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Using actor templates


miguick

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I have been working on a mod that puts to use the various resistance values the game has, giving them to armor effects and to creature abilities. The first one is easy enough, giving the armors a tailored object effect if they lack it, or altering their standard object effect to add the new resistances. The second one is where I'm having trouble.

 

I figured that instead of going through all the creature records to add the new actor effects to them, I could take advantage of the template feature, so that I only need to alter a few base creature objects and have the rest import their actor effects using them as templates, with the 'Use Actor Effects' template flag.

I wiped out an easy FNVEdit script that gathered all the creatures lacking such a template flag into my work file, and set out to work. The idea is that the rest of the creatures can import the actor effects even if their template uses a template as well, since all templates are going to end up pointing to my changes, right? So I choose my 'base' creatures that will carry the new effects, templateless themselves of course, and edit the rest of the creatures to have them as templates with the 'Use Actor Effects' flag.

Of course, it couldn't be that easy. After ensuring my changes are going through in my load order, I see the new effects on armor, but creatures are totally lacking the new resistances. I figured it was because the ones I'd already encountered would have their actor effect list 'baked' in my savegame, but after starting a new game to test it out, I test out that neither Victor nor the Bighorners at Goodsprings have the new resistances either.

 

So I don't know what else to do right now. Does anyone have experience with editing creatures' template data, or with how it works? Is my idea feasible, or do I have to go about it another way? I suppose I could add the actor effects directly to all creatures, it might not even be hard with a .pas script, but I'd rather save on the amount of changes.

 

 

 

Other than that, here is the spreadsheet I'm using, if you want to judge or even edit the public sheets. I don't know if I'll release it for download since it requires messing with a lot of stuff and the effect would be kinda subtle (it's pretty much assumed the devs use HP rather than resistances to determine how 'tough' an opponent is to everything), but feedback is always appreciated.

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Well, I know what happened, I had made all the new resistance effects as actor effects, not as abilities. :wallbash:

 

As for nested templates not inheriting the abilities, that could be problematic I suppose, not just for my mod but for the whole game. It doesn't seem like any of the creatures I've had to edit has more than 1 level deep template, but I ought to check to be sure.

 

Just write dynamic patcher to edit all records from load order, this is the new trend in modding since Skyrim appearance. Even I have fallen to it http://www.nexusmods.com/newvegas/mods/59887 :laugh:

Hey, good thing you're here!

I've dabbled in very basic xEdit scripting, I've even used it for this project, but my skill with it is kinda sub par, pretty much trial and error and trying to reverse engineer the other included .pas files.

Is there some learning resource for that somewhere? There are training guides that teach how to use the xEdit program itself, but I haven't seen any that teach how to write scripts for it.

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Very basic and kind of outdated info here http://www.creationkit.com/TES5Edit_Scripting_Functions

Mator (author of plugin merging script) is also working on a scripting guide, the current unfinished version is here http://puu.sh/jRjMz.zip

However recently he achieved the next level on zen, and now writes standalone applications using xEdit source code as a library https://github.com/matortheeternal/merge-plugins you can always talk to him and ask questions. I can also answer when have time.

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