Mattiewagg Posted September 5, 2014 Author Share Posted September 5, 2014 Any1 know any existing armor mods that would add fur/pelt armors for immersive coldweather survival ? especialy looking for mod that adds hooded fur armor/robes or something like that maybe fur armor retexturing mods that would change pathetic looking helmet See the mod detectives thread at the top of this forum. The two threads are a little different. MD is more for finding mods, where's QQ, QA is more for actual modders (those who modify, not install). Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 5, 2014 Author Share Posted September 5, 2014 Hi IsharaMeradin. Thanks. I'm still having trouble finding the Map Markers. Is it in the object window?You might have to find it in the cell view, since there's only really ONE map marker (to rule them all...) which has a different reference in the world. So find your map marker in the proper cell (cell view) and edit from there. If no markers show in the cell view, try pressing M. Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 7, 2014 Share Posted September 7, 2014 If I want to make an actor: 1. Receive no physical damage.2. Continue to register OnHit events.3. Continue to receive magic effects as normal. What should I do to that actor? I was considering raising the armor rating extremely high, but there are attacks that ignore armor rating. I could set them to invulnerable, but then I would have to manually apply every possible damaging magic effect and I don't even know if invulnerable targets register OnHit events... So, any ideas? Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 7, 2014 Author Share Posted September 7, 2014 If I want to make an actor: 1. Receive no physical damage.2. Continue to register OnHit events.3. Continue to receive magic effects as normal. What should I do to that actor? I was considering raising the armor rating extremely high, but there are attacks that ignore armor rating. I could set them to invulnerable, but then I would have to manually apply every possible damaging magic effect and I don't even know if invulnerable targets register OnHit events... So, any ideas?Create a perk (and attach it to the actor) that mods physical damage. That will stop them from recieving damage while still registering everything else. Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 7, 2014 Share Posted September 7, 2014 If I want to make an actor: 1. Receive no physical damage.2. Continue to register OnHit events.3. Continue to receive magic effects as normal. What should I do to that actor? I was considering raising the armor rating extremely high, but there are attacks that ignore armor rating. I could set them to invulnerable, but then I would have to manually apply every possible damaging magic effect and I don't even know if invulnerable targets register OnHit events... So, any ideas?Create a perk (and attach it to the actor) that mods physical damage. That will stop them from recieving damage while still registering everything else. Ohh, perfect! Thanks! Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 7, 2014 Share Posted September 7, 2014 If I want to make an actor: 1. Receive no physical damage.2. Continue to register OnHit events.3. Continue to receive magic effects as normal. What should I do to that actor? I was considering raising the armor rating extremely high, but there are attacks that ignore armor rating. I could set them to invulnerable, but then I would have to manually apply every possible damaging magic effect and I don't even know if invulnerable targets register OnHit events... So, any ideas?Create a perk (and attach it to the actor) that mods physical damage. That will stop them from recieving damage while still registering everything else. Hmm, I thought this would work because there is a spell in game for the Spriggans to reduce incoming damage, but it only works on the player for some reason. I use modincomingdamage and it works perfectly on the player but does nothing for NPCs. I have tried setting to 0, 1, 0.1, multiplying by 0 and 0.1 etc. I copied the in-game ability for Spriggans as a base. Does it sound like I am doing something wrong here, should modincomingdamage work for NPC also? I then replace that with moddamageresist in the same perk and change nothing else and it works across the board for all NPCs. I might have to just go with raising the armor cap and addressing each instance of un-resistable damage as I find them? Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 7, 2014 Author Share Posted September 7, 2014 (edited) If I want to make an actor: 1. Receive no physical damage.2. Continue to register OnHit events.3. Continue to receive magic effects as normal. What should I do to that actor? I was considering raising the armor rating extremely high, but there are attacks that ignore armor rating. I could set them to invulnerable, but then I would have to manually apply every possible damaging magic effect and I don't even know if invulnerable targets register OnHit events... So, any ideas?Create a perk (and attach it to the actor) that mods physical damage. That will stop them from recieving damage while still registering everything else. Hmm, I thought this would work because there is a spell in game for the Spriggans to reduce incoming damage, but it only works on the player for some reason. I use modincomingdamage and it works perfectly on the player but does nothing for NPCs. I have tried setting to 0, 1, 0.1, multiplying by 0 and 0.1 etc. I copied the in-game ability for Spriggans as a base. Does it sound like I am doing something wrong here, should modincomingdamage work for NPC also? I then replace that with moddamageresist in the same perk and change nothing else and it works across the board for all NPCs. I might have to just go with raising the armor cap and addressing each instance of un-resistable damage as I find them?If it works for Spriggans it should also work for NPCs. Check for any conditions and such the Spriggan perk has that's different from yours. Lofgren might be of more help here. ;) I'm going to go look for some info on this. EDIT: http://www.creationkit.com/Perk_Entry_Point Edited September 7, 2014 by Matthiaswagg Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 7, 2014 Author Share Posted September 7, 2014 I think ModIncomingDamage should be 0.00, not sure though. Test with different values. Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 7, 2014 Share Posted September 7, 2014 Oh, thanks, I checked your link and saw that the mod damage resist I substituted in was actually modifying my targets, so it seemed to be working because the NPCs I was targeting were being modified by the player's perk. I'm guessing my method of adding the perk to the NPCs must not be working then. I'll update sometime tomorrow if I don't get it working. Link to comment Share on other sites More sharing options...
Esteris Posted September 7, 2014 Share Posted September 7, 2014 I put 2 chickens and a fox in a location, but they seem to be in a horrible to rush to get out of there ASAP and are never seen again. I thought they'd just wander around when they have no persist location set, but nope, they got QUESTS they gotta go on. Apparently. Link to comment Share on other sites More sharing options...
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