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HomoPuerRobustus

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About HomoPuerRobustus

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  • Country
    United States
  • Currently Playing
    Skyrim
  • Favourite Game
    Morrowind

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  1. I am thinking about making a mod that simulates the brittleness of steel in medieval warfare, and I need some partners to handle the modeling. The idea was inspired by NOVA: Secrets of the Viking Sword, on why the Ulfbehrt was such a superior weapon. I've already written up a proof-of-concept plug-in to make sure that it is possible to perform the shattering operation (including preserving the player enchantments, name, and tempering bonus of the original weapon, for possible reforging), but my Nifscope skills are ... well ... I can get the program to open up on my computer, but that's about it. The vanilla game comes with broken iron sword parts, but right now, any other weapon shatters into a cast iron pot and a butter knife (albeit a butter knife that preserves the weapon's enchantment, name, and tempering bonus). Before I get in too deep, however, I'd like to gauge community interest and the possibility of getting help on the meshes/textures side of things. Is this a mod that you would like to have? What sort of features do you think it should have, beyond the simple break mechanic? Most importantly, does anyone think they could help take the existing weapon meshes and textures, split them in two (a shaft and a head to go flying), and get some credit when the mod is completed?
  2. I am trying to get the ObjectReference of an equipped weapon, and I have a question about how the game system handles improved or player-enchanted items. I understand that most objects in a container (like the player's inventory or equipped on the player) do not have stable ObjectReferences. It seems there must be something persistent, however, because tempered weapons and weapons with enchantments created by the player have stable qualities, and given that GetItemHealthPercentage() and GetEnchantment() are members of the SKSE ObjectReference Script, it makes sense that they are stored as ObjectReferences. If I can't access the ObjectReference of a generic item, does anyone know how to access the ObjectReference of a quasi-unique item?
  3. Thanks. Frostfall uses an ability spell that lowers health by 0.01. The spell description and name show up under active magic effects, although if you try to fast travel or wait while it is applied, you get a message that you cannot do either while taking health damage. I can now block fast travel when certain conditions are met, although I wish I could get a custom message.
  4. I'd like to block fast travel without directly calling the papyrus function (in case someone ditches my mod while fast travel is blocked), so I'm wondering if a spell can apply some effect that blocks it. Ideally, I'd also like to change the default message for why fast travel cannot be accomplished when I am the cause. Does anyone have experience with this?
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