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NagusQuark

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  1. It's not hard to replicate it, just open all _sk textures and color them completely black.
  2. Just open the esp with the old CK and resave it?
  3. The wiki says nothing about it only changing the specific weapon. The wiki's use of the word "this weapon" means the base record of it, not just this copy of it. A weapon form always points to the base object, your only way to do it is to make a copy of every single item you want changed in the game, then scanning the loot container and swapping out the appropriate items with your copies upon npc's death. If you want there to be the possibility for a weapon to exist in several different degradation states at the same time, you'll need a separate copy for each and every state. It's more hassle than it's worth tbh.
  4. So when I loaded my savegame today, I noticed the playtime counter showed 000.17.42, while on the previous save it showed 1193.xx.xx. Quickly figured that it must have been an overflow issue and did the math, 1193*60*60*1000+some odd minutes = 4294967295 milliseconds. So the playtime record is stored in the savegame as a 32bit number, and there's probably nothing we can do about it resetting every 49.7 days, that's less than 2 months, which is quite annoying if you want to keep track of how long you have played a save.
  5. Why not try the opposite? Get a 3D Printer and import your character model to it, then print it at 1:1 scale.
  6. You can't change the value of an ObjectReference, only that of a base object. What's wrong with all instances changing at once anyway?
  7. 1. item.GetType() 2. Look at example in https://www.creationkit.com/index.php?title=GetNumItems_-_ObjectReference 3. item.GetGoldValue()
  8. They stack independently. If you keep casting it again before the previous stack expired, it keeps the target paralysed for the entire time.
  9. Where did you hear that? I have a concentration effect with a duration of 0 and a firing rate of 0.1 sec and there are absolutely no remnants left over, and no save game bloat caused by it. 0-duration effects disappear as soon as they're done running their script.
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