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Posts
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Everything posted by MoistTypewriter
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I've been getting back into playing around with Skyrim mods and I was curious about combining a couple skills and repurposing the freed up skill, which I know a few mods have achieved (such as PerMa). I dug into the old Merged Thievery Skill mod for Oldrim to see how he did it, and I found the method a bit... lacking. The mod was fine for the most part, but here's the Jank: The author could not keep the freed-up skill (previously Lockpicking) from applying an inherent bonus to picking locks, based on skill level. So instead he attached a perk to the player that added a penalty to Lockpicking that scaled with the skill level to cancel out the inherent benefit of the skill. You can scan the comments of that mod to see how poorly this worked out (his method was to reduce the sweetspot by 1% per rank, which I'm guessing is not the correct formula the game uses, and often resulted in unpickable locks). In my extended absence, has the community found a way to directly access these skill hooks (probably with SKSE)? As a concrete example of what I'm after: the armor bonus from worn light armor is increased by 40% of your Light Armor skill. Has anyone found a way to manipulate this value? Cheers
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Like the new site. Performance is super better for me. We need to talk about these category searches. They're apparently whitelist, I think. Where you only see what's checked, unless nothing's checked in which case everything is shown. That's a little weird but ok, no problem. My issue is that my typical browsing behavior is to see what's new in the last 14 days. I would appreciate it if my categories from last time would persist, where I painstakingly clicked all the checkboxes one at a time except for Followers & Companions, only to have it dropped the moment I browse away from that very instance of search. If there was at least a Check All button, so I could then go back and uncheck the one or two I actively don't want to see, that would be helpful. If there is a better way to do this sort of thing, this is probably a good sign its visibility isn't high enough.
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Thanks to this thread, I came across this link, which may also help bridge the gap between the original MCM tutorial and Cdcooley's example: https://github.com/schlangster/skyui/wiki/MCM-State-Options
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TUTORIAL: Assign Meshes to NEW Body Parts
MoistTypewriter replied to FavoredSoul's topic in Skyrim's Skyrim LE
http://www.creationkit.com/Category:Getting_Started Every plugin in your Data folder should be in the list. Just double-click the plug-in you're after instead of skyrim.esm. -
Frostfall does this, so it's probably a good place to start to figure this out. Warning: I think you will need to write Flash for the actual bars. Just the stats could be done well enough with a simple MCM interface or debug messages. Your next issue is going to be drawing blue lines everywhere. All I know about modding is that I have no idea where to start with that. Custom visuals aside, maybe a cloak effect that checks for items with metal material keywords or... I don't know. A gruelingly defined list of world objects (which means mod items wouldn't be included) seems like it would work. Once again, I don't know enough to be of actual help. I'd write gold last, if I were you...
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He posts pretty regularly on Bethesda forums. Probably a good way to get a hold of him.
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Craftable hot air balloon kits - from which mod/DLC?
MoistTypewriter replied to steve40's topic in Skyrim's Skyrim LE
I had this item in my craft list long before I installed convenient horses. Is this also in AFT or SPERG? -
EDIT: What that guy said above me. I'm under the impression all those "craft scrolls" mods don't include apocalypse spells without someone explicitly adding a recipe for every single spell. Unless I'm sorely mistaken (in which case I need to grab one of those mods ASAP and play a fantasy-themed gadgeteer TODAY), this would pretty well define the lack of apoc scroll use.
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I've been crashing around the CreationKit unsuccessfully for a while, now. I'm trying to make an item that, when used or equipped, will launch a dialogue box of some sort. Type doesn't really matter - it just can't be a weapon or a consumable. Eventually, I'd like this menu to look like a stripped down version of SkyUI's favorite menu (the main box showing all your favorites -- not the "set" icons or filter buttons). However, I'm willing to take baby steps and get an item to launch something for now. So a general messagebox with an "ok" and "cancel" would do for now.
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Hello, I'm looking to see if anyone is interested in making this happen: An item in the player's inventory which, when used or equipped, launches a menu to select spells from a player-defined list. Since it's actually an item, it could be favorited, and then I could push the 1 key to launch a dialogue with, say, all of my Restoration spells. And my 2 key could have buff spells such as the -Skin line and muffle. The important thing is it's as many spells as the player wants, and categorized however the user sees appropriate. Not exactly lore-friendly with the idea, but this could be used to put all Shouts on one index, giving your choice of all shouts on a single hotkey. Step 1: Introducing the item The simplest way would be to have a craft-able item. However it's introduced, there shouldn't be a hard cap on the number of them a player can get. It would also be nice if the item could be named by the player, as you can do while enchanting. If not, there will need to be some method of differentiating them, so that a player could have several without confusing the Favorites. Step 2: Define the index I don't know how to best go about this. Ideally, you would launch this function by using the key for recharging items with soul gems, or the button to unlock a dragon shout, to launch the magic menu. And then you could go through and select spells to add to that specified index. One thing that is important is that it chooses from all spells known by the player -- not just spells from the master.esm. Spells/abilities from other mods should be visible and supported. Step 3: Using the item Either by equipping with an obscure slot ID, or by some sort of "Use" that doesn't actually consume the item, the item should launch a menu showing the items previously designated. The ideal would be the SkyUI favorites menu look and functionality, minus the filter category icons. I'm willing to settle for a less-pretty menu, but I fear the standard message box approach would end up so clunky that it wouldn't be worth the hotkey savings. Once the menu is dismissed, a command would probably need sent to unequip the index item if equipped, so that it can be called again. -- If this is possible, is anyone up for this project? Failing that, I'd like some input on how to go about doing this myself. I'd love to be involved and do what I can, but I fear I don't really know how to even begin. Thanks. EDIT: if anyone has ideas for how to improve this concept, such as a more realistic method of adding spells to an index, I'm open to suggestions.
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LE Mod to make shouts not share a cooldown
MoistTypewriter replied to chutamango's topic in Skyrim's Mod Ideas
I was looking into this recently (I actually want to play as a Greybeard...) This mod was being discussed in another thread recently which removes ALL shout cooldowns and gives it a stamina and magicka cost based on old CD instead (and, according to author, CD reduction gear would be inherited and lower the costs). This may be the best we'll get, as separate CDs for each shout would be very hard to do, and would probably break any mod that added/adjusted Shouts. -
My first ever post! I totally agree with OP, here. Everyone always says pickpocket is easy or too good, and then they cite exploits as the reason. If a skill requires exploits (including reloading saves) to be good, it's really not a good skill at all. Save/load applies to lockpicking too, but no one cares because it costs cheap lockpicks instead of instant bounty and fatal consequence. Not to mention the whole 2 day retry thing. Currently running SkyTweak to up max PP chance, which helps. Some other issues with pickpocket: *the bug that lowers success chance with +pickpocket effects instead of raising them *I don't think I actually get XP for failing (compared to lockpicking) or reverse-pickpocketing. Can anyone confirm? Would be neat to use system outlined in the OP, and would like to see fixes to my mentioned issues, preferably all without modifying perks (since I'm always running perk overhauls anyway).