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Batch SetScale?


justinrpg

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RomanR and the modthis and modtahat adds the modded result to the base value. If we have skill 51 and mod it with 200, will we then get a skill of 251?

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I tried using this command to modify armorer and alchemy skills on my character at master level (aka 100) of these two. The result was that they were set at 44 for some reason.

 

However if you say that you can't use variables (ref type), approach using console is very limited and he'll end up type exact FormID (if he will able to get it) for NPCs one-by-one. And using advanced scripting like conditions and loops is propably out of question too.

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Yes. It is out of the question. Only proper way to do it is through CS or CSE. Maskar is doing similar when he changes the game, using CS scripts. I do not know exact what he is doing, no one does. I am not patient enough to follow his scripts but I do it when I am forced to do it. I know he change stuff. :wink: MOO is script based.

 

ModAV and SETAV will have some odd effects for sure in Oblivion. This is not Skyrim nor Morrowind, so this is only bugged in Oblivion as far as I know. Lets set the base skills on a char or NPC:

 

Lets pretend your char has armorer set to 31

 

Type:

player.Setav armorer 200 

It should have base skill 200 now right? Do it again and what will you see?

player.Setav armorer 200 

Well I can tell you it will have skill 31 now. It is like it toggle armorer 200 on and off.

 

 

When I get impatient with slow walkers that I am forced to follow, I increase their speed with 600. Click the NPC and:

modav speed 600

and you can start running instead of crawling after that slow NPC. You 2 will run like the wind in a tornado together. Do that during the FG quest line, when you follow that Dark Elf to the Ayleid Ruins outside Leyawiin. He is so damn slow...

Edited by Pellape
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I was told once that using OBSE alternatives is better, but we are going off-topic. Lets make a conclusion - using console for this task doesn't bring any benefit to make it easier, and be done with it.

 

Besides I find this justinrpg guy suspicious a little. He seems always bring some weird corner case which no one (and mostly for a good reason) will use, and most attempts to help him are answered with ecstatic cries like "LIES! , FAKE!" etc. I think I will avoid him and any of his topics in the future.

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xOBSE is not really an alternative. It is newer versions of the base. I do not know why Idle named the newer versions to xOBSE instead of OBSE as that is what it is. I guess he can't access the OBSE account and just leave it there as it was made 2013.

 

Well the original dialogue is over for this thread anyway RomanR, so it does not matter if we debate OBSE in it I guess really. I do not think a proper script will be ever made for this honestly. I do like a nice dialogue anyway.

Edited by Pellape
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AHHH!!! OBSE alternative commands to the original ones. They usually works a bit differently. Most of them can do what the original command can + more but some are something else. They sound similar but do not do anything similar and I got fooled many times by them. Before we use those latter, we really must read the whole description to figure out what the main purpose really is. If we do not, weird stuff will happen, weird and unpleasant.

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