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Terra Nova

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Everything posted by Terra Nova

  1. I have a 'good' character with several enchantments.. 2x 40% one handed damage, 2x 40% bow damage, 46% fire and frost resistance, 40% block damage reduction. It's all in how you enchant.
  2. In the code above I would have just used the "akActionRef" parameter provided by the OnActivate event instead of PlayerRef. Or I would write the code to explictly make sure the akActionRef is the PlayerRef because as it's written if an NPC somehow activates the fire then the player will still get those message which wouldn't make sense. I always use akActionRef == PlayerRef, but like matt, I only saw "Game.GetPlayer()" and thought "replace".
  3. Yeah, being in combat throws a lot of people off when it comes to GMSTs :P
  4. I could probably kill him in about 2 minutes..while trying not to break his script. Actually.. you don't even kill him.
  5. Considering what he's done it's hard not to worship him as a god. Only one to come close to him was apparently Uriel V.
  6. The Player actor property is 1,000 times faster than Game.GetPlayer(). It's preferred if you need to reference the player more than once.
  7. You should give yourself a break, I mean you just had a divorce.
  8. Yes it will cause you problems. The Skyrim official launcher reorders your load order list as soon as it loads. Overriding Wyre Bash, NMM, MO, etc and very annoying to change back, if you didn't back up the load order list it reads from, before hand >.< Unfortunately, I don't remember where that list is. The Skyrim Launcher always attempts to load when I launch it through SKSE(I have a small chance to stop it, since it invokes the Steam launcher to check for updates, so I just cancel out of it). The way I avoid this, is by first turning on Steam, and THEN using SKSE launcher. I don't know why that works for me..
  9. Already confirmed that the Creation Engine was to be used for two games after Skyrim. Who knows though, they could change their minds. Oblivion made me cry blood. I know right? At least in Skyrim, it takes a poorly designed mod to create a CTD. In Oblivion, it will CTD for no reason even with no mods or unofficial patches, and usually right after you get out of the sewer, as some introductory to CTDing in Oblivion tutorial. I really wanted to enjoy that game, but it wouldn't let me lol.
  10. I thought that game was alright out of the box, which is way more than I can say for Oblivion. There are A LOT more limitations on the modding side though, but people found creative ways around them.
  11. Yall wanna tell her about how The Elder Scrolls IV: Oblivion goes down in history as the all time video game career leader in CTDs or should I?
  12. Believe that is unfixable unless a reinstall occurs. In my case, if I uninstall the offending mod, my game is busted, since it has a ton of scripts. -__- Word to the wise, have a "test" save on hand, ala save twice with your character, and use one of them as your test save.
  13. The wiki is pretty much maintained by like ..2 people. Myself being one of them, and UN-FREAKING-FORTUNATELY, I don't have a lot of scripting knowledge to make really big edits for the pages that really need some attention, 90% of them being SKSE functions. The other(the only active SysOp left) just comes and bans the occasional spammer. Sometimes someone makes an edit but it is rare these days. LlHammonds himself pointed out right from the get go that the wiki wasn't going to get as much contribution as the CSWiki if people other than the ones that been around before but moved on, don't step up. He was right.
  14. OK I understand what you're saying and I can offer a different approach. Event OnKeyDown(Int Keycode) if Keycode == ShoutKey staminacost1 = 2 * playerref.GetActorValue("ShoutRecoveryMult") playerref.setav("Stamina", staminacost1) endif EndEventDon't need to cast to int. Also you stored the stamina rate but did nothing with it, perhaps you thought passing it into set actor value was going to take that value, but it doesn't work that way, since "StaminaRate" is a string and StaminaRate was a float. Can't pass a float variable to a string argument. And since you want Stamina itself to be the cost, use stamina. StaminaRate only affects the rate of Stamina regeneration. Just a bit of clearing up. This should(untested by me) work as intended. But you want to print out(using debug) what ShoutRecoveryMult actually returns to make sure the stamina being used is the kind of balance you want. Since this actorvalue returns something of a global value that affects all the shouts. EDIT: Alright, I've tested GetNthRecoveryTime and it will return the value of cooldown for that specific word within the shout being called. You knew that already from the code you post, however this is new to me hehe, so I learned something, and will create the page on the wiki with the info. So you have two choices: If you want to affect all shouts, use my method. If you want to effect specific shouts and their specific words, use GetNthRecoveryTime and this will require a bit advance scripting. 0-2(0, 1, 2) = Word1, Word2, Word3.
  15. Well this started happening to me when I downloaded a certain mod.. not going to say which so not to offend. But it's not ENB so you can rule that out. It ONLY happens in areas this mod effects heavily, such as Whiterun. You can tell an area is affected, if the river/water meshes flicker when seen from a distance. I haven't found a solution for my problem..
  16. GetNthRecoveryTime is to be called on a Shout variable or property. That also doesn't do what you think it does. GetNthRecoveryTime returns the cooldown value for shouts. SetNthRecoveryTime changes this to what you want. Furthermore, these are Nth functions, similar to GetNthRef.. but there isn't a "GetNumShouts" or whatnot..
  17. You were probably missing a file.. I've done that before.
  18. No not just you. I lost my very first character because I downloaded some bad mods and even made my own personal ones. I'm a lot careful now.
  19. ^That. I still mod the crap out of the game and play a bit too.
  20. Ah that makes sense then. You can use the Find function for that. Objectreference ItemContainer int iIndex = Formlist1.Find(akBaseObject) If iIndex != -1 ItemContainer = Formlist2.GetAt(iIndex) Else ; actions if object not in formlist1 EndIf And a tip -- if you want to optimize for speed, arrays are faster than formlists in papyrus. You can transfer your formlists to arrays when your script starts. The drawback is that there's no Find() function for arrays, so you'd have to iterate the array (like you were doing with the formlist above in the While loop) to find the baseobject. This would still be faster than using formlists. There is a find function for arrays. myArray.Find and myArray.rFind Find starts at 0 index rFind starts at the last index Many people don't know about it because it was implemented in I think the 1.7 patch, back when arrays were less commonly used. Formlists are slower and can have added forms be persistent. But there is no limit to how many you can have in a list(but it will get progressively slower), unlike arrays and their 128 cap(can be extended, but takes a bit of work). http://www.creationkit.com/Arrays_%28Papyrus%29 scroll down for more info on the Find function.
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