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Greevar

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  1. Very cool to have, but very hard to do without Larian's help.
  2. I'm sorry to say that if people are blocking ads you post on your site, there's something you're doing wrong, not the people that visit your site. You can't say how this affects your bottom line and expect people to feel morally obligated to modify their behavior. If you feel that ad revenue isn't effective, then you need to find another revenue stream that doesn't chafe with your visitors. Either you're doing something they like and they will come to your site to generate revenue or you do something they don't like and they make what efforts they can to avoid it (e.g. ad block, stop visiting, etc.). You can't force them to accept something they don't like when they have the freedom to do without.
  3. I figured it out. I had to create a magic effect for each smithing perk, insert them into an ability, and then assign that ability to my new perk. It works just find now.
  4. I wish it were that simple. The problem is that every crafting recipe references a "HasPerk Perk:xxxxxSmithing == 1". There's no functionality to copy, it's purely "Do I have the perk? Yes or no." I need a way to enable a group of smithing perks (e.g. Daedric smithing, steel smithing, etc.).
  5. I'm very new to scripting in Papyrus, but I do understand basic programming logic (if, then, else, looping, etc.). What I'm looking to do is to create a perk that I call "Master Smith" that essentially does what the "Warmonger" perk did in Fallout 3, which is to add all of the perks that smith weapons and armor. I've had a hard time searching for the information I need. In fact, the Creation Kit Wiki is severely lacking in clear documentation. Do I need to use an Event that adds them when I get the perk or is it as simple as calling player.addperk PerkFormID? Help, I'm stuck.
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