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GrimyBunyip

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Everything posted by GrimyBunyip

  1. the best way, IMO, to randomize base damage would be to make a skyproc patcher that, as you said, creates multiple variants of the same item.
  2. You can use skytweak to give yourself bonus effects.
  3. SkyTweak could probably replace a few mods.
  4. This will be a bow/crossbow upgrade in my upcoming smithing mod if that interests you :)
  5. You can keyframe objects to lock them in place Use either Grimy Utilities or Jaxonz positioner for this.
  6. This mod will override Combat Evolved's combat style changes. But lets be honest, Combat evolved changes a bunch of gamesettings and combat styles and such. It's basically always going to have record conflicts with every other combat mod in existence. it's just a matter of whether or not you care about those record conflicts.
  7. Just console your level up, I don't think anyone is going to spend time designing a bulk enchanting system for you so you can save some grinding.
  8. Sure, but if you want one on the off hand, you need the requisite meshes, which might be pretty hard to get a hold of.
  9. I don't use scripts. I used the same method than the one used by "Run for your lives" and "Wet & Cold". Except that instead to add conditions on my custom quests and thus some scripts, I assigned a low priority to my quests (<30), then I created an alias for each citizen as well as aliases for Unofficial NPCs and finally I added conditions to my custom AI packages. I'm thinking about using a SkyProc but for generic (NPC such as guard, bandit, ect) because this method works well only for unique NPCs (named). Oh I see, you used the find matching reference option, with a few condition functions. Wouldn't this be pretty terrible in terms of performance though? You have like 30+ "find matching reference" alias' per quest. Each alias has at least 3 condition functions. And there's quite a few quests as well. And I would assume that this find matching reference option needs to run pretty frequently to apply the new combat styles in time for a fight. That's a very large load from condition functions. Like, if I were to add that many condition functions to constructible object records, I would get some serious lag from opening a crafting menu. Either way I definitely think SkyProc would be justified here. There aren't many mods I can think of where SkyProc would improve game performance as much as it would in this scenario. I would bet even a script would have better performance than needing to run that many condition functions periodically. Although to be completely honest, I don't think Combat Style AI really makes that much difference to how fun or immersive the game feels. And definitely not enough of a difference IMO, to justify a SkyProc patcher OR a huge condition function load on a game. Because all you can really do is minor stuff like make AI attack you when you're staggered more often or just keep a bit more distance. And a lot of that comes down to preferences. Like, a player might not find it immersive that an AI NPC predictably always attacks you when you get staggered, without hesitation. Anyways,just my 2 cents. Hope that didn't come off as too critical or anything.
  10. I'd recommend doing this by removing the ring's slot mask script through a script. Since you can only have 1 ring per slot mask. http://www.creationkit.com/Armor_Script Then making a separate script to enforce the 2 ring limit.
  11. I haven't invested the time to figuring it out yet myself either. Not many modders have. I'd imagine you're most likely going to have to self teach yourself for this. That being said, schlangster has been very helpful with answering my questions in the past.
  12. Hm, so you didn't edit entries related to NPCs, but this still affects NPCs from other mods? My first guess would be you have a script to distribute the AI to NPC's around the player. I could get pretty script intensive though. Assuming I'm correct, have you considered using SkyProc for distribution instead? I could help with that if you're interested.
  13. You'll probably want to use the SkyUI widget framework. You can read up on it here: https://github.com/schlangster/skyui/blob/master/src/HUDWidgets/skyui/widgets/WidgetBase.as
  14. You can find tutorials and the API for skyproc on the wiki: http://www.uesp.net/wiki/Tes5Mod:SkyProc It's in java if you're curious. as for what lofgren said, yes you can apply additive and multiplicative changes to weapons via a perk, but it will only affect characters with that perk. So two npc's without that perk, attacking each other, would be completely unaffected. If you want wholesale weapon rebalancing, skyproc is the best way to go. Perks, scripts, magic effects,etc, are better if you only need them to affect the player exclusively.
  15. SkyTweak added a balance slider recently for beast form, so you could use that. I personally would not recommend combat evolved though. You can only do so much with just tweaking combat styles and gamesettings. And what you can do doesn't really make the game more or less fun. And often times those changes will just dilute off the balance of your other difficulty mods. It also adds spells to NPCs, but since combat evolved doesn't do that through SkyProc or scripts, that feature of it just ends up being an inferior version of ASIS. TK ultimate combat is pretty great though.
  16. This is possible to implement. One way to do it, and I don't know if there's a better way or not, is to fire an invisible projectile with a limited range. This is done to check for line of sight. Where-ever the projectile lands, or if it just hits its limited range, teleport the player to that location. You can find the end location of the projectile by adding an explosion to the projectile, and making said explosion drop an object. And then use a script to move the player over to said object. of course, you should make the projectile and object invisible.
  17. seems like a lot of work getting all the model variants. But if you're fine doing that, the scripting should be fine. actually you could do it with just constructible object records, but gosh that would be a lot of manual work. I'd much rather run a script or get Skyproc to handle the menial work. Are you submitting his for the reddit skyrimmods competition? If you can finish by july 15th, you should.
  18. Every time someone posts one of these threads, I always wish that they would at least subdivide their mod list into categories. Like script based mods, gameplay focused mods, UI mods, graphics mods, stuff like that. Because it's unlikely that a knowledgeable modder has relevant knowledge on more than a handful of topics. And it just really isn't worth anyone's time to sift through a hundred mod long list.
  19. you probably want to edit the magnitude of the ingredients with fortify smithing effects, not gamesettings directly.
  20. Best advice I can offer is for you to run your load order through TES5edit and look at all the "leveleditem" sections, specifically the chest related ones.
  21. The larger an MCM menu gets, the more unwieldy it is to implement. Smaller MCM menu mods can implement their code in a state based fashion, which is very readable. But there's a cap on 128 states per script, so once you exceed 128 options in an MCM, you can't use state based anymore. I actually handle this in SkyTweak with a java parser so I can write the code in a more readable fashion. There's a number of other reasons. There's also a cap on the number of property references a single menu has. You COULD use formlists to bypass the property cap, but accessing forms from a formlist is much slower. And honestly, the main reason is that no one modder wants to handle that much complexity by him or herself.
  22. Oh. Well you could run a loop through a formlist, but that would be extremely slow, so I can't advise that. Manually writing code to remove them one by one would in fact run faster. There is the issue of there being a cap on the number of properties a single script can hold, but I would circumvent this by breaking the perk removal process into multiple scripts. It would probably run faster broken into separate threads because of multithreading too.
  23. removeperk works on actors. if you want to edit formlists, use addform, revert and removeaddedform: http://www.creationkit.com/FormList_Script
  24. SkyUI already has this as a feature, for anything that applies a magic effect on the player.
  25. oh, no, the mod lets you socket generic gems like rubies into your armor. And when you do so, it replaces the socket enchantment with a new enchantment depending on the type and number of gems you stuck in. Didn't realize you were just talking about gem socketing specifically.
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