Jump to content

bioshards

Members
  • Posts

    101
  • Joined

  • Last visited

Nexus Mods Profile

About bioshards

bioshards's Achievements

Enthusiast

Enthusiast (6/14)

  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter
  • First Post

Recent Badges

0

Reputation

  1. Tbh i just always go with the default settings for export. and i've never used blender on statics, but if you really want to know, you can open up statics from the base game and see what they do.
  2. Is it possible to switch control between your character and an NPC? As in, having a party where you switch control between characters and then performing skill-specific tasks.
  3. Of course it will, but drain cannot reduce an attribute's final value below 0. And if the attribute is already at 0, then the drain won't do anything. Another thing worth noting, is that drain attribute and fortify attribute have a few annoying glitches when they're both on the same character at the same time, although the unofficial code patch fixes this. So if you have it, there's no need to worry.
  4. Its possible, there is a leveling mod if I can recall correctly that does something similar with a ton of scripts running in the background, different attribute and skill caps based on a race's starting skills and attributes so that all player characters have the same max level. But a much easier alternative, one that would also grant this to NPCs and not just the player, would be to give every race in the CS a constant racial ability that fortifies their skills and attributes and then you reduce their attributes to compensate so the final amount of their starting skills and attributes is the same. Whatever the amount you fortify their attributes and skills by + 100 will be what their cap will become. So for example, if you reduce orcs' starting strength from 45 to 30, and then put a fortify strength as constant ability of +15. This will cause their strength's starting amount to be the same, 15 + 30 = 45, but the cap becomes 100 + the fortify effect, and thus the new cap becomes 115 for both the player and NPCs. Although this isn't perfect as it will result in a constant effect icon (1 icon for skills and 1 for attributes) in the lower right corner, which if you're an inexperienced player, having too many effects active in the active effects bar can be overwhelming and confusing. And for experienced players, it can throw them off if they are planning to use certain fortify effects and won't be able to tell when the effect wears off because the icon will never fade away.
  5. any idea how to make npc AI numbers and their details show up on message boxes?
  6. is there a mod that does this? I wanna see what their alarm, fight, and flee are without using the console all the time.
  7. I meant like putting your mouse over them from a distance, pressing a hotkey or something, and a message pops up that says stuff like: Alarm: 0 Fight: 30 Flee: 60 Disposition: 34 Level: 10 Class: Nightblade Faction: Thieves Guild Race: Redgaurd Gender: Male
  8. Would make endurance a factor when dealing with enemies that are the same speed as you, or are faster than you but because of your endurance you can outlast them and then eventually outrun them, and vice versa. Is there a mod that does this? is there a way to do this without scripts?
  9. Is there a mod that lets you see details about an NPC. Like their Class, Faction, Level, AI variables (fight, flee, alarm, base/current disposition), Race/Gender (for when they're covered completely in armor) without talking to them?
  10. I would like to request someone make a mod that replaces all the default skins and weapon/armor icons for the Vestal into the concept art unarmored Vestal Robes and wooden staff.
  11. I need help with this script, I'm trying to make it so if the player is carrying the weight equivlent of full heavy armor, he cannot swim effectively. but for some reason, I get slower swimming speed no matter what the player's encumberance is. begin AAAweightswimming long enc long maxenc long swiftswim long pcref if ( player->geteffect sEffectSwiftSwim == 0 ) set swiftswim to 1 endif if ( player->geteffect sEffectSwiftSwim == 1 ) set swiftswim to 0 endif if ( swiftswim ) Setx pcref to xGetRef, "Player" XSetRef pcref setx enc to xgetencumb set maxenc to ( player->getstrength ) if ( enc <= maxenc ) player->setswimspeed 0 endif if ( enc > maxenc ) player->setswimspeed -90 endif endif end
  12. In response to post #25771794. #25773209, #25777049, #25777159, #25780994, #25783964, #25785324, #25785509, #25785969, #25786804, #25788864, #25791754, #25792339, #25792669, #25793089, #25793754, #25794079, #25794829, #25795234, #25803919, #25817954, #25842039, #25850909, #25857739 are all replies on the same post. map size doth not an RPG make
  13. In response to post #25771794. #25773209, #25777049, #25777159, #25780994, #25783964, #25785324, #25785509, #25785969, #25786804, #25788864, #25791754, #25792339, #25792669, #25793089, #25793754, #25794079, #25794829, #25795234, #25803919, #25817954, #25842039, #25850909, #25857944 are all replies on the same post. double post, sorry
×
×
  • Create New...