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portbash

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  1. Didn't the code example made that clear? Anyway... thx for the reply. +A pitty.
  2. Right now I'm using setName on a current references baseObject: ActionRef.getBaseObject().setName("Name") Now, by renaming an object, lets say, the reference is the common bed furniture, all(!) common beds in the world will use that new name. How to create an unique "copy" of this reference to apply the new name to just this reference?
  3. Any nif magician out there who can provide (or guide) me with a customized skeleton.nif of the hare with all havoc collisions disabled?
  4. CONFIRMED & SOLVED Manipulating the InventoryWeight actor value will update the SpeedMult value! Download & endorse: Frost Magic Bugfixes
  5. I'll check it out. Thx a lot Ceru! EDIT: From the mod description (Author WizardWhitenoise)
  6. Well... not even the original ice/slow spells are doing the trick. something ain't right. @sunny: Yeah I might need to create a workaround using SKSE... Right now I'm using the following hack: while player.isWeaponDrawn() == false player.drawWeapon() wait(0.0001) endwhile while player.isWeaponDrawn() == true player.SheatheWeapon() wait(0.1) endwhile But there is a tiny moment where the weapon is shown - sucks. Going to try it with sneaking instead.
  7. I am using a (constant) magic effect! still the player has to draw the weapon or do other actions to make the new speedmult value kick in. I'll check out & reverse an ice spell... good idea. Thx @Sunny: Thx mate but I'm just having difficulties to get the speedmult updated. Not messing with stamina and such. But thx for the effort.
  8. I'll bump this one as I got the same problem: Speedmult manipulations are only applied/updated if player does some certain action (draw weapon, sneak...). What's the trick? I've seen speed altering in other mods working just fine...
  9. I'm currently working on the uninstall function on my current mod project and I'm having difficulties to get rid of the scripts. The main script is attached to quest & and one is running as a player alias script. I stopped the quest, cleared the alias and what not. However, after checking with a save manager the scripts are still listed and not even flagged out-dated.... .
  10. GetLastHitCritical isn't working for me either.
  11. I liked the quest/alias idea so I tried it, but it doesn't find a match. I also applied a constant ability spell on a test NPC with the GetLastHitCritical as spell condition - not working either. Thx, but knowing the critical hit percent chance isn't helping.
  12. Hm, hm... hmmm. Thanks for the efforts - much appreciated. I agree with the messy & uncertain part but very creative thinking man. Hm. F***. Without detecting critical hits I can drop the hole idea, as I was planning to have different bonus variations especially for critical hits. Like: 10% chance that the target is paralyzed when critical hit was landed.
  13. Hm, hm. Still no luck. I've tried several variations and still, no critical hits are noticed. I got the feeling that the GetLastHitCritical isn't usable. Has anyone ever successfully used this condition? Is there any other way to detect a critical hit landed by the player?
  14. I'm trying to have a perk only be activated if the players last hit was a critical one. Therefore I've planed to use the GetLastHitCritical condition. But it isn't working. www.creationkit.com says: "GetLastHitCritical indicates whether the last time an actor was hit resulted in a critical strike." Is it the player that registers the hit, or is it the enemy? Where shall I put the GetLastHitCritical condition. In the perk owner tab or in the target tab? grrr...
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