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Everything posted by DMan1629
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I already checked all of those, but it's not possible because the only way to get the maximum value is via an SKSE script command. I managed to find a solution, unfortunately it's with updates: Created a global variable to hold the current max attribute, every 2 seconds it checks if the maximum value is different - if so, the function runs. Thanks for the help!
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I want a specific script to run whenever the maximum value of one of the 3 attributes (Health, Magicka, Stamina) is updated. Examples: equipping a Fortify Health item, drinking a Fortify Magicka potion, etc. I know how to get the maximum value if I wish: ActorValueInfo.GetActorValueInfoByName(Attribute).GetMaximumValue(akTarget)and I've tried using reoccurring updates every 1/2 seconds with that command, but it presents a challenge in the long run so I prefer to avoid it. Does anyone know of an event or any other method to monitor attributes without updates? Thanks in advance!
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I want a specific script to run whenever the maximum value of one of the 3 attributes (Health, Magicka, Stamina) is updated. Examples: equipping a Fortify Health item, drinking a Fortify Magicka potion, etc. I know how to get the maximum value if I wish: ActorValueInfo.GetActorValueInfoByName(Attribute).GetMaximumValue(akTarget)and I've tried using reoccurring updates every 1/2 seconds with that command, but it presents a challenge in the long run so I prefer to avoid it. Does anyone know of an event or any other method to monitor attributes without updates? Thanks in advance!
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[LE] Attack Speed Increase
DMan1629 replied to Hatsodoom's topic in Skyrim's Creation Kit and Modders
Make a condition for those perks: if the other is active - that one isn't. As in if the 2nd is enabled than the 1st one isn't - make the comparison number 0. About the additive part - I don't think that's possible. But taking into account the number you are using for Swiftblade and your final goal: leave it on multiply but change Kynareth's Wind to 25% instead of 30 - (x+20%)+25%=x*1.2*1.25=x*1.5=x+50%. Good luck! -
Look for a patch on the nexus or read their descriptions - maybe they explain how to solve it.
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First of all, this belongs in the Troubleshooting category. --------------------------------------------------------------------------------- I'm going to suggest a few ideas. Most important note when going over this: if a step works, then something in that is the problem - at least one of the mods that you disabled during that step are the problem. If a step doesn't work - revert to the state before that step. If you are using NMM, I would suggest creating a new profile before each step and as I said before - revert back when necessary by simply clicking on the previous profile (and then a new one again). Also, after each step run LOOT - just in case. Here's what I suggest: 1) Disable Disparity, Imperious and RaceMenu then try to load the game. 2) Disable major mods - heavy mods that add locations, items or any mod that weighs more than 100MB. Then check if it loads. 3) If still nothing works, do the soft "reinstall" - disable ALL the mods you have (maybe except USLEP). Now load the game. If it STILL doesn't load - you have a problem with the game files. Reinstall it. If disabling all solved the problem, then start enabling mods again - enable 2-5 mods then check if it loads. Again - run LOOT before every load!!! After you find what mod(s) cause the problem - let us know and I'll try to help out. Good luck!
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Please HELP...can't figure what's wrong with my SKSE
DMan1629 replied to yzerman19's topic in Skyrim's Skyrim LE
You installed SKSE for Skyrim, not Skyrim Special Edition. Make sure you download SKSE from this site. Download the archive from the 2nd line: "Current SE build 2.0.7 (runtime 1.5.39): 7z archive" (that's the current version) Notice it says "SE", and when you go to your SSE folder the SKSE file should be skse64_loader.exe - otherwise you have installed SKSE for Oldrim. Good luck! -
First of all, copy the esp file you made to another location. Then archive it as a .7z or .zip file. Then I just simply recommend you use this tutorial. I also really recommend you learn about modding more - it's really interesting. I was glad to help! Good luck, and welcome to the modding world! :D
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This post is just to throw some ideas based on my experience (not a pro, but you'll see...) First of all let me say that I agree with you on this because I actually do something like this on another mod I'm making. I have though this through and the only times that you should run the script to update that global variable (updating the current max HP/other AV) is during the 3 following occasions: 1) Equipping an item - OnObjectEquipped event. 2) Unequipping an item - OnObjectUnequipped event. 3) Closing the stats menu - OnMenuClose: StatsMenu. P.S: If anyone can think of another occasion - PLEASE let me know! Now I'll explain a small problem: The entire idea behind doing this with what you suggested is to mainly avoid the use of SKSE, this is where the problem shows itself - checking when the menu closes is also an SKSE function. A way to avoid this is another idea you suggested - doing it periodically. But this negates the whole idea of only checking when necessary. So here's my final suggestion and how I solved this problem: Use the SKSE line I provided (that gets the MaxAV without fully restoring it) during the 3 occasions I wrote but still also do it periodically, but much less often (maybe every 10-30 seconds), just in case of a debuff or something like that. Good luck!!!
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Different esp files can never have the same IDs. If you still wish to find the next free ID - just go to any record, right-click, Copy as new record, add a 0 or change the name and put it in your desired esp. That will create a new variant of what you just copied on an ID that free and is next in line - i.e. where the renumbering should start from.
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That is a float value. There are infinite amount of numbers between 0 and 1. 0.5 = 50%, 0.125 = 12.5%, 0.99 = 99%. Not sure what you're getting at. What I'm getting at is that it doesn't work correctly. If you have base 100 HP and total of +50 bonus HP you'll have 150 HP total, but then GetAVPercentage will return 1.5 when in full health, not 1.0. I explained it pretty well in that post, which you cut off for some reason because why not... My explanation, after a lot of trials, states just what GetAVPercentage's discussion page says - this command doesn't work as it should. What it actually does is compare the current stat to the base stat: current / base (current HP divided by base HP). That is the reason why Bethesda added GetActorValueMax in SSE. If anything I wrote isn't clear, please read everything in my first post - the one you quoted only a part of and not fully.
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OK scratch everything I said - I have a solution! I just remembered I solved this when working on another mod! It's not a set command - you'll need to use scripts and it works only via SKSE: ActorValueInfo.GetActorValueInfoByName(Attribute).GetMaximumValue(TargetRef) I really hope this helps, and sorry about before... Hope it helped.
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[LE] start game enabled quests
DMan1629 replied to greyday01's topic in Skyrim's Creation Kit and Modders
I don't know what you read and where, but you don't have to worry - it's not gonna break anything. If you're only using it to add an item/perk/spell etc. you can do it without a SEQ file as well - I'm doing it and it works perfectly without any errors or problems. I would recommend checking out this: Staff of Shalidor's esp file and the script it runs on startup - it's exactly what you need. I would also recommend downloading that mod while you're at it - it's awesome! :D P.S: I would also recommend checking out HaemProjects' other works. Good luck! -
You have no idea how sad this answer makes me: No. For all the haters: I know all about GetActorValuePercentage and GetAVPercentage, but the sad truth is - they don't work the way they're supposed to. I'll explain: When GetAVPercentage is called, it returns a Float value. Now, unlike what the wiki states, it is NOT a value between 0 and 1. The sad part is that the "Percentage" is calculated compared to the BaseValue, i.e. buffs make you go over that BaseValue so you'll numbers that are actually bigger than 1. Example: BaseValue of HP =100; buffs = 50 => Total HP = 150 => (when you are not hurt of course...) GetAVPercentage("Health")= 1.5. Final notes: I really REALLY wish Bethesda had implemented something like GetAVMax in Oldrim - hack, even in SKSE - but nothing like that exists so we are left with the small void of what could have been... And on a much less grimmy note: I do have an idea for a workaround - it's not too good, but maybe it can help you: keep a global variable for each of the 3 attributes' MaxValue. Again, this isn't a good implementation because of many reasons, but you might figure something out for yourself/ Good luck!
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Major movement boost and weapon speed but you become delusional - weird creatures and people start appearing from puffs of smoke and start attacking! But not just one once in a while - the effects of the skooma will last over an hour (real life, not in-game) and multiple attacks happen every minute or 2! Good luck :D
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LE Enchantment based on number of disenchantment
DMan1629 replied to opannes's topic in Skyrim's Mod Ideas
Keyword Property isEnchanting Auto // The keyword isEnchanting - already in the game Bool Flag = false Event OnSit(ObjectReference akFurniture) if akFurniture.HasKeyword(isEnchanting) Flag = true endIf EndEvent Event OnGetUp(ObjectReference akFurniture) if akFurniture.HasKeyword(isEnchanting) Flag = false endIf EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) if Flag if !akItemReference && !(akBaseItem as SoulGem) && ((akBaseItem as Weapon) || (akBaseItem as Armor)) if ((akBaseItem as Weapon).GetEnchantment() || (akBaseItem as Armor).GetEnchantment()) ***Your own code here endIf endIf endIf EndEvent This is the basic idea behind it. As you can see, this might not always be accurate because of console use (if someone removes an item via console while using the Arcane Enchanter), but that's the best solution so far. ***Do notice this requires SKSE! -
LE Enchantment based on number of disenchantment
DMan1629 replied to opannes's topic in Skyrim's Mod Ideas
Opening statement: I'm an amateur modder, but I'm writing this comment solely because I have researched this topic for my own mod which I'm working on. The feature in my mod gives bonus perks based on the amount of learned enchantments - by a global counter that increases every time the player disenchants. Now for the comment: Sorry, it can't be done... Explanation: TL;DR: core mechanics in the game that won't allow it. My idea for something similar: Anyhow, good luck! If you need anything else I'll be glad to help as much as I can. -
I'm pretty sure it's exclusive to Quests. I suggest you just make a dummy quest that is flagged as a startup quest and do the following: Make a script that runs by your own conditions (when you want something to happen), then do the following: Do mind that it will display "Quest Completed: 'whatever_you_want' ".I'm not sure how you can make it otherwise.I do suggest you look at the files in this mod to get some info though: Achieve That.