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DanielUA

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Everything posted by DanielUA

  1. As I have found if I change base cost of Magic Effect it will change amount of magicka needed to cast a spell. But what about enchanment magic effects? Like EnchFortifyArmorRatingSelf? I have tested it and I see that if I change base cost of such effects it will change price of the enchanted items. But will it have any other consequences except changed price? I mean, they are not just usual spells so PC doesn't need to spend magicka for enchantmens... Or does it need? I just never played as a mage and never enchanted anything :) So I need reliable information because I don't want to change anything except prices.
  2. I want to edit LoveInterestFINScript. Here it is What I want to do is to change line Int GoldEarnedAmount = 100to Int GoldEarnedAmount = Utility.RandomInt(15, 35) But when I try to compile it I have a mistake Can anyone fix it to me?
  3. Formula. I tried to mulyiply it by 10 (10 * x)... And it simply sets it to 10. Same with 100 * x, 3 * x etc
  4. One more bug with QuickChange When I tried to edit "Magic effect", element Magic Effect Data\DATA\Base Cost It doesn't work properly.
  5. Summer Skyrim 3 HD by Ichibu http://skyrim.nexusmods.com/mods/22300//?
  6. May someone check it for me? Because I don't know what to do... Here is esp http://www.sendspace.com/file/u7s5y2 It includes changed game preferences (fEnchantmentEffectPointsMult and fEnchantmentPointsMult) It does change values of enchanted weapons and staves (tested with Steel Sword of Dismay and Paralyze Staff) But it doesn't change values of enchanted apparel (tested with Black Mage Robe, Archmage Robe and Iron Helmet of Alchemy). I start thinking that it is strange bug... And I want to know if other people here experience it. So - please someone here check it and tell me if it works for apparel.
  7. Works fine for weapons and staves but doesn't work with apparel...
  8. I think it might be useful. It seems that Oblivion formula (can be found here http://www.gameskyrim.com/calculating-enchanted-weapon-value-t58244.html ) is correct for Skyrim too. The only changes are that in Skyrim fEnchantmentEffectPointsMult is set to 8 and fEnchantmentPointsMult is set to 0.12. In Oblivion they were 0.4 and 0.4.
  9. I have found a formula for Oblivion http://www.uesp.net/wiki/Oblivion:Enchanting#Value_of_Enchanted_Items But I couldn't find anything like this for Skyrim. Well... And is there any game setting to multiply it... Perhaps by 10? I really need it for my economy overhaul.
  10. UPDATE. "Restore" function works perfectly with armors but doesn't work with weapons. For me values of those enchanted weapons are changed to 0.
  11. "Restore value" function works great, thanks! :) I hope I will finally release final version of my mod this weekend :)
  12. Yes, there definitely is such mod. However I cannot remember it's name :)
  13. Perhaps it would be possible to do something for 3rd person view as well...
  14. Formula doesn't work for me. On 1.1 it gives error "Error in unit 'userscript' on line 585: 'end' expected but 'function' found. On 1.2 gives same error just with other line number At first I enter "Formula" and press "Ok" Then I have empty field and press "Ok" once more Then I enter "DATA\Value" and press "Ok" And then I have 3 * x and press "Ok" once more... Gives me this error and doesn't change anything
  15. Could you please give detailed explanation of what I have to enter when asked about "Path of the element" ? Couldn't find information about it in Goolgle, and doesn't seem to work when I enter just "Value"
  16. check http://www.skyrimgems.com/ section 410 - Roleplaying
  17. Check my mod :smile: You can work as a woodcutter or miner for a very shitty salary :)
  18. No I can do it, I just have to add a new function to the QC script. Will do. Thanks! Waiting for release. You cannot imagine how much time it will save me with next versions of my mod. :)
  19. No, it seems like it doesn't work this way. If we delete value for enchated armor/weapon it simply becomes 0. Anyway if this request is hard to implement don't bother with it. QuickChange will be anyway a good solution. :)
  20. I'd like to make another request. As I understand all enchanted armors or weapons take their attributes from the unenchanted ones ("Template")... All attributes except value. So now I have a real problem because I have changed values of all unenchanted weapons and armors... But values for enchanted items are still same. So is it possible to make a script which would give all enchanted weapons and armors value of unenchanted? It would save me really much time :)
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