HurricainReaperProductions Posted June 9, 2023 Author Share Posted June 9, 2023 what is ar and br Link to comment Share on other sites More sharing options...
Sphered Posted June 11, 2023 Share Posted June 11, 2023 Updating skin is instant with a NiOverride script call, either NiNodeUpdate or perhaps UpdateWeight, been a while but yes it can be instant, just an extra step. AR BR.... Armor Rating and Block Rating would be my assumption Link to comment Share on other sites More sharing options...
maxarturo Posted June 11, 2023 Share Posted June 11, 2023 (edited) The engine has the flaw that retains in-game what's in memory, so in order to change a texture's or a mesh's file path it needs to unloaded it from memory, and re-loaded. ...................................................................................................................................... AR = shortcut for 'A Race' BR = shortcut for 'B Race' we declare and store the actor's race so that the script/game can use it later. Race AR = iActor.GetRace() - the actor's primary race Race BR = iActor.GetRace() - the actor's race once it transforms ( BR == AR ) If ( BRace equals ARace ) ;; remove the new skin armor because we are back to normal Edited June 11, 2023 by maxarturo Link to comment Share on other sites More sharing options...
HurricainReaperProductions Posted June 12, 2023 Author Share Posted June 12, 2023 ok its not compiling for me. 2 questions 1 does it require skse cause im looking for a non skse option 2 does it require ae or can i use the 1.5.97 version cause i refuse to upgrade till all mods i require are updated and currently still missing 4 major framework mods that are still 1.5.97 Link to comment Share on other sites More sharing options...
maxarturo Posted June 12, 2023 Share Posted June 12, 2023 It does not require SKSE, it uses simple default Papyrus, and it does not matter which version of the game you have. It's a simple script and it should compile just fine, post your warning message. Link to comment Share on other sites More sharing options...
scorrp10 Posted June 13, 2023 Share Posted June 13, 2023 Of course it is not compiling. AR is local to OnEventStart. OnRaceSwitchComplete has no idea what it is. Link to comment Share on other sites More sharing options...
HurricainReaperProductions Posted June 13, 2023 Author Share Posted June 13, 2023 Of course it is not compiling. AR is local to OnEventStart. OnRaceSwitchComplete has no idea what it is.so is there a workaround? Link to comment Share on other sites More sharing options...
scorrp10 Posted June 13, 2023 Share Posted June 13, 2023 Yeah. Make AR global. Race Property WerebeastRace Auto Armor property WerebeastSkin auto Armor property WerebeastSkinNew auto Actor iActor Race OriginalRace EVENT OnEffectStart(Actor akTarget, Actor akCaster) iActor = akTarget OriginalRace = iActor.GetRace() ENDEVENT EVENT OnRaceSwitchComplete() Race NewRace = iActor.GetRace() If ( NewRace == WerebeastRace ) iActor.UnequipItem(WerebeastSkin) iActor.EquipItem(WerebeastSkinNew) ElseIf ( NewRace == OriginalRace ) iActor.UnequipItem(WerebeastSkinNew) EndIf ENDEVENT Link to comment Share on other sites More sharing options...
maxarturo Posted June 13, 2023 Share Posted June 13, 2023 Yeah... it was a stupid omission on my part, that I didn't even bother to look at the script again. That's what you get for trying to assist with your phone while sitting and relaxing on a beach.... Link to comment Share on other sites More sharing options...
HurricainReaperProductions Posted June 13, 2023 Author Share Posted June 13, 2023 thanks fopr the help ill credit you when im finished with the mod. it is a complete remake of my werebeast expansion mod but it has many bug fixes and improvements this was the last piece to complete the bloodlines with minimal compatibility issues Link to comment Share on other sites More sharing options...
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