IsharaMeradin Posted May 24, 2014 Posted May 24, 2014 On 5/24/2014 at 4:08 AM, lofgren said: Is messing around with the ini settings really necessary? Is the JumpingBonus actor value nonworking?No idea. The OP asked how to change the jump value and was attempting to use console commands in their initial script. Simply converted it to use the Papyrus/SKSE equivalents.
lofgren Posted May 24, 2014 Posted May 24, 2014 Well I tested it and the JumpingBonus AV appears to do nothing at all. So… carry on.
PaladinKyle Posted May 25, 2014 Author Posted May 25, 2014 On 5/24/2014 at 4:08 AM, lofgren said: Is messing around with the ini settings really necessary? Is the JumpingBonus actor value nonworking? Elaborate on this JumpingBonus.
lofgren Posted May 25, 2014 Posted May 25, 2014 There is an actor value called JumpingBonus, which I naturally assumed would affect your, well, bonus to jumping. But it either doesn't do anything or it does something else entirely, because even setting it to 500 didn't give me any extra height.
PaladinKyle Posted May 25, 2014 Author Posted May 25, 2014 (edited) On 5/24/2014 at 3:40 AM, IsharaMeradin said: Bool Property SpaceJumpBoots Auto <-- this is wrong Armor Property SpaceJumpBoots Auto <-- needs to be this If akBaseObject == SpaceJumpBoots <-- both lines of this If akBaseObject as Armor == SpaceJumpBoots <-- adjusted to this -- my fault, I forgot to put that in originally. I made these changes and it compiled successfully, but it still doesn't work. Should I send you the pictures of the quest specifics for your evaluation? EDIT: It works! Thank you so much for your help, your Nexus username will go in the credits to my mod. ALTHOUGH, I did encounter a bug with the OnGameLoad part of the script.. if I load a previous save in which I didn't have the boots then my jump would still be as the higher jump value. I don't know if you can fix that or not, but it's just a minor issue. Edited May 25, 2014 by Kyle8497
IsharaMeradin Posted May 25, 2014 Posted May 25, 2014 Alright, try this then. Instead of checking the value of the current jump height, just check to see if the script's actor reference is wearing the boots, then set the value at the new jump height. Otherwise don't do anything and it should continue to use the default jump value. Reveal hidden contents Scriptname SpaceJumpBootsHigherJump extends ReferenceAlias Armor Property SpaceJumpBoots Auto Float Property NewJumpHeight Auto Float OldJumpHeight Float CurrentJumpHeight Event OnObjectEquipped(Form akBaseObject, ObjectReference akActionRef) If akBaseObject as Armor == SpaceJumpBoots OldJumpHeight = Game.GetGameSettingFloat("fJumpHeightMin") Game.SetGameSettingFloat("fJumpHeightMin",NewJumpHeight) CurrentJumpHeight = NewJumpHeight EndIf EndEvent Event OnObjectUnequipped(Form akBaseObject, ObjectReference akActionRef) If akBaseObject as Armor == SpaceJumpBoots Game.SetGameSettingFloat("fJumpHeightMin",OldJumpHeight) CurrentJumpHeight = OldJumpHeight EndIf EndEvent Function OnPlayerLoadGame() If Self.GetActorReference().IsEquipped(SpaceJumpBoots) Game.SetGameSettingFloat("fJumpHeightMin",NewJumpHeight) CurrentJumpHeight = NewJumpHeight EndIf EndFunction
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