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Various Unsolvable Problems


Masterofnet

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I have a couple of nagging issues with my mod I have been unable to solve and would like to be able to find a way to solve them in the Kit.

 

 

" 1. Poisoning a weapon: When you select a poison the game stops and asks you if you are sure you want to poison the weapon. I want to mod it so I can use a poison to poison a weapon and it does not stop the game to ask me about it is just does it. There must be a way to access the script that triggers that text box.

 

2. The favorites menu. This game has hundreds of items one might equip yet you can only equip 2 items using the current favorites menu without stopping the game.

I would like to have a favorites menu similar to Fallout 4 or half life 2 so I have the option of equipping several items without stopping the game.

 

3. In my mod the player does not level up. I would like to not show the players level in the UI and have the perks menu not available in the UI. "

 

I have confirmed that these issues can only be addressed in the UI code. As I suspected. This involves SKSE a program I have some but little experience with and SKSE functions that I have absolutely no experience with.

 

 

 

"4. When the player in Skyrim levels up it affects the gameplay in many ways. They are harder to detect, the opponents are much less aggressive toward them.

When you first start Skyrim the opponents are rabid toward the player. If you have leveled up by the end of the game they are standing around looking at you, if they can find you.

 

In my mod I keep the player at level 1, and it is very effective in regards to keeping the opponents aggressive. It also makes stealth game play more challenging. One other huge benefit to not leveling up the game is you can optimize the environment for combat.

 

I have discovered a very bizarre issue while doing this and have tracked it to the level of the player.

 

-----Arrows when fired from a long distance( Unfortunately it is not a very long distance at all) will bounce off of higher level opponents. Regardless of their armor.-----"

 

This is the information that has been obtained regarding this issue thus far.

 

If you were to find a level 80 opponent and shoot some arrows at them when you are at level 1 and not notice the arrows bouncing off of them when you shot at them from a distance I would be surprised.

 

In my testing there were a group of opponents in close proximity to one another. The arrows were bouncing off of the higher level opponents and not the lover level opponents. Some of the higher level opponents had light armor, some heavy and some none. The arrows bounced off just the same.

 

The arrows are bouncing off of higher level opponents at a distance and not lover level opponents.

It's an issue with leveling.

Now could the heavy armor skill being at 100 because the NPC is set a a Higher Level cause this even if the NPC is not wearing any armor???

There is a deflect arrows setting the the gamesettings for heavy armor.

However, They bounce off high level wizards could be ebony flesh. I don't know. High level Giants, Light Armor Bandits and so on.

At least that was my observation when playing the game which I did for a fairly extended period of time. Could I have thought the arrows bounced off a bandit wearing light armor sure. But Wizards???

 

"Did a little testing myself and confirmed deflection on heavy armor from large level disparities (1 to 80, like you recommended) but not with smaller gaps (IE: 1 to 10). Same results with light armor, but wasn't able to confirm/deny on no armor. As near as I can tell there is nothing that governs this in variables."

 

From Ridonk

 

A long shot could be the armor skill. Maybe a 100 armor skill light or heavy could cause the issue. And it could be a combination of that and the level of the player. For example what happens if the level 80 opponent has their light and heavy armor level only set to 50???

 

 

Thanks

Masterofnet

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(1) There's a mod that already does that.
http://www.nexusmods.com/skyrim/mods/33916/?
(2) Souls Quick Menu
http://www.nexusmods.com/skyrim/mods/72238/?

(3) Ask Shlangstar or ppl on Bethsoft forums for help. UI mods are difficult and complex.

(4) AI does not get affected by player level. I know this because I deal with mob AI every day on my project.

 

P.S

Why are you snapping at people trying to help u?


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  On 2/7/2016 at 5:24 PM, Di0nysys said:

(1) There's a mod that already does that.

http://www.nexusmods.com/skyrim/mods/33916/?

(2) Souls Quick Menu

http://www.nexusmods.com/skyrim/mods/72238/?

(3) Ask Shlangstar or ppl on Bethsoft forums for help. UI mods are difficult and complex.

 

Thank you for your productive information.

 

 

  On 2/7/2016 at 5:24 PM, Di0nysys said:

 

P.S

Why are you snapping at people trying to help u?

 

 

PS

No thank you for your off topic misinformation and nonsense. After last thread lets just stay on topic.

 

 

  On 2/7/2016 at 5:24 PM, Di0nysys said:

 

(4) AI does not get affected by player level. I know this because I deal with mob AI every day on my project.

 

 

This is getting very interesting.

 

I have heard this from several people now.

 

But all of my testing and playing the game modded and unmodded clearly say otherwise.

 

We also know the level of the actor effects so many things in the game.

 

Soul Gems

Some opponents will flee when a higher level opponents attacks them.

Enchantments causing lover level opponents to flee.

Spells that will not work on higher level opponents.

And many many more.

 

All of the testing I have done regarding the arrows bouncing off of higher level opponents clearly points to the level of the player.

 

The player is at level 1 but archery skill is set very high.

When the player is leveled up with the same archery skill the arrows do not bounce off. At least have never seen it.

Edited by Masterofnet
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  On 2/7/2016 at 6:49 PM, BigBizkit said:

Sounds like your testing is flawed. More information on how you were testing is needed.

 

Welcome.

 

Here is all the information I have at this time.

 

Arrows when fired from a long distance( Unfortunately it is not a very long distance at all) will bounce off of higher level opponents., regardless of their armor and not lower level opponents.

 

This has been confirmed by a second source.

 

Testing From Ridonk

"Did a little testing myself and confirmed deflection on heavy armor from large level disparities (1 to 80, like you recommended) but not with smaller gaps (IE: 1 to 10). Same results with light armor, but wasn't able to confirm/deny on no armor. As near as I can tell there is nothing that governs this in variables."

 

 

The arrows are bouncing off of higher level opponents at a distance and not lover level opponents.

 

When the player is set at a higher level the arrows do not defect.

 

If you need any more specific information I will get it for you as soon as I can.

 

Thanks

Edited by Masterofnet
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  On 2/7/2016 at 5:24 PM, Di0nysys said:

 

(4) AI does not get affected by player level. I know this because I deal with mob AI every day on my project.

 

 

As you know these are some of the AI Attributes from the AI Tab.

 

Cowardly 0 Will always avoid/flee from threats. Cowardly actors NEVER engage in combat under any circumstances. Confidence can never be lower than 0.

 

Cautious 1 Will avoid/flee from threats unless the Actor is stronger than the threat.

How does the actor AI determine if they are stronger than the threat? The AI does not check for the level of the opponent?

 

Average 2 Will avoid/flee from threats if outmatched.

How does the actor AI determine if they are outmatched?

 

Brave 3 Will avoid/flee from threats only if severely outmatched.

How does the actor AI determine if they are severely outmatched?

 

What if the opponent is the player and they have leveled up higher than the actor. Will that not cause the actor to flee from the player?

 

Foolhardy 4 Will never avoid/flee from anyone.

This is the setting I use whenever I can.

 

 

 

As far as how this effects the stealth gameplay.

 

Remember " Will avoid/flee from threats if outmatched. "

 

This basically kills any challenging stealth gameplay in environments that have opponents of a lover level than the player and are not set to Foolhardy.

 

They will not engage the player they avoid the player if the player has leveled above them.

 

"In my mod I keep the player at level 1, and it is very effective in regards to keeping the opponents aggressive. It also makes stealth game play more challenging. One other huge benefit to not leveling up the game is you can optimize the environment for combat."

 

Not sure how you can respond

 

(4) AI does not get affected by player level. I know this because I deal with mob AI every day on my project.

Edited by Masterofnet
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  On 2/7/2016 at 6:49 PM, BigBizkit said:

Sounds like your testing is flawed. More information on how you were testing is needed.

 

Nope, The problem has been solved. The testing was 100% correct you are just wrong.

 

As far as the arrow deflecting off of high level opponents the cause of the issue was the way the leveling of the actor was effecting their heavy armor skill.

 

When you level up a wizard their heavy armor skill stays at 15 but a level 80 wizard with a heavy armor level of 15 defects arrows from a distance because increasing their level increases the heavy armor skill even if the skill itself is not increased.

 

The same wizard set to level 20 with a heavy armor skill of 15 will not deflect arrows from the same distance.

 

Set the same wizard to level 80 and set their heavy armor skill to 50 and they will deflect arrows from a shorter distance.

 

Of course the player being set at level 1 is also a factor in this.

 

As far as your claim regarding leveling not effecting stealth gameplay. Wrong again. A level 50 actor with a stealth level of 15 is much harder to sneak by than the same actor at set at level 10 with a stealth level of 15.

 

The player being kept a level 1 also effects stealth in the same way. Even if the players stealth level stays at 15 they are harder to detect at level 30 than at level 1.

 

 

  On 2/7/2016 at 5:24 PM, Di0nysys said:

 

(4) AI does not get affected by player level. I know this because I deal with mob AI every day on my project.

 

 

Is rearguards to this issue you are 100% incorrect.

Edited by Masterofnet
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