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Evyen

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  1. Cheers Smashballs. AV=0.00000 so I have verified meleedamage is 0. I am going to go through the wiki and find how the game gets the Damage stat under in the inventory UI. That should be the way to a solution. If I can get the gold value or carry weight as a value for damage, then the actual sheet damage should be possible too. Just need to find the formula or command.
  2. Thanks Smashballs and Dylbill, I'm not there yet but with your pointers I feel like I am getting on the right track. Through weapon damage I can get there, but that would mean that during a playthrough tempering (smithing) would get ignored for progression which is not something I want to give up on right away. Game.GetPlayer().GetEquippedWeapon().GetMaxRange() perhaps through a nifty formula I can get the current damage of said weapon. Range should be damage range through tempering seeing how Reach is also a "form" (?) I tried caster.getav("meleedamage") again and no damage until I player.setav meleedamage 12 through console..... lo and behold, I do damage. Going to see if I cannot get
  3. The recommended wiki page is a source I have poured over multiple times.  Caster.getav("meleedamage") as float was one of the first things I have tried and it compiles just fine. Sadly the ability triggers no problem, but does no damage. Player.getav does not compile even though that is how I used to get some things done in the console ie player.modav xxxxxxxx.  At first I thought caster.getav is the solution and the ability doing no damage was caused by something else, but Damage = PlayerActor.Getgoldamount() works just fine, which made me think I used the syntax wrong and thus Damage = playeractor.getmeleedamage() was born, which obviously doesn't compile. I wonder if meleedamage is correct but the caster has no meleedamage unlike unarmeddamage. It is the weapon that has melee damage? Damage = Game.GetPlayer().GetEquippedWeapon() PlayerWeapon.getBaseDamage() Would this be the way to go instead? Will try later when I am sitting behind my computer.
  4. Hi all, Just noticed this thread after I posted my question somewhere else. How do I get the following script to use my currently melee damage instead of enchanting skill level for damage calculation? Just to be clear, that's the stat I'd like to link to the damage of the ability or if it isn't possible, the right hand weapon damage. Any help would be appreciated!
  5. Hi all, I am currently struggling with a modification to a script of an existing mod. I am not a modder nor do I have any experience whatsoever, but with the help of some tutorials and a lot of trial and error I managed to edit a lot of the mod to suit my liking except for this last part. This mod I am modifying for my playthrough has an ability which damage is tied to the enchanting skill. I managed to tie it to a some other data except to equiped weapon damage / melee damage. I would like the damage to be tied to my current melee damage/weapon damage. This is the part where I am struggling with. I tried different options. Some do not compile because of errors, fair enough. Some compile succesfully but do not work ingame. Damage = Caster.getav("attackdamage") as float for example compiles just fine, but the ability does no damage at all. Same when I change it to meleedamage . Even Damage = PlayerActor.Getgoldamount() as float works so there is no way something as simple as tying the damage to sheet dps isn't possible. Just to be clear, that's the stat I'd like to link to the damage of the ability. Any help would be appreciated!
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