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Mattiewagg

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Hello, I have no idea how I missed this, but: I do not have

 

Released: 7 Feb, 2012

 

installed O.O Never even realised it was there. Should I install it? Or don't bother and use mods like Skyrim HD? I ask because I am wondering whether that missing DLC could be part of the reason I get so many CTDs- maybe mods need that DLC as a Master or something.

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There are no mods that require that DLC as master. The plugins are dummies solely there to have the BSA contents loaded. Some people claim that the High Res DLC contains errors and that you shouldn't use it. There is an Unofficial High Res Patch (UHRP) available if you do wish to use it. There are also some mods which claim to have 'optimized' all the textures from the game and that the High Res DLC is redundant as a result.

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I'm working on an MCM Skyrim version of my mod. The script is done contains toggle options and a slider option. What I would like to know is how to get the constructible object to use the float count from the slider option?

Edited by LadyCrystyna
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I'm working on an MCM Skyrim version of my mod. The script is done contains toggle options and a slider option. What I would like to know is how to get the constructible object to use the float count from the slider option?

Only way I can think of. Make multiple versions of the constructible object each with a condition that a global variable (GV) be at the same desired value. Then in the MCM set that GV accordingly.

 

Example:

Your MCM lets users pick between smelting 2 ore for 1 ingot, 10 ore for 5 ingot, or 20 ore for 10 ingot

Your MCM sets a GV at 2, 10, or 20

Constructible object version one has condition for the GV to equal 2. Ingredient required amount is 2 and result is 1

Constructible object version two has condition for the GV to equal 10. Ingredient required amount is 10 and result is 5

Constructible object version three has condition for the GV to equal 20. Ingredient required amount is 20 and result is 10

 

You can use any numbering on the GV that you want. A sequential 1, 2, 3 works just as well. I tho find it easier to keep the GV at the desired value.

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I'm working on an MCM Skyrim version of my mod. The script is done contains toggle options and a slider option. What I would like to know is how to get the constructible object to use the float count from the slider option?

Only way I can think of. Make multiple versions of the constructible object each with a condition that a global variable (GV) be at the same desired value. Then in the MCM set that GV accordingly.

 

Example:

Your MCM lets users pick between smelting 2 ore for 1 ingot, 10 ore for 5 ingot, or 20 ore for 10 ingot

Your MCM sets a GV at 2, 10, or 20

Constructible object version one has condition for the GV to equal 2. Ingredient required amount is 2 and result is 1

Constructible object version two has condition for the GV to equal 10. Ingredient required amount is 10 and result is 5

Constructible object version three has condition for the GV to equal 20. Ingredient required amount is 20 and result is 10

 

You can use any numbering on the GV that you want. A sequential 1, 2, 3 works just as well. I tho find it easier to keep the GV at the desired value.

 

Thank you very much, seems I have a lot of work to do. Is there a max limit to recipes that will cause the game to crash?

Edited by LadyCrystyna
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@LadyCrystyna

No limit to recipes. You can have as many as you want.

 

 

 

So just doing a bit of research is there anyway to tell if how many Skyrim mods on Nexus use external assets and how many do not?

No. No easy way. There isn't any such field that authors fill out when uploading their files. You'd have to check each mod individually and determine for yourself.

 

Tip: if you click on the magnifying glass icon next to the file name on the download page, you can see the contents of the downloadable file. Only those with BSA files would need to be downloaded and have the BSA contents examined.

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