Mattiewagg Posted March 5, 2015 Author Share Posted March 5, 2015 Bigbizkit: are the npc's TRYING to go through the doorway but just seemingly getting stuck at the door? Can you get through the doorway? If yes to both check the navmesh and make sure that no vectors are yellow lines. Open up nav mesh menu and do a path check overlay to make sure the navmesh is wide enough for the npc to use the triangles in the archwayThe vectors were all white so no overlapping of "outer navmesh" meaning it was all nicely connected. Also the navmesh was just as broad as the doorway, like two npc's next to each other. But when I did the overlay, it would not connect. So now, I made it a bit broader than the actual doorway and the testing overlay shows a connection. Let's see if it works now...Did it? Link to comment Share on other sites More sharing options...
BigBizkit Posted March 5, 2015 Share Posted March 5, 2015 Seems like it did, yes. Thanks alot, icecreamassassin. I did not know about the test-overlay to begin with. Link to comment Share on other sites More sharing options...
icecreamassassin Posted March 6, 2015 Share Posted March 6, 2015 You might turn on the show collision option and make sure that no nearby objects are obstructing it. Link to comment Share on other sites More sharing options...
Darthsith Posted March 7, 2015 Share Posted March 7, 2015 How do/would stacking perk effects work? That is to say, two separate perks reducing spell power cost to the same tier level magic. Do they both take effect or is one cancelled out based on lower 'priority'? Link to comment Share on other sites More sharing options...
lofgren Posted March 7, 2015 Share Posted March 7, 2015 The perks are applied in order, higher priority first, lowest priority last Link to comment Share on other sites More sharing options...
Darthsith Posted March 8, 2015 Share Posted March 8, 2015 The perks are applied in order, higher priority first, lowest priority lastGood to know, thanks again. Link to comment Share on other sites More sharing options...
Ellorienne Posted March 8, 2015 Share Posted March 8, 2015 Is there a quick way of modifying certain item's $value? I'm looking at trying to reduce the amount of work involved in making my Traits for Skyrim mod. At the moment I am manually adjusting the $value and AR or weapon damage using the values from the page on smithing on UESP. I can modify the AR as part of the perk added via script, but need a way to do the same for the $value of the specific item. Link to comment Share on other sites More sharing options...
Ellorienne Posted March 8, 2015 Share Posted March 8, 2015 (edited) Also, does anyone know what the values are for an item's tempering health to increase it to the next level? I'm guessing that the condition 'getitemhealthpercent' refers to the quality of the tempering. I need the numerical values for normal, fine, superior etc so that I can add a perk to a tempered item. Edit: I've discovered that 1.0 is normal and 1.6 is legendary. I am assuming that values in between are spaced evenly, so 1.1 would be fine, 1.2 superior and so forth. Is anyone able to confirm this? Edited March 8, 2015 by Ellorienne Link to comment Share on other sites More sharing options...
Ellorienne Posted March 8, 2015 Share Posted March 8, 2015 (edited) Ok, one more question. Sorry for the multiple posts, but I've put them separately in case someone already read and dismissed the previous two because they don't know the answer. What condition checks the player's total skill level based on perks and potions and all other active effects? (rather than the base level). Is there a way in the CK to setitemhealthpercent for a tempering recipe? I know SKSE has this function - I would like to limit the amount that an item is improved each time so that it can only be improved by one level each time. Each level will require different tempering items. I have done this the hard way, making all the different quality armors, and all the different quality recipes using the forge instead of workbench/grindstone - and I've been giving it a lot of thought and looking for a way to make this simpler. I'm hoping that this function will achieve this. If it has to be done with a script, would the script be attached to the item that I want to improve incrementally? If that is the case (and if there's no way to do it in the creation kit), could someone write the script for me with the conditions (the syntax is all wrong, but I can't script, but you get the idea). ifgetitemhealthpercent >= 1.0 and <1.1setitemhealthpercent = 1.1 elseif getitemhealthpercent >= 1.1 and <1.2setitemhealthpercent = 1.2 elseif getitemhealthpercent >= 1.2 and <1.3setitemhealthpercent = 1.3 elseif getitemhealthpercent >= 1.3 and <1.4setitemhealthpercent = 1.4 elseif getitemhealthpercent >= 1.4 and <1.5setitemhealthpercent = 1.5 elseif getitemhealthpercent >= 1.5 and <1.6setitemhealthpercent = 1.6 endif I could add this to another script that I'm attaching to specific items, or I could add it as a separate script, so each item has two scripts. Which would be better (if scripting is indeed the only way to go?)? Edit:I've had plenty of time to keep thinking about how to implement this, and I think perhaps a scripted MGEF added via the perk. I used this method to alter the output quantity of food recipes, using the following script: Int Property NewAmount Auto FormList Property RecipeList Auto {A formlist of ConstructibleObject records aka Recipes} Event OnEffectStart(Actor akTarget, Actor akCaster) Int Index = 0 Int RLSize = RecipeList.GetSize() While Index < RLSize ConstructibleObject Entry = RecipeList.GetAt(Index) as ConstructibleObject Entry.SetResultQuantity(NewAmount) Index += 1 EndWhile EndEventWould that also work for altering the amount an item is tempered, so instead of having the line Entry.SetResultQuantity(NewAmount) It would have a line for setitemhealthpercent(NewAmount), along with all of the conditions? Plus a thing to say it's a decimal (float?)? Edited March 8, 2015 by Ellorienne Link to comment Share on other sites More sharing options...
Neehsen Posted March 8, 2015 Share Posted March 8, 2015 (edited) There is a tiny little thing that bothers me with the ''Winter is coming'' mod which adds plenty of fur coats to the game. I have it activated on my followers as well.When I play Skyrim I like to dress up according to the weather conditions, meaning I don't wear armor in cities, I wear blacksmiths apron while smithing etc. When it gets cold I like to wear a coat and so should my followers. Problem is that they then always wear it, even in warm weather conditions. If I want them to stop wearing their coats I have to take it away from them untill they reequip another one when it gets cold again (I wonder where all these coats come from).Question is: Is there a mod or a way that lets your folllowers equip their coats only when it is freezing? (I use Frostfall, if that is of any importance) Thx in advance! Edited March 8, 2015 by Neehsen Link to comment Share on other sites More sharing options...
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