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Sixdd

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Everything posted by Sixdd

  1. In response to post #43213170. #43213650, #43214685, #43224605, #43231310, #43231435, #43232450, #43232890, #43235755, #43237595 are all replies on the same post. Actually you don't have to rename anything or repackage anything, you just install it. There are no special steps, you extract the files into your skyrim folder just like anything else. It's so frustrating to see people making mountains out of nothing, personally I use MO and it just makes it way easier to install/uninstall mods because you can't accidentally break a dependency and ruin a 50+ hour game save (which happened to me with NMM causing me to switch to MO). </rant>
  2. haha, when it rains it pours. At least you and the support team won't be bored any time soon :)
  3. I never use the 'drag and drop' method to add mods because I have an irrational distrust of such features. However the 'Add Mod from File' button works flawlessly and automatically syncs the mod info from the Nexus as long as you don't change the file name. I've said it before and I'll say it again, keep up the great work guys, the Nexus is still the best at what it does in my book.
  4. Does it really matter what the version number is? If the thing works then who gives a rats patoot about whether it is in Beta still. Keep it in beta for all eternity for all I care, version numbers mean nothing compared to the 99.99% success rate that I have experienced with NMM and NexusMods in general. Heck I remember when this was just a Morrowind modding community, keep up the great work you guys I've never regretted going premium.
  5. hmm... so basically you create an effect that will heal a huge amount and the script casts it to just heal and not actually modify health? If so it is a really good idea... brb gonna test it. EDIT: Well it works perfectly and I'm having some celebratory Mac 'n Cheese. Thanks for all your help, this will be the first step for me in learning to script again.
  6. Okay tried it in my previous script and it does technically work, but it also will increase the max health of the player too, I just want it to fill up... is there a simple way to check the difference between current health and max health and then turn it into a variable I can use?
  7. I'll give that a shot and see what I get. Last night I managed to come up with the following but it does not work quite how I intended... ScriptName MyScript Begin Gamemode If Player.GetHealthPercentage < 0.50 Player.SetActorValue Health 999 EndIf End Obviously I learned very quickly that SetAV will change the base value and not just fill your total health like I had intended. The other problem is that it only worked once, after it initially bumped my health to 999 it never bumped it again. I'm still scratching my head on that one. When using "Begin Gamemode" will it run the script constantly while in "Gamemode" or do you have to cycle back out from the "Menumode" to "Gamemode" again to run the script?
  8. I just need a little help with a very simple script. I need a script that will check players health and if at 50 or less will refill health. I know a little about scripting but I haven't done any of this stuff since Morrowind came out. I'll post what I need from the script in suedo-code for reference. Start MyScript Get Player Max Health Get Player Current Health If "Player Current Health" is Less Than "Player Max Health" Set "Player Current Health" to "Player Max Health" End End MyScript Sadly I have no idea how to express this properly in G.E.C.K. script :confused: Any help is very appreciated. EDIT: I'd also like to note that I want to be able to refill the players health but keep limb damage, basically not allowing the player to die but remain crippled.
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