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GrimyBunyip

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Everything posted by GrimyBunyip

  1. I guess you could say that based off the fact that you don't hand pick the enchantments. But GELO is based around diablo style loot afterall. I take it you're not a fan of diablo style loot?
  2. GELO has a very rudimentary socket enchantment for armor. (not weapons atm), along with the whole identify and multiproperty enchantment thing. http://www.nexusmods.com/skyrim/mods/65866/?
  3. http://www.nexusmods.com/skyrim/mods/65866/?
  4. 1) Invisible mods can be corrected through console commands. Just take a close look at SetAV and ModAV, and observe that modAV works through invisible "buffs". As for the cause the green attributes in the first place, there are numerous possible causes. Uninstalling a mod without removing all the items for example. Or perhaps if a mod unequips an item in a certain way. Too many possibilities really. 2) They should be 0.7 and 0.7 Remember one is a mult, whereas the other is the base AV. 0.7*0.7=0.49
  5. there are a number of mods that let you bind loadouts to a single hotkey. Those could sort of work. I can't think of anything specifically to your requirements though. Alternatively you could play a mod that lets you hotcast spells.
  6. What is Gelo? GELO is an expansion on the enchanting skill, that lets you enchant items with a random assortment of properties, sort of like in Diablo or Borderlands games. Think of looting weapons with 3-4 properties, and armor with 4-6 properties. Did you just try to imagine the possibilities? Great, because now imagine it with over 130 new enchantments! How will GELO work? At the core of GELO is a single new enchanting spell that applies these randomized enchantments to any unenchanted item in the game. You can also re-enchant player enchanted items by paying 1 arcane dust. Arcane dust is acquired by salvaging player enchanted items. When is it coming out? The mod is complete and out in beta. I haven't played Skyrim in several years, so I have decided to bug test the mod by simply starting a playthrough. This will take me a bit longer than traditional bugtesting, so I am releasing the mod in its current state as a beta. Won't these enchantments be crazy OP? Well, that's kind of the point. But if that bothers you, there will be two sliders in the MCM menu that lets you adjust how powerful your enchantments can roll. One that affects both armor and weapons, and one that affects just weapons. Where can I find a list of the new enchantments? Here's the List of item properties here How compatible will GELO be with other mods? Compatible with almost every mod in existence. See the mod page for details
  7. 1) You can make a script that casts a temporary buff spell on you when you trigger an animation event or a spellcast event. Or you could have the buff trigger when the spell hits an opponent, but the latter requires a script on each relevant magic effect. if you want a script attached a perk, you add an ability as an entry point. inside the ability you put a mgef with the script. 2) You add a keyword condition function to the perk. To check if the spell has "magicdamagefire" for example, to indicate it is a fire spell.
  8. So my thoughts/feedback from first glance: I think having all my mods link to one list of bug reports would be nice. Or simply a page thst displays reports from all my mods. The "bugs" list is, abstractly, a to do list. And not all to do's are bugs. Some are new features and suggestions. And they all compete for my modding time in similar ways. I plan to use my bug report system in this way, and I would not mind a way to distinguish suggestions and future features from the bugs. This may be useful in letting my users know if I'm prioritizing a feature update over a bug fix as an example. Or a bug fix from a separate mod over another particular bug. edit: Also is there some way to know if you have a new bug report? or a bug report reply? I don't see anything in the manage file section, which is usually my quick stop to see if anything needs to be addressed.
  9. Hey there, I was wondering if it would be possible to make something that distributes scripts over weapons and armor? See, I'm working on a diablo themed enchantment mod that uses a script to enchant items. I want to iterate over some enchanted items and do the following: rename Them remove their enchantments remove their item descriptions attach my script and fill in the properties for it Unfortunately SkyProc doesn't have a function for the latter. Is this feasible? If so, could you help?
  10. Those slow down sorting scripts a lot. I'd advise against it when possible.
  11. a) my bad, thought you wanted all clutter in your jewelry container lol b) since you're checking for keywords, everything that falls into the else statement would just get sent to a container without any keywords you searched for And yes, you can search for misc items, TypeID 32 is for misc items IF akbaseItem.GetType() == 32
  12. replace ElseIf akBaseItem.HasKeyword(VendorItemJewelry) with ElseIf akBaseItem.HasKeyword(VendorItemJewelry) || akBaseItem.HasKeyword(VendorItemClutter) Also add KEYWORD PROPERTY VendorItemClutter AUTO and autofill your scripts again. that would also add any other items with vendoritemclutter though. then at the end of the if/else chain just add an else statement to send the rest of your junk to a miscellaneous container. of course, don't forget to declare the new container and to autofill your properties.
  13. Could you make a pseudorandom version like the one normally implemented in EW? The EW system first gives you 1 of each class. After that it creates a deck of 16 cards, 4 of each class. Discards 3 of them, and shuffles that deck of 13 cards. And those 13 cards make up your first 13 promotions. Just asking because my first playthrough with your mod, I got like 3 snipers and 1 assault after my first mission. Then like 4 more snipers after I promoted 8 rookies in march.
  14. deadly combat outdated? outdated by what? i can think of several functions in DC that have never been replicated in other mods.
  15. you should ask on the bethsoft forums, the skyui guys probably don't read anything from here.
  16. you asked this in one of my mod comments but ill go in detail here. one issue is you can unequip a poisoned weapon and use it later. you'd need to track all poisoned weapons (impractical and a bloat risk if you use script references to track them) There's no great way to detect if a weapon has X or Y poison doses left, or is poisoned at all. And there's no great way to decrease poison magnitude gradually as you are asking. A new perk entry point is needed for every 10% decrease, or you need to hijack an actor value. way too many obstacles.
  17. maybe you missed and clicked something else? :p you could always use this tool to access any random npc's inventory: http://skyrim.nexusmods.com/mods/36328
  18. don't look through your folders, use TES5 edit to find the magic effect in skyre then clear the information about the visual effects from there.
  19. can't think of any problems that couldn't be fixed by using another console command to set her magicka back to normal.
  20. you'll need a mod to adjust her combat styles. or i guess using a console command to set her magicka to 0 would also work.
  21. you can just use console commands for this can't you?
  22. wouldn't be too hard to make, but probably easier to use a regular old display case + grimy utilities to keyframe some of the gems in place so they don't slide around from gravity and stuff: http://skyrim.nexusmods.com/mods/36328
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