Boombro Posted February 23, 2015 Posted February 23, 2015 Does anyone knows how to change flora re-spawning time?
ChampionOfContinuity Posted February 23, 2015 Posted February 23, 2015 (edited) I've asked this elsewhere but the question has since then been buried. Is there a resource instructing one on how to include their textures into their mods so that the players settings determine the texture used? IE, low settings will use a smaller/less detailed texture vs high settings.No. You have to provide different download files for the users to pick which textures they wish to use. If this is the case, how does Skyrim determine which textures to load when you pick the detail level or specifically the texture quality in the advanced settings out of the launcher then? Edited February 23, 2015 by ChampionOfContinuity
Ellorienne Posted February 23, 2015 Posted February 23, 2015 Does anyone knows how to change flora re-spawning time?There is some information here: http://www.gamesas.com/modify-reset-time-tree-and-flora-harvestables-t291450.html And there is a mod that fixes a glitch associated with flora respawn: http://www.nexusmods.com/skyrim/mods/31268/?
Galadreal Posted February 23, 2015 Posted February 23, 2015 I am adding custom body textures to some NPCs as part of a mod...while I don't get the grey face bug, the body texture has a grey look to it. Does anyone know what is causing this, and how to fix it?This is a problem with the settings in BSLighteningShaderProperty. One of those color settings I think. I will give it a shot, I had no idea where to even start. And I am trying to learn nifscope. I really appreciate the reply.
IsharaMeradin Posted February 23, 2015 Posted February 23, 2015 I've asked this elsewhere but the question has since then been buried. Is there a resource instructing one on how to include their textures into their mods so that the players settings determine the texture used? IE, low settings will use a smaller/less detailed texture vs high settings.No. You have to provide different download files for the users to pick which textures they wish to use. If this is the case, how does Skyrim determine which textures to load when you pick the detail level or specifically the texture quality in the advanced settings out of the launcher then? The texture files are the same. The game does not load different textures when quality is changed. It renders them differently but the files themselves are the same.
ZeroCore Posted February 24, 2015 Posted February 24, 2015 (edited) Does anyone know if there is a way to make the player jump a lot higher? I'm aware that the gravity in skyrim can be adjusted in the CK, but I'm not sure if altering that will allow for one to jump higher than they already can (and I'm not well-versed at using the CK or the gravity alteration comands regardless). All topics that I've started when trying to ask this have been ignored and burried. I would appreciate some help on this. Edited February 24, 2015 by ZeroCore
Mattiewagg Posted February 24, 2015 Author Posted February 24, 2015 Does anyone know if there is a way to make the player jump a lot higher? I'm aware that the gravity in skyrim can be adjusted in the CK, but I'm not sure if altering that will allow for one to jump higher than they already can (and I'm not well-versed at using the CK or the gravity alteration comands regardless). All topics that I've started when trying to ask this have been ignored and burried. I would appreciate some help on this.I think you can adjust the actor value JumpMult with a spell?
ZeroCore Posted February 24, 2015 Posted February 24, 2015 Does anyone know if there is a way to make the player jump a lot higher? I'm aware that the gravity in skyrim can be adjusted in the CK, but I'm not sure if altering that will allow for one to jump higher than they already can (and I'm not well-versed at using the CK or the gravity alteration comands regardless). All topics that I've started when trying to ask this have been ignored and burried. I would appreciate some help on this.I think you can adjust the actor value JumpMult with a spell? Thanks for the info. Do you know how I would go about scripting this, or where I could look that information up?
Ellorienne Posted February 25, 2015 Posted February 25, 2015 My 'Traits for Skryim' crafting overhaul mod adds a large number of armors and weapons with traits. They are not improved in the ordinary method, but by using the forge plus a recipe with increasing amounts of different tempers. This way, however, tempering bonuses gained through perks will not apply. What would be the best way to apply these bonuses to the crafted armors? My thoughts at this stage are to add an entry point to each perk with modify armor rating, with the corresponding multiplier, and an item condition of haskeyword, and giving all the new armors a unique keyword. Would this have the same effect mathematically speaking?
Mattiewagg Posted February 25, 2015 Author Posted February 25, 2015 Does anyone know if there is a way to make the player jump a lot higher? I'm aware that the gravity in skyrim can be adjusted in the CK, but I'm not sure if altering that will allow for one to jump higher than they already can (and I'm not well-versed at using the CK or the gravity alteration comands regardless). All topics that I've started when trying to ask this have been ignored and burried. I would appreciate some help on this.I think you can adjust the actor value JumpMult with a spell? Thanks for the info. Do you know how I would go about scripting this, or where I could look that information up?No need for a script. Just a spell, modifying an actor value. I'm not much of a spell guy. If lofgren is around he might be able to help. But it may have the issue where, in order for it to take effect, youneed to change the player momentarily. You can do this by creating a weightless item, and adding a script to the MGEF of your spell. OnEffectStart, it would AddItem that item to the players inventory, wait 0.1 secs and then RemoveItem. http://www.creationkit.com/RemoveItem_-_ObjectReference http://www.creationkit.com/AddItem_-_ObjectReference http://www.creationkit.com/OnEffectStart_-_ActiveMagicEffect
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