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Hatsodoom

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    Skyrim

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  1. I'm sure an expert modder can crap out a script I need with ease. I'm making an Armor Perk mod and the Heavy Armor perks I'm making look like they're gonna need scripts. What I want to do is get a percentage of the player's health, preferably after buffs like enchantments, and increase their max health based upon that percentage. So example: The player has 500 BASE HP and +100 HP from enchantments for a total of 600. The perk grants another 10% after buffs, so max HP is now 660. Can anyone lend me a hand with figuring how to make this work? I'm god awful with scripts and even when one is given to me I can have a hard time making it work because I'm that dumb. Any help is appreciated. (I'm using Legendary Edition.) Also if the script requires SKSE take into account I also have no idea how to use SKSE to make scripts. In fact assume I know absolutely nothing when anything script related is involved.
  2. I understand Dragons get special unarmed perks to increase their damage and that tail/bite attacks do 50% more, but the math isn't adding up. EX: A Blood dragon deals 50 base damage (25 damage + 25 from Dragon Bite Perk), 75 on a bite attack. I have a character with armor rating that reduces damage by 57%. Calculations show that I taker 32.25 damage. (Not sure how Skyrim handles mixed numbers.) However in game (where I have a mod to display floating combat damage numbers) it says I'm taking 37 damage. Another dragon (a modded one) should deal about 29 damage with all the same factors in place, but actually ends up dealing 33 damage. I don't have any other magic effects in place that would otherwise modify damage. (Other than +50 AR from The Lord Stone, but that's accounted for.) I don't think any of my mods are changing their damage either, but I'll double check. Either way is there something I'm missing when it comes to calculating incoming damage from dragon physical attacks?
  3. Anyone? Really don't wanna screw up my saves again.
  4. So I'm using a mod, "True Classic Chromatic Dragons" and it's a great mod, but the dragons introduced into the game have very poor physical damage. After looking into things I know how to beef them up, but I want to make sure doing so will not screw up my save files. Simply put will changing values (or in this case adding perks to the modded enemies) mid-playthrough screw up my files, or is this safe? (No altering of scripts is involved here.) I don't plan on taking credit for anything or reuploading the mod anywhere, this is just for me. Also should I save these changes to the mod itself, or make a new esp plugin for the changes?
  5. Not quite sure. My only assumption is that Sky Tweak, another mod I use, was loaded after Armor Rating Redux and may have somehow caused it to create some sort of conflict. Sky Tweak can alter NPC Armor bonuses, although I never messed with that option. Reinstalling Armor Rating Redux put it at the bottom of the load order and the mod does say to put it after any mods that alter Armor Rating.
  6. Okay that's odd. I uninstalled "Armor Rating Redux" and messed around a bit, then reinstalled it. The armor on enemies seems to be functional again, but is only following the mod's Linear formula despite me using Hyperbolic.
  7. You clearly didn't read the first post. In my game the enemies have a damage resist value, but it doesn't actually do anything. None of my damage gets resisted. Example: I use the "getav damageresist" console command on say, a bandit and it returns a value of 68. My sword deals say 40 damage. I swing my sword and the bandit doesn't block it or anything. It's not a power attack either and the enemy has no perks to resist damage. The sword hits and deals 40 damage, the armor seemingly doing nothing. Why is this?
  8. Anyone? I'm really confused because no one seems to have an issue with this. I mean what's the point of giving NPCs armor if it doesn't do anything?
  9. So there's a few areas in my game where I don't want combat music playing because the "field music"(not sure what people call it) is so awesome. I want to disable combat music in these areas and only these areas. There's a mods for this kind of thing but I'm not sure any of them are safe to uninstall/disable during a play through. That said are there any mods that disable combat music and are also safe to turn off without f'ing up my save?
  10. So Armor Rating/physical damage resist, does it even technically exist on NPCs? I click an npc like a bandit and check its damage resist value. it gives me a number in return, but it doesn't seem to do anything. My weapon strikes still deal the regular damage. (What it says you do when opening up inventory.) Does this aspect of defense exist on NPCs at all? Granted I am using "Armor Rating Redux" mod, but that shouldn't completely disable something like that. Is there something I'm missing here?
  11. While I'm here I might as well look into the random area crashes. (Sometimes consistent like yesterday, but mostly happens at random.) They tend to all look like this. Crash Dump Analysis provided by OSR Open Systems Resources, Inc. (http://www.osr.com) Online Crash Dump Analysis Service See http://www.osronline.com for more information Windows 8 Version 17134 MP (12 procs) Free x86 compatible Product: WinNt, suite: SingleUserTS Personal kernel32.dll version: 10.0.17134.1 (WinBuild.160101.0800) Machine Name: Debug session time: Tue Nov 27 22:57:16.000 2018 (UTC - 5:00) System Uptime: not available Process Uptime: 0 days 1:01:22.000 Kernel time: 0 days 0:02:23.000 User time: 0 days 1:07:03.000 TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\oca.ini, error 2 TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp\triage.ini, error 2 TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\user.ini, error 2 ******************************************************************************* * * * Exception Analysis * * * ******************************************************************************* TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\guids.ini, error 2 *** WARNING: Unable to verify timestamp for TESV.exe *** ERROR: Module load completed but symbols could not be loaded for TESV.exe *** WARNING: Unable to verify timestamp for XAudio2_6.dll TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\modclass.ini, error 2 GetUrlPageData2 (WinHttp) failed: 12029. *** The OS name list needs to be updated! Unknown Windows version: 10.0 *** FAULTING_IP: nvd3dum+75a111 6078a111 80785c32 cmp byte ptr [eax+5Ch],32h EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 6078a111 (nvd3dum+0x0075a111) ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 00000000 Parameter[1]: 0000006a Attempt to read from address 0000006a DEFAULT_BUCKET_ID: NULL_CLASS_PTR_READ PROCESS_NAME: TESV.exe ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s". EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s". EXCEPTION_PARAMETER1: 00000000 EXCEPTION_PARAMETER2: 0000006a READ_ADDRESS: 0000006a FOLLOWUP_IP: nvd3dum+75a111 6078a111 80785c32 cmp byte ptr [eax+5Ch],32h FAULTING_THREAD: 0000119c PRIMARY_PROBLEM_CLASS: NULL_CLASS_PTR_READ BUGCHECK_STR: APPLICATION_FAULT_NULL_CLASS_PTR_READ_INVALID_POINTER_READ LAST_CONTROL_TRANSFER: from 60701d86 to 6078a111 STACK_TEXT: WARNING: Stack unwind information not available. Following frames may be wrong. 6e89f18c 60701d86 6e89f1d0 6e89f1c0 a8ce9690 nvd3dum+0x75a111 6e89f1e0 6086e49f ac1b0000 a7fa1470 a90d9780 nvd3dum+0x6d1d86 6e89f210 607ea308 ac1b0000 a7fa1468 00000000 nvd3dum+0x83e49f 6e89ff34 60803517 9f83d298 608034e0 6e89ff80 nvd3dum+0x7ba308 6e89ff44 60a97aa6 5092fc20 b8f1a898 60a97a4e nvd3dum+0x7d3517 6e89ff80 76b08484 9f83d298 76b08460 e739f66c nvd3dum+0xa67aa6 6e89ff94 77dc302c 9f83d298 158aa467 00000000 kernel32!BaseThreadInitThunk+0x24 6e89ffdc 77dc2ffa ffffffff 77ddec7b 00000000 ntdll!__RtlUserThreadStart+0x2f 6e89ffec 00000000 60a97a4e 9f83d298 00000000 ntdll!_RtlUserThreadStart+0x1b SYMBOL_STACK_INDEX: 0 SYMBOL_NAME: nvd3dum+75a111 FOLLOWUP_NAME: MachineOwner MODULE_NAME: nvd3dum IMAGE_NAME: nvd3dum.dll DEBUG_FLR_IMAGE_TIMESTAMP: 5bea26e0 STACK_COMMAND: ~25s; .ecxr ; kb FAILURE_BUCKET_ID: NULL_CLASS_PTR_READ_c0000005_nvd3dum.dll!Unknown BUCKET_ID: APPLICATION_FAULT_NULL_CLASS_PTR_READ_INVALID_POINTER_READ_nvd3dum+75a111 WATSON_STAGEONE_URL: http://watson.microsoft.com/StageOne/TESV_exe/1_9_32_0/51437ce5/nvd3dum_dll/25_21_14_1694/5bea26e0/c0000005/0075a111.htm?Retriage=1 Followup: MachineOwner ------- You know, it could also be the fact that the save is so screwed up after 300+ hours that it'll always be crashing to some degree. it has installed and uninstalled plenty of mods over the course of the gameplay. Maybe back them all up, start fresh from Helgen and see what happens?
  12. Update: Following one of my suspicions I disabled "Ultimate Combat" and so far, after playing for a total of 8+ hours no crashes, well not related to combat anyway. One series of crashes occurred in a cell within the Summerset mod, but outside of combat and it was consistent. (Leaving the cell and reentering stopped the crashes.) The second was the same way, after being in the cell for so long it crashed. At first i thought it was related, but I checked the crash dump and it was different than the combat crashes, closer to the previous cell crash. Something that did occur to me is I never ran GenerateFNIS on this computer so I went ahead and did that. May have caused a fair share of the crashes. I'm not worried about the cell crashes, stuff happens. Just aiming to iron out the combat crashing.
  13. And here's the "primary analysis" of the most recent crash. (It occurred a few seconds into combat.) Crash Dump Analysis provided by OSR Open Systems Resources, Inc. (http://www.osr.com) Online Crash Dump Analysis Service See http://www.osronline.com for more information Windows 8 Version 17134 MP (12 procs) Free x86 compatible Product: WinNt, suite: SingleUserTS Personal kernel32.dll version: 10.0.17134.1 (WinBuild.160101.0800) Machine Name: Debug session time: Thu Nov 22 23:36:55.000 2018 (UTC - 5:00) System Uptime: not available Process Uptime: 0 days 3:31:38.000 Kernel time: 0 days 0:07:31.000 User time: 0 days 2:37:16.000 TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\oca.ini, error 2 TRIAGER: Could not open triage file : e:\dump_analysis\program\winxp\triage.ini, error 2 TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\user.ini, error 2 ******************************************************************************* * * * Exception Analysis * * * ******************************************************************************* TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\guids.ini, error 2 *** WARNING: Unable to verify timestamp for XAudio2_6.dll *** WARNING: Unable to verify timestamp for nvd3dum.dll *** ERROR: Module load completed but symbols could not be loaded for nvd3dum.dll TRIAGER: Could not open triage file : e:\dump_analysis\program\triage\modclass.ini, error 2 GetUrlPageData2 (WinHttp) failed: 12029. *** The OS name list needs to be updated! Unknown Windows version: 10.0 *** FAULTING_IP: TESV+2f2091 006f2091 d901 fld dword ptr [ecx] EXCEPTION_RECORD: ffffffff -- (.exr 0xffffffffffffffff) ExceptionAddress: 006f2091 (TESV+0x002f2091) ExceptionCode: c0000005 (Access violation) ExceptionFlags: 00000000 NumberParameters: 2 Parameter[0]: 00000000 Parameter[1]: 42a99924 Attempt to read from address 42a99924 DEFAULT_BUCKET_ID: INVALID_POINTER_READ PROCESS_NAME: TESV.exe ERROR_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s". EXCEPTION_CODE: (NTSTATUS) 0xc0000005 - The instruction at "0x%08lx" referenced memory at "0x%08lx". The memory could not be "%s". EXCEPTION_PARAMETER1: 00000000 EXCEPTION_PARAMETER2: 42a99924 READ_ADDRESS: 42a99924 FOLLOWUP_IP: TESV+2f2091 006f2091 d901 fld dword ptr [ecx] FAULTING_THREAD: 000033b8 PRIMARY_PROBLEM_CLASS: INVALID_POINTER_READ BUGCHECK_STR: APPLICATION_FAULT_INVALID_POINTER_READ LAST_CONTROL_TRANSFER: from 74af4552 to 006f2091 STACK_TEXT: WARNING: Stack unwind information not available. Following frames may be wrong. 53f4ff28 74af4552 00000b0c ffffffff 007d2f6c TESV+0x2f2091 53f4ff80 74f08484 300d6c00 74f08460 c73f5cae KERNELBASE!WaitForSingleObject+0x12 53f4ff94 77cc302c 300d6c00 e501cbb6 00000000 kernel32!BaseThreadInitThunk+0x24 53f4ffdc 77cc2ffa ffffffff 77cdec75 00000000 ntdll!__RtlUserThreadStart+0x2f 53f4ffec 00000000 00a4b4a0 300d6c00 00000000 ntdll!_RtlUserThreadStart+0x1b SYMBOL_STACK_INDEX: 0 SYMBOL_NAME: TESV+2f2091 FOLLOWUP_NAME: MachineOwner MODULE_NAME: TESV IMAGE_NAME: TESV.exe DEBUG_FLR_IMAGE_TIMESTAMP: 51437ce5 STACK_COMMAND: ~13s; .ecxr ; kb FAILURE_BUCKET_ID: INVALID_POINTER_READ_c0000005_TESV.exe!Unknown BUCKET_ID: APPLICATION_FAULT_INVALID_POINTER_READ_TESV+2f2091 WATSON_STAGEONE_URL: http://watson.microsoft.com/StageOne/TESV_exe/1_9_32_0/51437ce5/TESV_exe/1_9_32_0/51437ce5/c0000005/002f2091.htm?Retriage=1 Followup: MachineOwner Other crashes look much like this. Any help is greatly appreciated.
  14. I've been having this problem for a while now and honestly it's becoming very annoying. In a variety of situations, usually upon entering combat or a few seconds in, the game will just close down. Keep in mind this is completely random, doing the same thing again will not result in a crash. It's like the roll of the dice. I have no clue what the cause is, but it's gotta be a mod since it did this on my old laptop and does it on my new desktop after a fresh reinstall of the game and all my mods. I cleaned up bad scripts, optimized the load order and it still occurs. I have a few suspicions though, but I'd like a professional opinion. Here's my load order. Skyrim.esm=1Update.esm=1Dawnguard.esm=1HearthFires.esm=1Dragonborn.esm=1Unofficial Skyrim Legendary Edition Patch.esp=1BSAssets.esm=1BSHeartland.esm=1BS_DLC_patch.esp=1RaceCompatibility.esm=1HighResTexturePack01.esp=1HighResTexturePack02.esp=1HighResTexturePack03.esp=1Unofficial High Resolution Patch.esp=1Weapons & Armor Fixes_Remade.esp=1SkyUI.esp=1joestarrace.esp=1mon.esp=1Weapons & Armor_FasterArrows.esp=1Complete Crafting Overhaul_Remade.esp=1Smithing Perks Overhaul_Remade.esp=1Weapons & Armor_DragonPriestMasks.esp=1Za Warudo.esp=1Phantasy Star Skyrim.esp=1Helgen Reborn.esp=1MoonAndStar_MAS.esp=1Destroy the Thieves Guild.esp=1TempleofTime.esp=1moltencore.esp=1DragonfallCastle.esp=1LC_immersiveLoot.esp=1quest into the depth.esp=1MiraakFollower.esp=1enhancementgems.esp=1ForgottenCity.esp=1Asavira Dungeon.esp=1KS Dragon Overhaul.esp=1WorldEaterBeater.esp=0The Pit.esp=1rabbithole.esp=1EasierRidersDungeonPack.esp=1SuperSkyrimBros.esp=1mu.esp=1dungeons 4.esp=1summersetisles.esp=1Godswords - Johnskyrim.esp=1Thunderfury - Johnskyrim.esp=1PhantasyStar.esp=1chromaticdragons.esp=1MasterSpellsShouldBeMasterful.esp=1dungeons chapter 3 crystal forest.esp=1GxDemonsSoulsWeapons.esp=1dungeons realm of darkness.esp=1chfshImbuedSword.esp=1AdeptNeck.esp=1Spellblade.esp=1Shadowmourne - Johnskyrim.esp=1DKSword.esp=1JojoStarPlatinum.esp=1UltimateCombat.esp=1BSHeartland - Meshes.esp=1BSHeartland - Textures.esp=1FISS.esp=1SkyTweak.esp=1LeftHandRings.esp=1BloodedSword.esp=1auto unequip ammo.esp=1Dragon Soul Relinquishment.esp=1Summermyst - Enchantments of Skyrim.esp=1FNIS.esp=1Animated Dragon Wings.esp=1Animated Featherd wings.esp=1RaceCompatibilityUSKPOverride.esp=1AngelRace.esp=1P1FlyingRing.esp=1J42_ArmorRatingRedux.esp=1Dragondefender.esp=1DragonDefenderShield.esp=1impatienceofasaint-markers.esp=0Apocalypse - The Spell Package.esp=1DibellasCompulsion-NudeSpell-1-1.esp=1Bashed Patch, 0.esp=1 (More in next post...)
  15. Huh, intresting. I got Swiftblade's 2nd rank to work properly, but when I got to making the Kynareth's Wind power I put in the attack speed modifier at 1.25 like you said. However the game seems to use this value differently when it stems from a power than a perk, it DID stack onto the perk additivly, so putting it in at a value of 1.25 made the Attackspeedmult Value 2.45. Changing the magnitude to .30 made the total 1.50 with the power and perk active. Another thing to note is it seems whenever the first of any type of weaponspeedmult value modifier is applies, it sets that value to 0 first. I activated the power without learning the perks first, and my value was .30, found that interesting. (I'll have to put in a warning about that when I upload the mod after it's done.) On an unreleated note I see your avatar and the UI theme starts playing in my head.
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