Jump to content

DefiniteIntegral

Premium Member
  • Posts

    14
  • Joined

  • Last visited

Nexus Mods Profile

About DefiniteIntegral

Profile Fields

  • Country
    Australia

DefiniteIntegral's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. It seems as though many of the anti-payment comments here are really directed at paid mods, not donations. These two things are ethically and legally distinct. Paid mods would be a commercial transaction, with legally binding rights and obligations as set out by the relevant trade acts in the jurisdiction the trade takes place. Donations are not a commercial transaction, have no legally binding rights or obligations, contain no guarantee of fitness for purpose or guarantee of future service. It is totally voluntary, and is not a payment for service, but simply a gratitude. Really donations are a win-win for everyone. Modders have no legal right to demand payment, and users have no legal obligation to pay. Modders who do receive a donation will feel more appreciated for their hard work, and that gratification will likely lead them to continue putting in effort to improve their mods. Which in turn is beneficial to the users. Think about it like this: If you help your mate move house, which do you appreciate more as a thanks for your effort? A case of beer, or a pat on the back? Yeah, it's the beer. But is your friend obliged to give it to you? No, because you offered to help voluntarily. But it is appreciated nonetheless. And so it is with mod donations.
  2. You don't -have- to use dialogue or even quest aliases at all the create followers. In my mod I can have multiple followers which are manipulated using nothing more than a menu message, an OnActivate event in an Actor extended script and 1 AI package. I haven't tried more than a few followers but each is completely independent so the only real limitation is how far you can go until the game crashes, as far as I know.
  3. If it's something like an activator, just delete it in the editor, add a new one and re-add any direct or linked references in any other forms as necessary. Placement of statics is in the esp and updates without doing anything. Anything dynamic like container, activator, actor etc it's as jet4571 said, you need to create a new instance in the editor and delete the old one.
  4. Set up an AI package with multiple travel procedures that are conditional based on the quest state. I haven't tried it but that should work, I am pretty sure you can use a quest reference alias as a package target.
  5. My main hope is that Papyrus has some decent container types. Even just a simple list type would be sufficient. Arrays are OK but lists are more convenient. Or, even more basic than that, allowing custom data types, even if it's just structs. I can live without classes. The screenshot only shows standard types like floats and game-specific objects though... I long for the return of the Quake2 days when mods were native DLLs. Risky to be sure, but damn awesome at the same time....
  6. Argh sorry my bad, upload the wrong file, it has just the source. I'll re-upload it now.
  7. It already does this, I split the mod into 3 .asi files so you can pick whichever you want.
  8. Hello. This is a plugin comprised of 3 components for Script Dragon for Skyrim 1.3. Auto Perk -Automatically adds perks once a player reaches requisite level in a particular skill. -This means levelling eg destruction to level 100 gives you all destruction perks. So it is possible to have all perks in the game just by skilling up. -Removes perk points obtained by normal levelling since no longer needed. -Player receives text notifications during play when new perks are unlocked. -When first loaded, will likely result in many low-level perk unlocks. (This should include new games and existing saves.) Auto Stats -Automatically sets max Health, Magicka, Stamina and Carry Weight dependent upon current skill levels. -Health set by: Block, Light Armor, Heavy Armor, One Handed, Two Handed, Smithing, Restoration, Alteration, Alchemy -Magicka set by: Alteration, Conjuration, Destruction, Enchanting, Illusion, Restoration, Alchemy -Stamina set by: Marksman, Block, Light Armor, Heavy Armor, One Handed, Two Handed, Smithing, Restoration, Sneak -Carry Weight set by: 200 + 0.5 * (max stamina + current stamina) -This means a portion of the top range of carry weight fluctuates dependent upon current stamina. So with fully loaded inventory, won't be able to run as far. -Health, Magicka and Stamina range from 100 to 999 (but reaching 999 means being very high level, eg 75+ most likely) -Stats added on normal levelling up screen are now meaningless. -If used on an existing savegame, stats may decrease or increase significantly depending upon skills. Auto Level -Level automatically based on current skill levels. This is taken from current, not base skill, so a skill boost via enchantment can affect level -Higher level skills will contribute more to levelling up -Levelling is fast at low levels, and slow at high levels as per usual -Levelling happens silently in the background, the normal level up procedure is now meaningless. -Normal levelling up in game still occurs, but level resets once exit the level up menu. -If using this on an existing save game, player level may increase or decrease drastically dependent upon skills. -Uses ExecuteConsoleCommand to level since there is no Actor::SetLevel. Not sure if this will count as 'cheating' for the player. These 3 plugins are designed to work together so all level/stats/perks are handled automatically. This way the only thing of consequence is your current skill levels. Download here. Source included. Recommended to backup savegame before trying this, all changes to stats and perks are permanent. Edit: This version now just has 1 .asi file, and is configured with AutoPerkStatsLevel.ini, which can be used to enable/disable any of the 3 plugin components. There are also other variables for setting up the plugin. The .ini is commented, please read for instructions More up-to-date information available here at Bethsoft forums
  9. Updated for 1.3 by the way. http://alexander.sannybuilder.com/Files/tes/ScriptDragon_1.3.7.0.zip
  10. Alexander the ScriptDragon author did state on bethsoft forums that ScriptDragon update for Skyrim 1.3 should be done by tomorrow
  11. Thanks for that. I found the thread about it and asked in there. You should be safe to delete any .asi and .ini files that originally came with ScriptDragon, which would be: horsespawner, trainer, undress and weather
  12. Just delete ScriptDragon.dll and dinput8.dll to remove ScriptDragon. I am not sure if .asi files need to be re-compiled with each ScriptDragon version or not. Can you tell me what script changes the perk points per level? I want my AutoPerk script to change it to 0 so you don't end up with unused perks you can't spend.
  13. Auto Perks is a script that automatically activates perks when the requisite level in that particular skill class is reached. So for example reaching level 100 in any skill automatically grants all perks in that skill tree. I did this because I prefer to play "jack of all trades" than be limited to "mage" or "fighter" etc which Skyrim basically forces on you to thanks to limited perk points..... also I never really liked traditional levelling systems, I'd rather everything just be based on skills. At the same time I also made Auto Stats which automatically levels Health, Magicka, Stamina and Carry Weight dependent upon skill levels (different stats based on different skill sets). Finally, I also made Auto Level which levels character automatically from Level 1 - 80 based on total number of skill points across all skills. The level progression is a modified square root so the more skills you have, the slower you level BUT all skills are treated equally (regardless of that skills individual level), so again branching out into multiple skills will level character more quickly. (Though I might still change it so higher level skills count more toward level.) With the 3 scripts combined, all levels/stats/perks are automatic and normal game levelling up becomes redundant. Skills are taken at current value, not base value. So a boost or drop in skills (eg via enchanting) will change your perks/stats/level temporarily. I made a similar script for Oblivion also way back then. I much prefer this style of play.
  14. Argh nooo, yesterday I wrote a script I want to use and today Skyrim 1.3 comes out and breaks it. Damn it. Good bye auto perks, sigh.
×
×
  • Create New...