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Anahuyu

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    Canada
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    Pokémon

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  1. Take into account that you can start with 15-35 skill points in Archery, and that even though the base damage is 7 in the CK, the displayed damage before even firing the bow once shows up as 8. (7 * (valueproperty as int)) and ((7 * (valueproperty as int)) as int) both suffer the same, or similar bug\odd behaviour. So… I'm kinda confused… Pre-Post Edit: It actually looks like an issue with SkyUI.
  2. On a bow, I add an ability to the player (thus able to use functions\events on the player). The damage set on the bow is 7. When the bow is fired by the player, the ability's script does some stuff, and compares it, adjusting the bow's damge afterwards. Using weaponproperty.SetBaseDamage(7 * valueproperty as Int) seems to work for the first three increases. if valueproperty is 2, displayed damage is 15 if valueproperty is 3, displayed damage is 23 After I have confirmed this is accurate, I set the value to 250 and then fire the bow until it passes the check to update the damage. It should be around 1750 (7 * 250) but instead is just 194… Am I missing something here? Is there something I can do to fix it? ----------------------------------------------------------------- Also, in order to get SetBaseDamage() to do anything, I had to copy the SKSE script sources from Data\scripts\source to Data\source\scripts ----------------------------------------------------------------- Update: SkyUI only shows the leftmost three digits, looking at the bottom status bar reveals that I am doing 1889 and upwards based on my archery skill. (I had reached level 2 in archery when I got checked and saw 194 on my weapon stat box.)
  3. I want to create Soul Gems that can be found in empty and filled versions, but the filled versions you find being unique in that they have souls stored in them that you otherwise can't trap in a soul gem, and add a bigger buff to the enchantments beyond that of Black Soul Gems, in addition to being used to craft some items in the same mod. However, I don't know where to add soul types, thus I can't put mod-specific soul types in the new Soul Gems⦠Anyone know where I'd find those?
  4. Do you have a guide? Can the same method work in SE?
  5. Hm, so a mod that just has the enchantment and effects in one esp, while having the items and the like in another esp? Might work. I'll try it when I put together the mod. Thank you.
  6. Because: • I find it bothersome when I enchant something with a custom name, and find it in storage in my player home later on, missing it's enchantment, even if I re-install the mod the enchant came from. • The enchantments are semi-copies of already present enchantments and abilities, but different. Akin to Fiery Soul Trap, but with Frost or Shock instead - same magnitude, different element, for example. • Some people want a mod to learn an enchantment, enchant stuff with the enchantment, and then remove the mod to remove the items from their game, or such. My friend used such a mod that had enchantments that did nothing on the enchanted item, but disenchanting them resulted in the no-effect enchantment's "base enchantment" being learned - EnchArmorFortifySneak06 "Fortify Sneak" - though I am unaware if said enchantment remained in their enchanting list after they uninstalled the mod, due to one of the enchantment names simply being a period, the enchantment itself seems to have stayed on the objects that were enchanted. • People should be able to keep enchantments on their spiffy gear. If they don't want the gear they enchanted themselves anymore, they can sell it, drop it, use console commands to remove them, whatever. I personally would like enchantments to stick. That's the point of enchanting things - So they'll be enchanted.
  7. I'm trying to create an enchantment that remains on the enchanted items, even after the mod is uninstalled. The only way I know to accomplish this is if the enchantment attaches a script with the affects of the enchantment directly to the equipment. This is because, as far as I know, Skyrim keeps a memory of any scripts, including mod scripts, in the save files. However, just having the script on the MGEF won't work, since the MGEF will be removed if the mod is uninstalled, taking the script away unless the script is attached to the weapon directly. Is there a way to accomplish attaching a script directly to equipment via enchanting it?
  8. This, if it is even possible, is likely a huge undertaking. with the exception of the gender-specific skills, I would like to see icons change based on the player's gender, so that the pipboy that represents the player looks like the pipgirl (the one seen in the skills like 'Black Widow' and 'Cherchez La Femme' which are female-only skills, as well as the male-only 'Lady Killer') if the player is female. I believe this to be a large undertaking, as there are few sources to go on, and a lot of the icons need to be made from scratch, especially weapons and armour, as none of them (to my knowledge) use a pipgirl image, I've only seen her in perks, and only a few of them. Anyone who takes this up, thank you in advance.
  9. Something that irks me a bit, is that when I use a controller, the PipBoy uses one model, but if I unplug the controller, then change location (go through a loading door) the PipBoy's model changes. I'd really like to use the non-controller PipBoy, even while using a controller, as the controller PibBoy has those awful <LT] [RT> symbols on it, which break immersion quite a bit. I don't want to replace the original files, because my friend likes to play without mods, and uses the same PC as me, at times, and replacing the textures/models original files will aggravate them. I know little about modding, so I'm not even sure this is possible, but if it is, I'd appreciate it. If this request was already made, I'm sorry, I tried searching PipBoy with the search feature, and got way too many results, and I only saw one actually related to PipBoys, about icons, I think.
  10. My cell phone has problems using the mods sections of nexus. Clicking download links, topic page links, sever links, or any link for the current page's mod has a high chance of just reloading the current tab (files, posts, changelog, etc) and a higher chance to go to the description tab. Takes multiple attempts to download mods (I save them to a mem card, then move them to my PC) or to open support topics. The chat doesn't update, but I don't use it much anyway. The mod search resets its input after the initial results are displayed. My phone seems fine with the rest of nexus though.
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