mod in their game? Are they downloading then deleting soon after? Do they prefer sword 1 over sword 2? Which FOMOD options are they choosing during installation? Have they been on a long hiatus and reusing your mod again? I know this sounds very "big brother" to some so players should be allowed to opt-out of usage collection/reporting. If these mod packs are meant to be "compilation mods" then... "That's going to be a no for me, dawg." If the process is automated in such a manner it respects the individual modder usage rights and gives them credit for unique/non-unique downloads I'd be okay with that. A portable user profile would be more useful, IMHO, as a good archival and diagnostic tool. I can't begin to tell you the number of times I've had to request a user's modlist or go hunting through their endorsement list trying to figure out what mod(s) they have installed that's causing an issue not related to their own. Three things other things I'd like to see added "Mute", "Feature Requests", and "My Updates". 1) Mute. Sometimes you don't want to block a user from download but you also don't want to disable comments just because of a couple of bad apples. A "mute" feature would allow MA to temporarily disable individual users from posting comments on one (or all) mod(s) created by a specific author/team. 2) A feature/enhancement request tab is needed alongside the Bug Report tab. Users use the comment section for making enhancement requests when it'd be easier to track from a single page. 3) "My updates". Simply put this view will tell users which mods they have installed have updates available for them. Nexus allows you to sort by trending, download, file size, etc but there's no option to only show you which mods you've installed recently or in the past that have new update (if it does I must be blind as h*ll).
  13. Useful tip. A different title name or tags would've made it a bit easier to find. Luckily I'm not the type to stop reading after a few paragraphs. Thanks.
  14. In response to post #67827451. #67832111 is also a reply to the same post. It's not the same thing because you don't have to report and pay taxes on gift cards. *cough* Err I mean I was addressing the overhead and fluctuating game cost issue brought up by the author of the article.
  15. Why not just convert the DPs into gift cards for downloadable games or other items? Individual publishers and service sites sell gift cards so just let the CC reclaim them and do with them as they wish. If they want to use the DPs to give away items to other player so be it. If they want to use it to support EA then I hope they bu.. err I mean enjoy their selection. This way you're not stuck holding the (overhead) bag and the CCs have more options and know a fixed system is in place. The only downside I see to it is some may not want to reveal personal information about themselves to receive gift cards.
  16. In response to post #67080466. #67081506, #67082576, #67082886, #67083036 are all replies on the same post. Wait a minute. The way you guys are congratulating each other I'm sensing some kinda of EA merger thing going on. You know what. Forget I said anything. I don't know what I'm talking about. This toothache medication is making me type random thoughts. Everyone go back to their exclusivity corners. Nothing to see here. Break it up.
  17. In response to post #67080466. #67081506, #67082886, #67083036 are all replies on the same post. Thanks for the insight/inside FileTrekker. However don't dismiss my idea about revenue-sharing and partnership contracts. If the porn industry can figure out how to make it work then surely the game industry can. Not throwing Nexus under the bus here but we've already seen many times where "exclusivity" has caused many projects to be lost to the void because some would rather let them die than for someone else to take over. GF or Nexus exclusives could be permanently lost unintentionally or worse either site could become the next EA/Bethesda/Nintendo that gains a monopolistic hold over the market and cripples any competitor or puts a stranglehold on usage rights. Many "good companies" went bad because the right people got pushed out and the wrong people took over. I think some people such as myself are more concerned with the potential long term consequences we've seen unfold repeatedly. A partnership would give both of you (or anyone you team up with) legal protection from those misusing "fair use" or pirating and any other tangible benefits while also offering the redundancy that some of us would like to see.
  18. GF??!! Wow, I hadn't heard of that brand in a while. This article by itself may just double their user traffic for the next month. GF has been slow-bleeding for some time. Let's get down to it. Archiving legacy and once-popular sites has been a tradition as long as I can remember. Archivers, even those with altruistic intentions, haven't always exercised the best judgment in securing the permissions or respecting the autonomy of the archivee. The archiver takes on the cost of hosting and delivery of files and has to rely on the mercy of donations from a few because Azura knows it's like trying to pry a penny from Scrooge McDuck to get more than 3% of your base to give any significant amount if you offer something for free. The archiver also however gets the added benefit of additional traffic, users, and resources. In the words of my drug-addicted neighbor who stole my backyard refrigerator for scrap metal "You should be glad I took it off your hands. You weren't using it anyway." He was correct. I didn't want to pay the cost of hauling it for a few bucks so I just left it there. I was more offended at the fact he brazenly took it off my property without my knowing. Side note: I've since got rid of that useless mongrel and got a new dog that bites first and barks questions later. What am I trying to say here exactly? I'm not saying it's right for whoever you're throwing shade at to take GFs (and by extension those creators) content however if those files are to survive then GF may want to rethink a long-term strategy. Remember what they said about pride in Pulp Fiction. Perhaps entering into revenue-sharing and partnership contracts with other mod sites is a good start. It at least gives allies of GF legal grounds for having the content removed from rogue sites that take content without giving credit. I mean good luck enforcing it in the Big Four countries that love engaging in pirating but in the majority of cases it should work to stop or minimize certain types of leeching behavior. Should GF enter into death kneel mode again (or any site for that matter) people are going to be apprehensive about rescuing files for fear of being called a pirate. Perhaps an independent board of gamers, modders, and professional game industry companies can create a set of guidelines for such situations and/or making source material public domain (or limited use) should one of its members unfortunately go out of business.
  19. Good idea. I typically just screenshot my modlist then archive them online or burn to disk. If a game is older than 5 years their respective mods aren't usually updated as much. Of course there are exceptions to the rule. Archiving also has the added benefit not getting deleted because someone decides to randomly yank the file(s) down or block access.
  20. Go into your settings and check your download history. Upper right hand corner next to your avatar. Looks like a sprocket/gear. Click that. Go to Download History tab.
  21. "Otherwise, you might want to try placing a new copy of the NPC in the new cell (keep the old one) and use TES5Edit to overwrite the old reference, but I don't exactly know how or if this would work." Since noone ever confirmed it, I will. This appears to be working correctly for me so far. I working with an experimental build but nothing appears broken... yet. The steps aren't as dalsio mentioned. it's actually simpler. 1. Make your backup copy of your mod first. 2. Create your experimental build. 3. In CK add a new copy of your NPC to the new location (this is only a temporary placeholder). 4. Save and exit CK. 5. Go into TES5Edit and find your dummy NPC in it's corresponding Cell/Block location. 6. Write down (copy and paste to a blank text file) the information shown there (Cell, Signature, DataSize, FormID, FormVersion, VersionControl, NameBase, Position X/Y/Z. 7. Select Remove to delete the dummy NPC. 8. Exit and relaunch TES5Edit. 9. Go to Cell/Block location again and find your "real" NPC (that contains your references). 10. Edit the "Cell" by adding the cell value from the dummy file to this cell. 11. Confirm the "name base" is the same. 12. Set the X, Y, and Z positions so they match your dummy values. optional: check the record flag for persistant or temporary status 13. Save and exit again. 14. Launch your game and check your mods behavior (does NPC sandbox correctly, does NPC use spells correctly, does NPC dialog still function correctly, what references are listed in CK and do they all work correctly). The edit itself should only take you a matter of minutes. Most of your time will be spent testing that everything functions as normal. If you only have a few cell references it is best to convert those to alias references. In my case however the previous modder had over 30 references that needed changed including critical dialogue. So far it was worth using this alternate method. I may at a later date correct those other cell references as well.
  22. I'm not even a hardcore fan of the Fallout series and this gives me a st*ffy. I might go buy the game just to try out this project. I would also add to that latter part of the interview on people new to modding "Be prepared to handle criticism, putting long hours into your project, and watch were you put those damned semi-colons."
  23. Alias_Jase1126Brenuin.GetActorReference().GetActorBase().SetEssential(false) :whistling:
  24. Guys don't do this giveway. It's a trap. Look at the date in the fine print.
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