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Mattiewagg

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Back it up and give it a try. What's the worst that can happen? Have to restore the backup?

 

Do be careful tho. You may find that the file is in use by other things. Might need to make a copy and use the copy instead of modifying the original.

I planned on doing that either way, since I'm creating entirely new spells rather than overwriting those that currently exist.

 

EDIT: Welp, I was right, though the effect was not what I was hoping for.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=382923228

http://steamcommunity.com/sharedfiles/filedetails/?id=382923274

 

Forgive the pixelation, but I have my render resolution between 33% and 40% because my integrated GPU is about as powerful as a dead camel.

Edited by asmcint
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@Matthiaswagg

 

I knew about EvaluatePackage. I had thought about using it but it would only work for instances of change in combat status. Any other conditional change would require running an update loop. Sure I could use a shorter time period but performance wise, I'm better off sticking with the packages.

 

Every game hour, huh? All I found on the wiki was "Periodically" ... That explains it cause a game hour by default is 3 minutes... An eternity of impatience for me :tongue:

An hour is what I've heard. However, when packages change it seems to check as well. So, yes, periodically

 

for example - I have a scene where the end sets the stage to 40. The guy in the scene has a package to travel to Falkreath at stage 40. He will stand around in confusion for 5-10 seconds and then head off. If you used EvaluatePackage right after the scene end, he would turn and head off immediately.

 

This thread needs to be stickied, methinks. Though some notice stickied threads less than unpinned ones. :tongue:

 

Tested. AI stack evaluates every 5 in-game minutes at default timescale of 20.

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Back it up and give it a try. What's the worst that can happen? Have to restore the backup?

 

Do be careful tho. You may find that the file is in use by other things. Might need to make a copy and use the copy instead of modifying the original.

I planned on doing that either way, since I'm creating entirely new spells rather than overwriting those that currently exist.

 

EDIT: Welp, I was right, though the effect was not what I was hoping for.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=382923228

http://steamcommunity.com/sharedfiles/filedetails/?id=382923274

 

Forgive the pixelation, but I have my render resolution between 33% and 40% because my integrated GPU is about as powerful as a dead camel.

 

 

Just realized that my reply didn't actually include a question, so... Anyone know what went wrong here? Rather than having bolts that are white tinged with red, I've got red bolts and white bolts seperate.

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Is there an 'Idiots guide to making quests' somewhere? Like, Step-by-step of the "Hello world!" Of Skyrim quest modding?

http://skyrimmw.weebly.com/skyrim-modding/making-a-basic-quest-i-skyrim-modding-tutorial - will be redone soon

 

http://www.creationkit.com/Bethesda_Tutorial_Planning_the_Quest - do this first

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