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JoeKa8

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  1. Hi everyone. Is there a Method to make a Fence only buy Items, which have the "Stolen"-Tag? I know how to create a Merchant and how to make it a Fence (-> by checking the "Only buys stolen Items"-Box in its Faction-Vendor Tab). My Problem is that this Fence will also buy regular Items which are not stolen ... The Checkbock "ONLY buys stolen Items" actually behaves like "ALSO buys stolen Items".
  2. You may want to take a look at Worlds Dawn. It has an Augmention System based on Disenchanting Loot, also it comes with classic Enchantment Attributes like Strengh and Dexterity https://www.nexusmods.com/skyrim/mods/73094
  3. My Idea for a very simple solution for flying in skyrim: A Patchfile, which makes the "Better-Jumping"-Mod dependant on Animated Dragon Wings. Better Jumping: http://www.nexusmods.com/skyrim/mods/65044/? Animated Dragon Wings: http://www.nexusmods.com/skyrim/mods/53271/? Better Jumping Introduces Double Jump: Jumping while being in the Air. For now I use this settings: Jump Count: 3 (Can make two additional jumps while in air) Jump height multiplier for second Jump: 0.5 (second and third jump are not as high, as the first) So while normal playing I do not profit very much of the double-jump and I barely use it. But then comes Animated Dragon Wings -> When activated they increase jump height. Both Mods together allow a very big first jump and two additonal wing-beats, which still are quite high. Animations for additional flaps work. The double jump can also be dependant on having a specific perk. I tried connecting a perk to wings, which should get removed when wings are put away, but it didn't disable double-jump. (Maybe I did something wrong) What I aim for: - without wings (-> hidden wings) only normal single jumps - infinite double jumps with wings (Jump height multiplier could stay at 1, I just use it to make it less usefull without wings) -> This could also be combined with a mod, which introduces stamina-cost for jumping (maybe also dependant on hidden/shown wings) (-> http://www.nexusmods.com/skyrim/mods/62501/?) (or maybe magicka, dependant on which has the higher max-amount) This way of flying feels very immersive, because the player has to actively flap his wings (with the option on stamina-managment). (In my opinion the frequency is quite right, demanding but not anoying) Also this would be a compatible, easy-to-install and bugfree method with perfect collision etc. Can someone figure out a solution? Of course, for actual upload a permission from meh321 (better jumping, still active) and/or Anton0028 (Animated Dragon Wings, still active) would be necessary. Ps: I also combined it with the "Character Behaviors Enhanced Alpha 0.4" by Zartar for mid-air combat (shooting arrows while flying around!), but in my opinion it didn't work out good enough, was to hectic. Still, it works. (Also Zartar states there are still bugs in his file, though for me the 0.4 without headtracking worked quite nice) http://www.nexusmods.com/skyrim/mods/38376/?
  4. Solved: Also adding Condition "GetHeadingAngle" >60 or <-60 at Enemy's Tab before "isblocking = 0" did the job.
  5. Hi everyone, this is regarding to a script-free staggermod, I've already made. http://www.nexusmods.com/skyrim/mods/70862/? It basicly gives you a perk, which gives you an "Apply Combat Hit" Entry-Point. The Spell, which is applied, is a small stagger. - Don't worry, I know about the problems with "apply combat hit" :wink: I've excluded Power-Attacks and Bows, and also Giants and Dragons. What I like to do now is also excluding hits, which were blocked by the enemy. Problem: Function "IsBlocking" on Enemy checks, if the enemy is in blocking state. So a hit in his back, which because of that would be unblocked, would not stagger when the enemy is in blocking state. Is it possible to check if a hit was blocked or succesfull without scripts?
  6. Don't know if it fits your taste, but there is also http://www.nexusmods.com/skyrim/mods/3104/? It has multiple options. I personally like this one http://www.nexusmods.com/skyrim/images/399100/?
  7. Yes, you can use this http://www.nexusmods.com/skyrim/mods/34508/? With this mod, when running backwards while not having a Weapon drawn or spell ready, your Character will turn around and run towards you with the same speed, as walking forward. When you have a Weapon drawn or spell ready, you will still do normal backsteps. The only small Flaw is when shouting while having your Weapon drawn and walking backwards, your Character will turn around for a very short moment. But this it is only cosmetic, as far as I remember, the shout still will have the right direction.
  8. I would a least send a pm to those authors and ask - and if they do not answer, I would upload it and make a clear statement at the start of the description page, that I couldn't reach the author, and I'm willing to remove it immediatly, if the mod-authors or nexus-staff are not okay with this. Else I'm with Maoraw. Proper Credit and dependence on original file is a must. But still, rules are rules, and maybe even if nexus-staff would like to allow it to you, they may must handle as their rules say. But if you explain the situation of not being able to contact the author, along with the statement, that you're unsure and willing to immediatly correct your mistake if necessary, I'm sure you will not get banned from nexus or similar.
  9. Wet and Cold has a feature, which makes it harder for NPCs to detect you when a snow storm is around http://www.nexusmods.com/skyrim/mods/27563/?
  10. I think I figured out two possible ways to do this: A) The first method wouldn't even need a Mod, it can be done by a Console Command. There is a Global Value: "TGProwlersProfit". It influences the LeveledList of the Prowlers Profit. When you start a Game, it is set to 100. The Global Value set to 100 means, that there is a 100% Chance that the Prowlers Profit does not grand additional Gems. (In other words: When you start a Game, Prowlers Profit won't give you Gems). The last Stage of the "No Stones unturned"-Quest triggers a script, which changes this Global Value to zero, which means that the LeveledList now has a 0% Chance of not granding additional Gems (This is a double negative, so in other words the LeveledList of Prowlers Profit will now grand additional Gems). Long Story short: After completing "No Stone unturned" and having the Prowlers Profit ability, open the Console and type "set TGProwlersProfit to 100" .... (without " ") (and save afterwards) This will set the Global Value back to 100 and effectively deactivate the Prowlers Profit, you will no longer find additional Gems. B) If you want to have a mod, so you don't have to manually deactivate the Prowlers Profit on every Character after you completed "No Stone unturned", here is basicly the same effect done in the CK: First open CK, load Skyrim.esm and then search for "TGLootProwlersProfit" by typing it into Filter in the upper left Corner of the Object Window. This will show you the LeveledList with this name (Make sure you selected "All" at the Bottom of the Tree in the left side of Object Window), open it by double-clicking it. Now open the Dropdown-menu right beside "Use Global" and change it from "TGProwlersProfit" to "NONE". Then make sure in the Textfield left to "Use Global" still says "100". -> Again, 100% Chance to not grand Gems, now no longer dependand on the Global Value, which will be changed by finishing the Quest. (Or delete all the Entries in this List, but this feels like a dirty way to do it ... cleanest Way to do it would be probably removing the Script from the Quest, which grants Prowlers Profit, but I think this could be a greater potential for Incompabilities with other mods, which may edit this Quest .. maybe Questmarkers for Stones or Unofficial Patch, don't know ^^) Save your mod and activate it.
  11. Hm, I came pretty far on this, but I can not consider this final. Also it is not exactly what you descriped, but similar. (The Enhanced Crossbow basicly adds a Perk to the Player, which works the same way, the Bonebraker-Perk in One-Handed Skilltree works, therefore it can not be enchanted) This Mod adds an Irondagger to the Game, "Irondagger of Armorpenetration". It carries an Enchantment, which lowers the Armor of the Target by 50 for six Seconds. This Effect can not Stack, if you hit a Target, whos Armor is already penetrated, it will just reset the Duration of the Effect. This Dagger can be disenchanted at the Enchanter to learn the Armorpenetrationenchantment. The reason I do not consider this final is how it scales with your Enchantingskill. With Enchantingskill 15 it has a magnitude of 60, which I consider okay. With Skill 100 it will have a Magnitude of 75, which is to low in my Opinion. I do not know how to modify this (only thing, which comes to my mind is a Perk, only for this Enchantment, which raises the Magnitude of this Enchantment based on your Enchantingskill, but this is a strange way to do it). You can acquire this dagger only through console. Open it ingame and type "help penetration" and it will show you the ID of the Dagger (something like XX000d64, xx will be the position this .esp has in your loadorder). Then Type "player.additem xx000d64 1" (type commands without " ") Basicly you can use this as it is, but again, I consider it raw and unbalanced in terms of Gameprogress. Also I don't really know how the charges work, I oriented on the FireDamageEnchantment. Everyone can use, modify and upload this file everywhere, you do not need to get my explicit Permission. An Exception of this: You can not use this to earn money by creating a mod, which costs money! Someone may want to pick it up and carry it on ^^
  12. In Vanilla it works like this: The Perk "Well fitted" checks if you have the Keyword "ArmorLight" on you (which has to be untrue) and if you have ArmorCuirass, ArmorBoots, ArmorGauntlets & ArmorHelmet on you (which has to be true), so adding the 4 Keywords to your Armor will give you the first 25% bonus. The Perk "Matching Set" counts the Amount of the Keyword "ArmorMaterial..." (for example ArmorMaterialDaedric) on the player, and if it equals 4, you will get the second 25% bonus, so adding the Keywords to your Mod-Armor is not enough. What you could do is first editing your Armor-Mod by adding a new Keyword to it (for example "ModArmorSetHelper"). Then tweak the "Matching Set"-Perk by adding another "Or"-Condition, which checks for your new Keyword. Or indeed cut your one piece Armor into four parts. edit: Or you couldt add a "ArmorMaterial.." Keyword to your mod and create 3 "fake items", which carry the same Keyword, which can be equiped together with your Mod-Armor in an unused slot. They wont change appearance (because there is no modell etc attached to them) and wont interfere with stats, if you make it something like Clothes or similar. I think there are unused slots left.
  13. do you even google? http://www.nexusmods.com/skyrim/mods/70108/?
  14. - SKSE & ENBoost (SKSE with ini-edit for Memory) - USLEEP - Better Message Box Controls & Better Dialoge Controls - SkyUI (for MCM) These are the first, which come to my mind and maybe this http://www.nexusmods.com/skyrim/mods/32505/? though I never used it, because I never were even close to FPS-Problems in Interiors, even on my old card (gtx 560ti .. now msi gtx 970 ^^) You know about this? http://www.nexusmods.com/skyrim/mods/32363/?
  15. Classic xD I'm glad your edit works :D
  16. Oh lol sorry ^^ Yes, Casting Typ is ability, delivery is self and Assoc item is health in the second picture .. type is enchantment
  17. Lucky you, I've already did a guide how to do this, because I'm bored xD It is not about the question, if you want to release this. I can't not do the edit for you and upload it here if I don't have the permission of the author. So here we go: Install the Mod, open CK, click "open file" ... in the left list first, double-click Skyrim.esm (so the checkbos is marked) and then double-right-click "TheOneMask.esp" (it has to be marked as "Active File") .. then load it ... (note: CK can act weird, for example I have to load every file twice on startup, or else it doesn't work right in all aspects .. means I load the files, then just load it again xD) Now the following steps in Pictures: http://img5.fotos-hochladen.net/uploads/00howtofinp3qoyafruc.jpg http://img5.fotos-hochladen.net/uploads/01newmagicpkgv92md6l.jpg http://img5.fotos-hochladen.net/uploads/02themagicmy8s6hkoan.jpg http://img5.fotos-hochladen.net/uploads/03thenewefobef2zjpkw.jpg http://img5.fotos-hochladen.net/uploads/04firstcondhmbfksxov8.jpg http://img5.fotos-hochladen.net/uploads/05secondconx8to0if5cv.jpg
  18. This could be done without a script. I actually did it for testing purposes, but I can't upload this file here, because of the Authors permissions. Just create a magic effect, which damages health. Then add this new Effect to the already modified Enchantment of the Mask and add the Conditions you want. For example, what I did was: The Masks damages you when wearing it and being infight by 10 Health per Second, but only the first 90% percent of your health, so it won't kill you. I don't know if you're familiar with CK. If you know some basics (how to open a mod) I could explain it to you .. or you try to get Authors permission to edit his file.
  19. There is indeed a really good one with custom animation for spears, but only onehanded spears (which makes kind of sense, since spear + shield is a very traditional setup or something like that ... twohanded may be a different category, but I don't realy know) http://www.nexusmods.com/skyrim/mods/62609/? edit: and then there is this, it does exactly what you descriped: replace the animations for 2h-blunt weapons (and axes, because they're the same file) with spear-animations ... there are further informations about this topic on this site http://www.nexusmods.com/skyrim/mods/53455/?
  20. Thought about that too, but are Guards/Citizens neutral, friendly or allied to the player? Because there are no Gamesettings for Neutrals -> http://www.creationkit.com/Friendly_Fire edit: looks like guards are friendly: http://www.uesp.net/wiki/Skyrim:NPCs though I'm not sure about the citizens... could make it redundant, when a guard is ignoring you, but raging out when you hit a citizen (bounty etc)
  21. Ah, hi lofgren again ^^ (I'm the gold-xp guy :tongue:) Yes, I used that method. Though I did not just stack MagicEffects in the ability, instead I made 8 different effects, and only one is acutally applying based on your current maxStamina. Felt like a cleaner setup xD (i.e. Magnitude 10 when >=100 & < 125) And another thing regarding ConditionFunctions for others who might be reading this: - GetActorvalue -> Your Current Amount of Stamina (or other ActorValues, like Skills, Playerlevel etc.) - GetBaseActorValue -> Your MaxStamina, but without enchanted Equip or Buffs/Debuffs, which your Character has on it - GetPermanentActorValue -> Your MaxStamina including Enchantments & Buffs/Debuffs (The one I chose) - GetActorValuePercent -> The percentage of your current Stamina in Relation to your maxStamina as a Faktor between 0 & 1 (so 0.5 means 50%) (though I'm not sure if 100% refers to BaseActorValue or PermanentActorValue, but I assume it is Permanent)
  22. Yes, in my personal Perk Overhaul I have many different Attackspeedmults (increases and decreases) which stack together and some of them permanently change while beeing in combat, never had a problem there either. I think I will use this method, thanks again ^^
  23. Thanks for your reply. Yes, I suspected it is current stamina -.- ... entry point does not offer BaseActorValue as FunctionMultiplier .. but looks like it won't work anyways xD I already thought of the same solution, which you suggested, and wouldn't mind setting this up, but having additional 10-20 MagicEffects on every weaponswing wouldn't be my first choice, therefore I was hoping for a method to modify the magnitude of the one Effect :smile: Maybe I instead I edit how the Staminapool develops through Gameprocess ... something like giving a bonus of 100 to total Stamina and reduce Levelup-Staminabonus to 5, this would reduce the margin, in which this effect operates, so it wouldn't be that hard in the start and wouldn't get that insignificant later on ^^ ... downside of this would be the changed balance of +staminaEnchantments .. they would have to be halved too xD Ha, and by the way, yesterday I installed your NPC pocketmoney mod, thanks for that :D
  24. Situation is this: I did a mod, in which every normal weapon swing decreases Stamina by 10. This is basicly accomplished by a perk, which adds an ability, which decreases stamina by 10 when the condition "IsAttacking=1" is met. The mod works. (here by the way a older version of my mod http://www.nexusmods.com/skyrim/mods/59447/? ) What I wanted to do now is making the Amount of Stamina, which every Weaponswing consumes, scaling with the Total Amount of Stamina, so rather then just consuming a flat 10 Stamina it should consume 5% of max-Stamina, because right now it is very hard in the beginning and insignificant on very high levels. (Raising Staminapool would still benefit, because it will increase Staminaregen) What I tried is setting up a new Perk Entry. The Entry Point was "Mod Spell Magnitude", under Conditions for Spell I've added "GetisID" for the ability, which does the Staminadecrease. As Function I tried using "Multiply ActorValue Mult" and for testing purpose simply "Multiply Value", but to put it simple: it didn't work. The Magnitude of the Ability ingame is not influenced. I also tried it without conditons and EPMagicSpellhasKeyword + New keyword added to the magic effect of the ability. I have also tried to to use "Mod Incomming Spell Magnitude" instead of "Mod Spell Magnitude", didn't work either Is it possible to edit the Magnitude of an ability by Entry Point without scripting? (or maybe by another magic effect / ability?) And if it is possible ... is ActorValue Stamina really my max Stamina or is it my current Stamina?
  25. Had never issues with StableUgrids to load either... Official Statement is changing Ugridstoload in ini-files is unsafe, because it couldt brake quests etc Nonetheless StableUgrids to load should do benefit, even when Ugridstoload is not changed
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