Jump to content

JohnLR

Members
  • Posts

    74
  • Joined

  • Last visited

Everything posted by JohnLR

  1. Something like this, i think
  2. This logic [Calculate from all levels <= player's level] is from the engine? ahh :sad: The oblivion and skyrim leveling system sucks, will be really fun if the level of it were by territories or types of places, instead of players level. It could have a simply way to control this, some option to control what variable will be used in this, must have something like that. is not impossible, i think.
  3. Well, i confirmed that the value I changed makes the enemies be random, I found draugs level 60, 40 and 13 in arc wind point and I was level 1, and with the script I found is pretty easy to do patches, i made for skyrim+dlcs, unofficial patch and high level enemies and all of them worked. About the check box, i didnt found a value in tes5edit, only a strange flag.
  4. sorry, i didnt found :sad: i dont know where is edit: you are talking about a check box in some object window? im asking, because i want to edit all items, npcs and npc spells.aand the fast way to do this is editing the levels of each one or disable this level system - which is not possible or i dont know edit2: i did this and worked pretty well, spawned any enemy levels and itens for me.
  5. where is this value? i saw only a flag about this.. i found a tes5edit script that change the level values automatically.
  6. https://pasteboard.co/6NETEoVwq.jpg If I change those values, and only them, does that make those things appear at any level? And that goes for any list?-Leveled Item-Leveled NPC-Leveled Spell wow.. im looking about these leveled lists, someone know about a script that change this value? will be really good something that do this automatic
  7. It is normal? this empty space before the books begins to be placed..> s13.postimg.org/ucb4smvt3/bugbook.png This another bookshelf with different model is how it should be:> s13.postimg.org/b8htcaiyv/normalbook.png In short, the problem is where the books begin to be placed. Far from the edge or close.
  8. Simple creating a script attached to player that check every minute maybe if he have skills points enough to unlock some perk, list all perks in that script, make the conditions for each perk.. very simple.
  9. Is it possible to catch the finishing moves of dragons and turn them into normal attacks? The dragon try to bite you and if you deviate he doesnt finish. I know two dragon finish moves: #My Teeth to Your Neck! > The Dragon bites their opponent and flings the lifeless corpse aside. #Dragon Dive > Seen sometimes during main missions, the Dragon dives towards their prey, grabs them and then throws them away to their death.
  10. An idea that I thought now, create a bar just like the mod frostfall has for body temperature, but for pain. And would make you faint just like the frostfall bar does. In short, a bar like frostfall body temperature but instead to react to frost elements, this bar react to attacks and effects, maybe a potion tolerance system like a saw on final fantasy.
  11. Forget this, i made this by myself, this is not hard at all
  12. When the dragons get on a roof, the aim goes down. When they are in the air, arriving on the roof, leaving the roof or staying in other places, the bug does not happen, only when they are standing on the roof. Some pics explaim better: >arriving >leaving >standing on other place >standing on a roof >standing on a roof attacking >standing on a roof tip I found the culprit: Difficult Archery by Askeladden
  13. Can be made a mod that detects how many times a skill has been reset and add a buff? ex.: I make heavy armor legendary, skill resets and i get a buff of 5 on heavy armor like fortify enchantment.
  14. Will be hard or heavy to implement with this "detection of obstacles to jump" system, another system to detect the height of obstacle to avoid suicide and npc jumping infinitely?
  15. A script attached to a NPC that can detect if him are blocked by an obstacle that can be jumped, and make him jump.
  16. I find interesting the proposal of morrowloot, but I wanted it simpler. - Dont have the artifacts that the mod adds, have only in-game items. - Make fortify and resist enchantments weak, or weak resist and uncraftable fortify. - Obviously leaving the strong items, rare. - Leveling the game, i dont know, i have already a leveling mod. - In short, rare items and in locations that make sense to have, enchantments of resistance and fortify weak or uncraftable and have no new item or artifact. If someone knows a mod alone or several together to make part or all of these things that I said.
  17. I will dig up an old problem in skyrim, and that was apparently never resolved.If a NPC is in a space surrounded by a wall half the height of a leg, the NPC just will never get out of there. It is not possible to have a condition? If there have something in front of him, he tries to jump. edit:Apparently some NPCs can jump: forums.nexusmods.com/index.php?/topic/711968-npcs-can-jump-how-to-mimic-chief-yamarz but not all edit2:I tested a bit a fight with chief yamarz and he doesnt jump, a short cliff can make you defeat him, only need to just jump down and up the cliff. I find this: http://wiki.step-project.com/Guide:Skyrim_INI/Pathfinding
  18. thank you so much, lofgren ahh I was searching later and found this:http://www.nexusmods.com/skyrim/mods/11397 I probably change the mod, but what I learned here about conditions, perks and quests already is incredible.
  19. Yeah, but this flag only make the effect that is applied be recovered.An example, if my effect remove 40 magicka, when ends 40 magicka will be recovered. After hours testing I supposed that the conditions are the culprit.The conditions dont run two or more times the effect when is already active. The keyword to make they dont stack only will work if the spell is casted again when the same effect are already activated.But the conditions are already being respectedm, then the spell wil not be casted again. But someone know how to apply automatic a perk without script?
  20. https://s26.postimg.org/50w2jn02h/magiceffect.png I think I didnt understand, i changed Assoc.Item 2 to a keyword and I added the same keyword below on Keywords area. Dont works. But now I modified the effect, I still did not test. But only a doubt, how i can add the perk automatically? edit: I modified again: https://s26.postimg.org/ci59yupll/magiceffect.png Now have again the alterations that you comment, but still stacks.
  21. I dont put a description :P Is showing now. I duplicate the DisDamageMagicka that have a chance to apply, and removed this chance.. I've added a condition related to an conjuration active effect on player. Its still working. I want the effect not stack, I did it to be used with mods that remove conjuration limit.
  22. Yeah, im looking this now, I tested again with condition that if player have 1000 gold will apply the effect, the effect I tested is AbDamageLockpick, now works.. but, doesnt show in active effects.
  23. Ahh, i undestand, the screenshot that a said is s32.postimg.org/91yc6v179/perk.png it showed the effect that I using. I will send the screenshot of effect, but i think if i test an effect that works, i can make other with same properties to also work. s26.postimg.org/9y9n4r21l/disdamgaemagica.png
  24. Im not at home now to make more screenshots, but, look at the images that i posted. There's an image showing the effect tab. But, in short, is a constant effect, in principle, is an effect that damage magicka, appears when the player summons a creature, firstly i use a condition that when the active effect relative to summon effect appears, my active effect starts.
×
×
  • Create New...