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christianerding2

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  1. Thx for this good piece of advice. After fighting with a script for 6 hours, I found out it only works on a new game. Debug.Message-Text was reflecting my changes, so I thought everything was fine, but it was not!
  2. And there is a lot to do, but also for the developers: Tanks and VOTL spawing out of thin air and preferable in your back and in weapon range. They are all snipers and hit you with 98%. Two tanks can damage a Centurion a lot in seconds and this with maxed armor. Destroys that big bad Mech feeling, feels more like a glass cannon. Carefull approach and scouting makes no sense, when 8 Tanks and 4 VOTLS can spawn right next to you. Radar is blind like a mole, even blinder. Hotas and X52 is unuable in this game, Gameplay is much to fast for joystick and joysticks are to unprecise to target the tiny tanks. No joy in the stick so far... Additionally with lasers, you have to keep the target in crosshair to make full damage, easy with mouse, very hard with joysticks. Missiles look very strange and cheap how they drop on a target. Stomping vehicles damages your mech, running through buildings not. Graphic in the " loadoutscreen" is VGA in best case, Battletech heavy metall makes this look like 1998. Strangely the Graphic in the hangar is fine... Crew looks very emotionless and artifical more like robots. Your lancemates and HPG hologramms are not animated, again battleteck heavy metall can do this much better. Looks like some parts of the game received a lot of love and others not at all.
  3. Some Specs of your system would be helpfull, but I think problem is specfic to your system, this would explain why google finds nothing. For comparison: My CPU is crazy old, I have Win7 64bit, I have 8 GB Ram (System) and a GTX670, game is installed on a old 2,5" SSD. Mission load lower than one minute, save game load lower than 30 seconds. But to compensate, Battletech heavy metall takes ages to load a save game. Thank you Unity-Engine. ;-)
  4. I guess your flintlock "staff" will then fire a spell... In this case it should be simple: Go to the enchantment of your staff and put in the condition getitemcount bulletpouch >= 1
  5. Hello fellow modders, just a simple question: I wanted to change how the reward is calculated in the companions-radiant- quests. For this I need new properties is the script, which I need to fill, to make them work. But I can not find to which quest this script is attached: companionsradiantquest.pex .Google can not help. Can anyone give a hand on this matter? Greetings from munich, Christian
  6. Hello ShadowcrosserX, I have the same problem, what could be the source of the problem: You did use the wrong frame. For example if you open the daedric mace in the ck and change "animType" from "onehandmace" to "onehanddagger" and use it in the game in will be invisible in right hand but visible in left hand. So it look like you did use a mace or something else as a base for your weapon instead of a dagger. I am not good with *nif so I do not know how to correct this. I tried to make the woodenstick from the "Warrior within weapon pack" to a dagger to impale vampires, but it was not working, sadly...
  7. Hello ShadowCrosserX, I have the same issue with a dagger. Did you find a solution already? Greeting, Christian
  8. Hello Folks, it disturbed my always that the magic pillars that are activated by Faralda in Winterhold emit no light. So I altered the MG01WellCollisionScript to that: Scriptname MG01WellCollisionScript extends ObjectReference ReferenceAlias Property MG01FaraldaAlias Auto Spell Property Magelight Auto Light Property MagicWellLight Auto Event OnHit(ObjectReference Aggressor, Form Source, Projectile AkProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) if Source == Magelight if Aggressor == MG01FaraldaAlias.GetReference() || Aggressor == Game.GetPlayer() GetLinkedRef().SetAnimationVariableFloat("fmagicburnamount", 1) GetLinkedRef().PlaceAtMe(MagicWellLight) Self.Disable() endif endif EndEvent Problem is it works perfect on the first magicwell but it does nothing on the others! I filled the proprtyies on every collisionmarker. The problem could be that only the first collisionmarker is unique "MG01WellCollisionRef" the other marker have a empty reference Editor ID! Is there anything that can be done to get it work on the other collisionmarkers? I thought this would be easy done in 10 Minutes, now I sit here for 1 Day! Any help is appriciated! Greetings, Christian
  9. There should be a value modify sweet spot, where you can find modify attack damage. Take the armsmann Perk as reference.
  10. I will give it a try: When using Console to get your helmet, do not search for the Id-Name, search for the Ingame-Name! When smithing you need to create a recipe to make the helmet and a recipe to temper it. Is the helmet marked "playable"? Have you activated your mod?
  11. Hello Folks, I want to count how many enemies are attacking the player, but the function, "getcombatgroupmembercount" seems to do nothing. Any help is appreciated. Greetings, Christian
  12. Hello folks, Is there a way to count the number of enemies that are attacking the player. There is no explanation how to use getcombatgroupmembercount in the ck. I tried to scale the damage a character does with the number of enemies that attack him, but it did not work. Has anybody some advice? Greetings from Germany, Christian
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