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lofgren

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Everything posted by lofgren

  1. Insert requisite cart before the horse joke here.
  2. Complains about mods using scripts. Proposes mod that uses massive amount of scripts.
  3. If you're using SkyUI, the level in the magic menu is determined by the minimum skill required to use the magic effect.
  4. It won't work for followers but neither will adding the perk through an ability on the race. Basically you're editing more than a dozen races in order to give the ability to just the player, which is a lot of potential conflicts for something that you could do through an alias and avoid all conflicts with exactly the same effect. For something like this I think you're best just worrying about player damage anyway. Followers aren't smart enough to adapt to complicated perk damage adjustments.
  5. You could just add it by script or through an alias. That way you wouldn't have to edit the races.
  6. Best bet is probably to give the player a perk that uses calculate weapon damage, restricted by the weaptypebow keyword on the weapon tab and the actortypeundead keyword on the target tab.
  7. You can just add theerk. No need to add the prerequisites.
  8. Local saves works for me with MO and creation kit. Just to make sure, mods are activated on both left and right pane in MO, right?
  9. I think the dark brotherhood quest uses the moveto function, effectively teleporting the player instantly. In any event I can attest that this function works to teleport the player when they sleep (using the onsleepstart event). If you want time to pass while the player is traveling (as if they've been kidnapped or something) you would have to use the fasttravel function. I don't know if that function works while the game is paused so you'll just have to try it.
  10. Really?... There is no way even via script? If this is true, then my dream ends now, ha ha. Thanks for your input. I didn't say there is no way, just that you have to find some way to tag the NPCs. You could add them to a formlist or apply a secondary magic effect with a very long duration and condition the influence spells to not affect NPCs with the second effect. Or come up with some other approach.
  11. I think you're making this much harder than it needs to be. The player'e race changes almost never in the game, pretty much only when becoming a werewolf or vampire, so you just have to get the player's race once really. Then you have each of your levelled lists have a global that determines chance none, and all of them default to 100, and whichever race the player is you set that global to 0.
  12. If you want the effect to never apply again to the same enemy even after the effect has ended, you'll have come up with a way of making the enemy somehow.
  13. Another method might be to use a script story event and pass the objects to the quest as akRef1 and akRef2. That won't work if you have more than two though.
  14. No recast will prevent the effect from being applied again from the same source if the target already has the effect from that source. Is that what you are trying to do?
  15. Actually best thing to do is probably just download this mod and follow the instructions. http://www.nexusmods.com/skyrim/mods/28456
  16. Set the weapon speed multipliers to 1 through script or ability when the mod is first loaded (I recommend script to help avoid conflicts), then detrimental effects will slow the attack speed (provided they do not add up to more than 1) and non-detrimental effects will increase speed. However you will have to modify the vanilla spells and abilities that increase weapon speed to prevent them from being too powerful (the dual-wielding perk and the whirlwind shout).
  17. Weapon speed is weird in Skyrim. A value of 0 will give default weapon speed, as will a value of 1. Values between 0-1 will slow weapon speed and values higher than 1 will speed it up. 0 is the default, which is why weapon speed modifiers stack so weirdly.
  18. Display Name: (optional) Can be used to rename the reference when it is assigned to the alias. The dropdown is a list of Messages - the Message Title will replace the reference's name. Note that this change is permanent - the reference will retain the new Display Name even when it is removed from the alias.If you check the option to restore the original name when removed from the alias, it's not permanent.
  19. Try just deleting the compiled script and compile from scratch again.
  20. Sounds like you didn't convert the goat leg esp into a master before you activated it in the creation kit. Do a search for making plugins dependent on other plugins and you should find tutorials for few methods.
  21. I think the SKSE version of this function doesn't suffer the same issue. http://www.creationkit.com/index.php?title=EquipItemEx_-_Actor
  22. In human form werewolves don't have the werewolf race or the werewolf voice type.
  23. Yeah, the speech bonuses puzzled me as well. Mechanically I guess it incentivizes using skooma and alcohol outside of combat. But perhaps more importantly it's consistent with Norse beliefs about alcohol, and the game is heavily inspired by dark age Norse beliefs. For example berzerkers would drink mead until they vomitted and then immediately after vomitting improvise lines of poetry as fast as possible, believing poetry composed in this fashion to be inspired by Odin.
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