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Everything posted by DuaneDog
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yes. I replied to your post on the bethsoft forums :P I'm admittedly a noob, but my advice is to make a perk similar to the "doomWarroirPerk" and then add/remove it via script. Thanks a lot for your help. Looks like it could do what i need. Hopefully I'll have some time to work on this tomorrow.
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So I got the Game.GetPlayer().ModAV("Block",3) to work... just had to have the skill in quotes. Anyone have any ides on how to use script to modifiy the skill use mult, skill use offset, skill improve mult, or skill improve offset? I've attached a picture of where this is changed in the CK. Just need to find out how to set the values through script. Thanks in advance! Any ideas?
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I'm considering a mod that will add a quest or two BEFORE you show up riding in the waggon. So I would like when you create a new game to start in an alternate location, then there would be a few simple quests and so forth before the game would then drop you into the wagon and you go on your way as the game normally starts. Anyone know what this would take scripting/CK wise. I know I can adjust stats and I know I can make a few quests... my sticking point is making a NEW game just to my location and quest... then at the right point jumping the player into the beginning of the game so they can continue on. Anyone out there who can help?
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Was afraid of that. I'm amazed that people have been able to acomplish what they have given how limited the scripting functionality is.
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I think maybe this CK thing just needs a lot more work before you can do some things that would seem simple. Just a very simple thing I'm trying to do... Change the speed at which a skill (such as blocking) is learned. The values are in the CK.... but apparantly no way to script them at all. I've attached a screenshot... I need to change Skill Use Mult for a given skill (in this case block) using script. For example I hope to attach to certain quests abilities that will speed how fast you learn a given skill. I don't want to just throw more points at the player but instead for possibly a limited time, allow them to learn a skill faster. But... the more I work with the CK and how it integrates with the scripting the more I feel it is impossible. Have tried the forums and asking modders for help in this. I think I can create a good mod but if you can only change a fraction of the values for a character then basically the CK is just a static file changer. I hope I'm wrong but I'm starting to think there is just no way to do this without creating an entirely new system for leveling skills which would then step on the existing system (which apparantly there is no control over through script). Any ideas before I give up on the CK for the time being?
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Hi. I think you may know the solution to my issue. I am wanting to modify the values in the ActorValueInfo area... specifically skill use mult, skill use Oggset, skill improve mult and skill improve offset. Do you happen to know the syntax on how I would modify any of these through script? I'm basically wanting to alter the speed at which some skills are learned as they are used. Was hoping your work in this area could lead me in the right direction. Thanks in advance!
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So I got the Game.GetPlayer().ModAV("Block",3) to work... just had to have the skill in quotes. Anyone have any ides on how to use script to modifiy the skill use mult, skill use offset, skill improve mult, or skill improve offset? I've attached a picture of where this is changed in the CK. Just need to find out how to set the values through script. Thanks in advance!
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I'm wanting to modify the speed in which characters learn skills for using them in the world. I'm assuming this would work by changing 'skll use mult", skill use offset, skill improve mult, or skill improve offset. I can see and change these values in the CK but now I'm trying to do it by script. I know to get the player reference I need Game.GetPlayer() I'm close on setting a skill itself with Game.GetPlayer().ModAV(Block, 3) but it errors during compile and I really don't want to change the skill... but the speed in which the skill is learned.
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Very basic help needed. I have a property in a book object I want to use as a flag to tell if the book has been read or not. (perhaps there is an easier way but I still need to know how to do this). Have a property isread defined as init. What do I need to do to assign this property as a 1 when the book is read. I already have the event part figured out. Just need to assign the value.
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I'm trying to learn the CK and I would like to raise an event when a book is read. I really don't need just the script but where in the CK I would need to place something such as that. Seems like it would be pretty easy and a good place to start. Thanks in advance!
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Very buggy. Even with very simple mod testing it was very brittle. Can't imagine what it would take to build a complex mod with it given the state it is in.
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Laptop suggestions for Skyrim/Creation kit use
DuaneDog replied to onson's topic in Skyrim's Skyrim LE
I have the G73S as well with the 460M 1.5GB of memory. My performance improved a lot by using Game Booster. But then again I had a lot of junk running in the background. I'll also add that I'm very very glad I got the 3D vision option with mine. In Skyrim it looks absolutely amazing. When getting it I was on the fence but I was not prepared for just how much better it looks than the 3D at the movies or even on TV. Can't say enough good things about 3d vision and would not even consider another gaming machine without it. -
Frustrating... I do think Bethesda missed a HUGE opportunity here by not having the CK out sooner. People move on. When you have the kit on day one everyone is excited and jumps right in creating new content and exciting mods while everyone is still pumped up and playing the game. Now we are getting to a timeframe where most people who have purchased have done so... and many people have already run through the existing content many times. By now, if the CK was out there would be tons of new content that players would be swimming in. Instead their attention is going elsewhere. Sadly from a business perspective I believe they did use people a bit and i believe the big opportunities of the CK are fleeting. They pumped the CK and constantly made game purchasers feel it was just around the corner. Here it we are in Feburary. and it is still just around the corner. Great game...but i don't blame people for being a bit angry that three months out and no CK. I'm all for getting it right but I think that with a CK you can release in a far more raw form. Modders would have made it work and could have dealt with some bugs here and there. Instead nothing. Now Bethesda may as well wait until they have an expansion ready and then release the CK with the expansion with another big round of media blitz and a special price if you buy the orig game + expansion.
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I would like to see an ambitious "Guild 2" type addon.... Essentially taking some of the gameplay of Guild 2. Specificallly... You can spend gold to build properites such as inn's, blacksmith, farms, etc. and there would be a "market" in each town to sell the goods you produce. The Romance/marriage part of Skyrim would be enhanced to linclude lineage and the ability to have children so you can pass your estate and businesses down to your children and consolidate power. Each of the town's would have a 'council' with people making up mayor, treasurer, etc. You would need to apply for titles and run for elections to get offer and gain power. Naturally a skyrim version should allow you to eventually become the Jarl of Whiterun or Winterhold. Ideally there would be AI competitors that would sabotage your businesses and compete with you to gain power and take positions in councils. A very ambtious mod indeed... it should also throw in quests and other goodies to challenge you as your empire grows.
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I can't even begin to describe how happy I am with the quality of this title with 3D vision. The game was already top notch in 3D... but how the mod community has responded with some very nice patches to fix issues with water, sky and other problem areas. Totally amazing. The best is putting someone down in front of it who has never experienced a game remotely like Skyrim. And 3d works through all cutscenes.... the intro looks absolutely amazing. Great work and I can't believe how much the game has improved since launch all the way around. Hope the mod community keeps up the hard work. It's very appreciated and makes the game so much more enjoyable.