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DOCac42

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  1. First, my 4:3 monitor's native resolution is 1280x1024. I've been playing Skyrim for a long time in fullscreen, using the 16:9 aspect ratio and the 1280x720 resolution in the launcher. I personally prefer the black bars at the top and bottom of the screen, and I do this in all my other games (where I can). It was working, 100% of the time, never thought twice about it. For some reason, the 1280x720 (and other 16:9 resolutions) are being stretched to fill my screen, which makes it look horrible, as if my 4:3 aspect ratio wasn't being maintained. --- My specs: Intel Core i3 CPU (3.20GHz) AMD Radeon HD 6670 (1GB VRAM) 4GB RAM (3.87 usable) --- I have 267 mods (most very small details or texture replacers), use Mod Organiser and run my game at a stable 30+ fps, average 40-50 indoors, 30-40 outdoors and in towns. I have tried several things to fix it and a lot of googling to no avail: - Running my game without mods. - In CCC, lowering my resolution and ticking "Maintain aspect ratio" and then resetting it to native. - Deleting Skyrim.ini and Skyrimprefs.ini in both My Documents and for MO and re-creating them. - Using 16:10 resolutions. - Updating my CCC, Monitor and GPU drivers. Also, Skyrim is the only game this happens in so far (other than games it didn't work in to begin with) but it was literally running fine, and suddenly decides to stretch no matter what I try. --- I can 100% use 1280x720 (and other 16:9 resolutions) in BF4, BOPS2, Shadow of Mordor and Nosgoth, and they all still work fine. The only thing I can link this to would be when I was attempting to use 1280x720 in SWTOR, changing the modes between fullscreen, windowed etc; but if that's the cause, I can't see why it hasn't affected other games as well. Skyrim.ini: Skyrimprefs.ini: Basically, I haven't found and can't think of any way to fix it, and don't know why it's happening in the first place. Halp :wallbash:
  2. If I was a model/texture kinda guy, I'd be trying to make this right now! Durnehviir's always been an interesting character for me, and having these kinds of aesthetics would really benefit him, I'd love to see this in game as well!
  3. "If a man plays the fool, it's only fools he'll persuade... but pretend to be the devil, and all men will submit." - Edward Thatch
  4. Haha, I can't believe I didn't think of making it an enchantment! I've created AATResistanceEnch, with the constant effect and self properties and it seems to be working perfectly in-game! I'll apply the calculation script to the OnUpdate() event and see if I can make a working negation at the end, but thinks should work from here. Thanks to you both for helping me out! I've learned a lot about scripting and will hopefully be able to make a decent mod from this. Thanks again :)
  5. Ok, after three days of messing around with papyrus and trying to get this to work, I've narrowed down my problems. The main issue is that the spell I've created is not being cast when I equip the armour. ScriptName AATArmorScript extends ObjectReference ObjectReference Property AATArmor Auto Spell Property AATResistanceSpell Auto Actor Property CurrentActor Auto Event OnEquipped(Actor akActor) AATResistanceSpell.Cast(akActor) EndEvent This is the script I have on the AATArmor (my test armour) Then, the OnUpdate() doesn't work in my effect script. ScriptName AATResistanceScript extends ActiveMagicEffect Actor Property CurrentActor Auto Event OnEffectStart(Actor akTarget , Actor akCaster) CurrentActor = akTarget Debug.Notification("Effect Active") float resistVal = CurrentActor.GetAV("dragonSouls") * 10 if (resistVal > 90) resistVal = 90 endif CurrentActor.SetAV("frostResist", resistVal) CurrentActor.SetAV("fireResist", resistVal) RegisterForSingleUpdate(5.0) EndEvent Event OnUpdate() Debug.Notification("Timer Working") RegisterForSingleUpdate(5.0) EndEvent Event OnEffectFinish(Actor akTarget , Actor akCaster) if (CurrentActor == akTarget) float resistVal = CurrentActor.GetAV("dragonSouls") * 10 if (resistVal > 90) resistVal = 90 endif EndIf EndEvent The calculation and modifying of values works perfectly. To test it, I created a quick test barrel to apply the effect, which worked fine (except the OnUpdate() part) So I'm pretty stuck here, seeing as I don't know why the spell isn't being cast when I equip the armor, or why my single updates aren't working on the magic effect.
  6. Hi, I'm pretty comfortable with changing values/models and other basic things in the CK, but I've recently started trying to script. I plan to have my armour chest piece with a unique effect. I'd like to have it so that, for every dragon soul you have, gain 10% frost and fire resistance (up to a max of 90%) It would be dynamic, so that, if I had 7 souls, I'd have 70% resistance, but if I used one, it'd go down to 60%. Thing is, I can't figure out the script, I'm completely stuck, I have everything else made and ready to go, just the effect for the chest piece left and I can't for the life of me figure it out! I've been reading guides and watching videos, searching the forums and I can't figure out how to get the player's fire and frost resistance to scale with each dragon soul. Any help is greatly appreciated.
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