etayorius Posted January 9, 2010 Share Posted January 9, 2010 There are few questions about Construction Set: First, i want to be able to change the requirements to get to Novice, Apprentice, Journeyman ETC, it takes kinda too high to get there, so i want to lower the requirements for each level to meet my needs. Second, how do i change attribute dependancy? i want to make Acrobatics as part of Agility. Third, where are the options to for the jumping gravity? i want to raise the jump height for about 25-40% more and make it 60% faster to land, i kinda feel the jump is a little cheap and moon like gravity. Fourth, is it Possible to give a percentage boost for jumping height each new level say for Novice, Journeyman, etc? If anyone could answer step by step how to reach this options in TES CS i would appreciate it, if possible with pics since im a little slow on learning new Game Editors, last time i tried to mod a game was Vampire the Masquerade - Redemption, and it was in few ways similar. Thanks in advance. Link to comment Share on other sites More sharing options...
grmblf Posted January 9, 2010 Share Posted January 9, 2010 1 - No idea2 - Character \ Skills3 - Gameplay \ Settings... They start with fJump...4 - I think it grows gradually each level, not each 25 levels. Btw you can use the OBSE function SetNumericGameSetting to change those values in-game and give them a boost at each perk. Check the wiki for more info: link. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 9, 2010 Share Posted January 9, 2010 (edited) First, i want to be able to change the requirements to get to Novice, Apprentice, Journeyman ETC, it takes kinda too high to get there, so i want to lower the requirements for each level to meet my needs. http://cs.elderscrolls.com/constwiki/index...llApprenticeMin However, keep in mind that it affects all skills, and setting journeyman, expert, master too low may have some unwanted side effects in relation to acrobatics and sneak attacks (journeyman acrobatics causes all sneak attacks to be power sneak attacks, and is hardcoded). It also applies to NPCs as well. Edited January 9, 2010 by Vagrant0 Link to comment Share on other sites More sharing options...
etayorius Posted January 9, 2010 Author Share Posted January 9, 2010 Thanks a lot! i was able to change just what i wanted successfully in game. Is there any option to change the melee attack speed gradually? Anyway i still didnt found any option to gradually increase jump height. Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 10, 2010 Share Posted January 10, 2010 Thanks a lot! i was able to change just what i wanted successfully in game. Is there any option to change the melee attack speed gradually? Anyway i still didnt found any option to gradually increase jump height.Melee attack speed is controlled solely by the weapon used. For jumping, I believe it useshttp://cs.elderscrolls.com/constwiki/index.../FJumpHeightMaxfor the maximum height at 100 skill and useshttp://cs.elderscrolls.com/constwiki/index...mpFallSkillMultto taper back damage from jumping so you aren't killing yourself from a normal jump. Link to comment Share on other sites More sharing options...
etayorius Posted January 11, 2010 Author Share Posted January 11, 2010 Here is another question, how do i add spawn spots? i keep reading people add more "spawning spots" all over tamriel, yet i dont see any or how to... anyone can help? Link to comment Share on other sites More sharing options...
Vagrant0 Posted January 12, 2010 Share Posted January 12, 2010 Here is another question, how do i add spawn spots? i keep reading people add more "spawning spots" all over tamriel, yet i dont see any or how to... anyone can help?The quick and dirty way is to open the render window to a cell where you want to place the spawns (make sure your clipping distance has been adjusted so that you can see all items in the cell (to avoid dropping spawn points on walls, rocks, and buildings)) drag the leveled creature item into the render window somewhere that's open, press "f", use arrow keys to move a few cells away, place another, press "f". Rinse and repeat. The long and dirty way is to go into the region editor, remove all region areas which have items/textures attached to them* (use the check boxes below to enable/disable certain viewing options) (you'll be cleaning this change once you're done). Ignore any warnings that might come up, and just delete the region areas. this should leave just a few areas remaining which are related to map names, or world borders (you'll want to keep these so you'll have an idea where to create your own regions). Next, create a new region, name it whatever you want, and create a few region areas based on what parts of the world you want your creature to appear in. Within region items, place the leveled creature object (40-70 chance none preferred) within the list, and supply a radius somewhere between 2000 and 3600, a density between 20 and 40 (higher number with a higher radius), a min height above 36, a max height around 12000, or unlimited. When done, click generate for each of your regions, and the process should move rather quickly (If it is slow, either one of your item settings was wrong, or you forgot to remove a nearby region which contained items (close the mod, don't save, and start over)). Once done, save your mod, load it in TES4Gecko/Tes4edit, and delete all changes to regions (not the cells). The very dirty way would be to just attach your own creature to a vanilla leveled list which serves similar areas as your creature, and hope that people using OOO and the like have some idea how to merge leveled lists. *the reason why you remove regions is because once items have been placed by a region, they are saved within the CS, and are no longer attached to the region, and can become duplicated/changed if another region in the same area is generated. Removing all regions with items ensures that when your region is generated, the items created by that new region will be the only new items being made, and cells would remain otherwise unaffected. Deleting the region records from the mod makes it so that your region never existed and there is no conflict with existing regions. Link to comment Share on other sites More sharing options...
etayorius Posted January 16, 2010 Author Share Posted January 16, 2010 Thanks for all the support, i got yet another question... how do i speed up melee attack? anyway to make handtohand faster each new skill point? Link to comment Share on other sites More sharing options...
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