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ASUnited

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  1. Buffing actor values that way doesn't work. It's a fairly complex problem, and is similar to the issue outline in point [1] in the description for this mod. You can also run into problems if you have an active effect, save, make certain creation kit changes, and then load that save. When testing, it's best to have a starting point clean save (save made before the mod ever existed) that you never overwirite, and load that one every time. It helps isolate bugs. Anyway, I have the next version coming out soon, that adds %damage for all combat skills, and adds a bonus for first-time legendary skills.
  2. I have released a mod based on this idea. http://www.nexusmods.com/skyrim/mods/49905/ It is currently in BETA, so any ideas/input is welcome! Be sure to check the comments section, because I have already responded to some skill bonus ideas.
  3. It doesn't look like there's a direct member function of actor that returns what type of armor is in a given slot. Also, "simple" is relative, so I don't know how happy you're going to be with this. You can use the SKSE function GetWornForm() for each armor slot, then check IsHeavyArmor() for each result. If it's heavy armor, add +1 to N. If not, don't do anything. ; Obtain the player's currently equipped cuirass Armor Cuirass = Game.GetPlayer().GetWornForm(0x00000004) as Armor ;0x00000004 is the BODY slot ;check to see if the Cuirass is heavy if (Cuirass.IsHeavyArmor()) N += 1 ;if it's heavy, add +1 to N endif There's a list of all the body slots on the CK wiki as well. I'd probably add all the body slots I needed to check to an array, and run through the "check" with a loop. Hope that gets you started! Remember: there's lots of great info on the CK wiki.
  4. I have a small mod just about ready for release that I would like a few willing beta testers for. It's a relatively simple mod, with an extremely small footprint and only two files. Here's the description: It does require SKSE 1.6.16, and should work with pretty much any other mod, so long as it doesn't modify the Spells.pex script from the SKSE version. I've been running the mod for a week now, I just need a couple of aditional testers before I release it. It would be great if someone could confirmt that it does work with the Unofficial patches, and the NMM, since I don't use either of them. If you would be willing to test it out, I guess either send me a PM, or post here.
  5. Do you have the Dragonborn DLC installed? If so, check your papyrus log immediately after crashing, and tell me if you see a line that looks something like this: [DLC2WECultistAmbushPlayerScript <alias Player on quest DLC2CultistAmbush (0403546D)>]OnLocationChange()[Location < (040142BB)>] The location ID (040142BB) might be different, so just look for "DLC2CultistAmbush" Also, provide answers to all of ripple's questions above.
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