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Lisselli

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Everything posted by Lisselli

  1. Need some math help.. Skyrim calculates perk spell damage as Base Damage + Multiplier(The multiplier is a percent of the base and the product is then added to the base). For example, Flames is 10 with 25% perk, and 12 with 50% perk. All calculated from the base. However, when I add a mod that adds 75%, this should boost Flames to 14(75% of 8 is 6. 8+6 = 14), but instead it raises to 21. I can't figure out how the engine is getting 21.. Unless my math is wrong.
  2. Jeez 65 eh, I don't think I could wait that long before getting annoyed with the lack of places to buy shipments. I just do what I always done since Morrowind. As soon as I get control, I wander around killing things.
  3. You can ignore the Namespace, it's just some organizational thing put in. It seems you know how to add a script, so now it's just a matter of getting information on the Location.
  4. The problem is the users. There's limited ways around the lack of SKSE functions, but most aren't really acceptable :/ like menus using powers to open them. Books will only go so far til people start bitching that there being too many books. And yet these are all the same people would probably could not mod themselves out of a wet paper bag. Everything seems to have be done a "convenient" way instead of a way that is at least possible.
  5. Amen!! I'm not complaining, its been 7 months since SSE was released, and not one peep from the creators. at least give us a bone to chew on while you cook the real meat its important thing since most mods uses it in oldrim and it also wil lend console modding since authors wont realyl care of lesser systems whos not really worth their time I don't think SKSE could be used on the XB1.
  6. There's a lot of ways to do this. The most easiest way is to put an xmarker in the cell containing the workshop and attach this script to it: Scriptname LocationClearedScript extends ObjectReference Location property LocationToClear auto AUTO STATE Waiting Event OnCellAttach() GoToState("Done") LocationToClear.SetCleared() EndEvent ENDSTATE STATE Done Event OnCellAttach() ; EndEvent ENDSTATE What this will do is set the location to clear, and then run no more after that. Fill the property with the location you want.
  7. I think we can all agree to disagree on everything else, rather than allowing this to bring a divide among each other.
  8. Their license does not stop you from starting up your own extender from the ground up. Remember ScriptDragon? You just cannot use their resources/source code. One guy attempted to do that and was told by behippo why he could not. Start your own, using your own source code, etc. If you got the skills, go for it, and already knowing it wont be 'easy'. The problem with SKSE is that there's has always been just 'one'. This is being worked on by a team that has been around since OBSE, and they got older and gained more responsibilities. I've said elsewhere, but a newer generation of folks needs to step up, instead of relying on folks that are 30-40+ to pump out mods at the same rate they could when they were 20+.
  9. The passive aggressiveness from folks in this thread is amazing. Make them wait more please.
  10. Can't add new scripts. Can't edit vanilla scripts in an attempt to be clever. Both means you need to add them to your BSA.. therefore, adding a script to a quest of any nature = you need to add the source file to your BSA. And scenes come with their own scripts if you add a script to the scene forms. PS4 = No BSAs I believe.
  11. It's easy to miss obscure unique ones when you only browse hot files. While they are other mod sites, I'm wishing Nexus wasn't the "be all" and "go to" mod site. Lots of mod authors and their mods suffer greatly because of that..
  12. By all means please do. It's not "normal talks" it's insinuation. If you want to flood a thread with insinuating comments that they "taking too long, hurry up" do it elsewhere.
  13. Simply add that particular bandit to an alias. Even if it's part of the "line", all objects have unique reference ids(this is separate from editor and form IDs), and it's this ID that aliases point at. Obviously you need to setup a quest with an empty alias and do some script work.
  14. Well, I am 100% sure the plugin for 3DS Max 2013 works, the author made it for that version. https://tesrenewal.com/forums/tools-and-coding/nif-importexport-plugin-for-3dsmax-2013 Read through that old thread first before deciding to download. Note: REAL OLD THREAD, AND THE AUTHOR HASN'T BEEN AROUND FOR 2 YEARS. On the niftools team: It's not that they don't give a damn.. Time has swallowed them over the years - Oblivion released almost 11 years ago. When Skyrim came out, they were met with huge changes to the nif format between both games, and most had already moved on due to real life or otherwise. There was once a 3DS Max developer with them, but that person long long moved on. No one else has stepped up and the Niftools team slowly started dying off. Also in the case of Blender, the devs for Blender changed the API dramatically after 2.49 and there was hardly any documentation on their changes - this was the main thing that hampered the remaining members of the niftools team when working with Skyrim. With that all on the their plate, there was no way to get a functional plugin out in reasonable time. The sorry state of affair in the modding community is a symptom of folks not stepping up to carry on the work of someone else, or trying it out themselves. Everyone wants cake, but no one wants to help bake it. It's like when you know how much work is involved, you wont try. I'm not saying you're like that - I used to be a modeler(I guess 3D Artist sounds less confusing), that takes a ton of time.
  15. Yeah. 1.4 was just BS adjustments to their mod site page.. nothing really done to the game itself. >_>
  16. There isn't a new one.
  17. There is a plugin for 2013 on Oldrim's nexus. Otherwise..get the plugin for 2012(i.e. you will need 2012 and autodesk seems to have something against backwards compatibility). Also on Oldrim nexus made by figment.
  18. This is known and it is what lead to the nerf to enchanting, smithing and alchemy in the first place. 32% is all you can get mostly, and yeah Enchanting post 100 gives diminishing returns as does smithing. In the case of smithing you start needing really high levels(5000+).
  19. If I understand the question correctly: Array properties and Array variables can be passed to a function. And form or any other value can also be passed to a function. If said value is expected to be used within said passed in array, that is fine, so long as the value's type matches the type of the array.
  20. Save often while landscaping. I mean often like every 30min(or less) and don't use a brush higher than 15(I don't go higher than 8).
  21. You can search how to do that by looking up on youtube for Nightasy's Tutorials. Just skip the importing part since you obviously know how to use 3D Max(he teaches the basics of it + importing and exporting.)
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