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  1. That depends on how you look at it. You could need flying creatures, spell like abilities, faction memberships, etc. I suppose it depends whether they do more or less than humanoids.

     

    But trolls have all the basics, and not much more.

  2. The Mages Guild will kick you out if you kill a member without being witnessed too, but that doesn't sound like what happened. I'm not really sure how they could lose their service options, though.

     

    What time is it? They often don't offer services at nighttime or during meals. Which members won't offer services? Do the options simply not appear, or are they actively denying you them?

  3. I think you want "Set GameHour to X", where X is between 1 and 24. Note that this can be used to go back in time, so if you want to skip ahead 23 hours, or someting else that would have GameHour loop over, you'd instead want to use something like "Set GameHour to GameHour + 23".

     

    Alternatively, SetPCSleepHours (hours) essentially makes the player wait in GameMode for the time specified.

  4. Fore the time being I've got plenty of spare time, though I'm not sure how long that will last once I figure out what the written assignments look like. It seems a safe bet that I'll be able to spend an hour or two a day, though. I'd be glad to help.
  5. Curse of Hircine.

     

    You were saying?

    Curse of Hircine is still basically humanoid. Werewolf mods are really just a suit given to the player; actors still move like ordinary humanoids.

     

    However, polymorphing is still very possible. Generally done by making the player invincible and invulnerable, putting a creature in front of them and having the creature respond to the player's controls via scripting. It can be seen in Polymorph Self (Abandoned and WIP, but still working smoothly) and Terran Vampires.

  6. I can't really explain that one. If it's always exactly 1 less than the previous health you can just add 1 to OldHealth, but that's even assuming your example was using real numbers. I'd take a closer look, but need to go to sleep and doubt I'd find anything. If you wanted to do some serious debugging, you could make a new variable called PlayerHealth, set it to player.GetAV health right after setting OldHealth, and right after that add the following line:

    messagebox "DEBUG: the player's old health was %.1f, and the hit reduced it to %.1f.", OldHealth, PlayerHealth

     

    Playtesting, whenever, shouldn't damage the mod at all. It could cause some inconsistencies if you've saved with the mod enabled and since required more things to happen when it's initialized, but I can't imagine that's the case.

  7. I know that the modAV2 line goes in the "OnHit" block, but where should the healthmod line go?
    Healthmod line should go right before the ModAV2 line. You're allowed all basic math functions when setting variables and using if-loops (+, -, *, /), and can access more complex stuff using OBSE.
  8. Looks like the problem is that, instead of setting to the player's health to its older version, you're adding the player's old health to its new health. So if the player had 70 health and had it reduced to 50 in a hit, the parry would add 70 to 50 and you'd get 120. Try making it something like...

     

    set HealthMod to OldHealth - player.GetAV Health ;HealthMod is a new variable

    player.ModAV2 health HealthMod

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