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Oermtuhz

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Everything posted by Oermtuhz

  1. I'm in the same boat and as best as I can figure it's <cost mult>*(<magnitude>*<duration>*0.1)^1.1 <Cost Mult> is the Base Cost field in the Magic Effect. Magnitude and Duration default to 10 if not specified (like with summon spells). For example: Flames has a base cost of 1.5 and a magnitude of 8, but no duration so 1.5*(8*10*0.1)^1.1=14.77--- The decimal gets chopped off by the UI but you can see this in action if your Magicka regeneration rate is low enough.
  2. Looking in xEdit and confirming in CK, the Actor Value records for each skill have a "Skill Use Mult" that may be interesting Alteration is 3.00 Conjuration is 2.10 Destruction is 1.35 Illusion is 4.60 Restoration is 2.00 Some other notable skills are Enchanting at 900.00, Alchemy at 0.75, and Light/Heavy Armor at 4.00 and 3.80, respectively. I also know that Calculations are done with Floats, then are rounded at various points (that's how the UI can show you having the Magicka to cast a spell but you still can't cast it because you don't have enough Magicka).
  3. I've been editing my saves to get offline pawns to better suit their role in the party and avoid things like my warrior having Pioneer/Challenger or pawns being complete fashion disasters. To that end, I'm comparing the layout of mUseSceneTalk in the save file with the order on the wiki and they don't line up. This is not a criticism, but it is relevant to my purposes. I haven't found any resources surrounding this and I'm not sure what to search for or what obscure corners to scour, if any. I suppose going entry-by-entry and input-by-input would be possible, but I'd definitely like to expedite the process if at all feasible. I should stress that I play strictly offline on neurotic principle and thus the main determinate for pawns to hire is skills and augments, at least at present. TL;DR: 1) What is the order of the entries under mUseSceneTalk 2) What is the order of the values these entries accept
  4. Thank you for the reply. The notification that it is creating the .esp happens as soon as I open Creation Kit. Upon further testing it seems that the CK always has this mod active, and TES5 Edit shows it to be empty with no masters. I should note that this is happening after a pure vanilla reinstall. My only mods are a few edited Global Values (Timescale, Killmove) and some hand-merged records in separate mods. Disabling these seem to have no effect. The only other modification I can think of is Beth.ini, but it had seemed stable previously and wasn't deleted. - Edit: A clean install seems to have fixed it, but I still have no idea what happened. I'm keeping the borked files if there is any tests someone more familiar with Skyrim the CK are interested.
  5. I was working in Skyrim's Creation Kit on building a cell when it crashed. When I started it back up, it states it is creating a "DEFAULT.esp" and upon attempting to load data gives the error: Assert: File: ..\TES Shared\misc\BGSLocalizedString.cpp Line: 2871 LOCALIZATION: Error opening or reading strings file. Abort/Retry/Ignore All options close/crash the Creation Kit. Retry and Ignore give a warning that Dragonborn's strings file is missing first. I am very confused.
  6. Is there still a mod that introduces a poses menu to racemenu by expired? I remember there being one, but can't for the life of me remember what it's called. With the fine adjustments possible, being able to t-pose my character without a large poses mod I'll never use otherwise would be nice. Thanks in advance.
  7. I have been kicking around ideas for a warrior overhaul and wonder if applying the 1h and 2h versions of a weapon class's perk would be functional and if so, how? For example: would giving Limbsplitter and Hack-and-Slash to an axe (I presume through keywords?) make it deal both effects for double bleed, or would one effect just kill the other?
  8. Many thanks. I have had trouble getting scripts open so I haven't been able to read them, but I'll give more attention to that.
  9. I'm trying to make Breezehome's Alchemy Lab and Child bedroom not mutually exclusive. My thinking was to make the things that enable/disable the Bedroom's X Markers refer to a new X Marker and disable the switch making the lab override the bedroom. However, I can't seem to find what's actually doing the switch. I have been through the CK's tutorial and it was largely unhelpful.
  10. I have had a large number of pop-ups (specifically, it opens a new window to mostly junk sites with a crazy urls) and I wanted to see if this is a problem others are getting or if it's just the new security program.
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