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BloodSyndicate

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Variables cannot be applied across multiple games, when used on an existing save, it wouldn't record the base attributes, but the value that was currently present at the time of that save, including any existing bonuses from spells or enchantments. Even if it's a global, that value only exists within that single game.

 

As far as globals go, each value would have to be stored individually http://cs.elderscrolls.com/constwiki/index...egory:Variables

However I don't think that what you want to happen will really work that way. You might just have to guesstimate the amount of a speed bonus you want to give the player based off level, using an ability instead of actually changing the players base stat.

 

When I said existing saves, I made the script to detect the players starting attributes, based on his sex/race/birthsign (so the script works with higher lvl chars)

Also, the script does modify basespeed, and saves his basespeed also.. its difficult to explain: here is the script Code

 

short SpeedDifference

short CurrentSpeed

short RO2

short OldSpeed

float Increment

short BonusSpeed

short NewSpeed

short BaseSpeed

 

set CurrentSpeed to player.GetBaseActorValue Speed

 

if RO2 == 0

set RO2 to 1

 

set OldSpeed to CurrentSpeed

set SpeedDifference to ( CurrentSpeed - BirthSpeed )

 

endif

 

if CurrentSpeed > OldSpeed

 

set SpeedDifference to ( SpeedDifference + 1 )

set BaseSpeed to ( SpeedDifference + BirthSpeed )

set Increment to 0.7

 

set BonusSpeed to ( 70 - ( ( BaseSpeed ) * Increment ) )

; NOTE: here is the tricky part. Maximum base speed is 100. 100 Multiplied by the increment (0.7) is 70, ; so at 100 baseSpeed the bonusSpeed is canceled out. Ive done the calculations, and this solution will

; cause your actor to run just as in vanilla with the new fMoveCharWalkMin value.

 

set NewSpeed to BaseSpeed + BonusSpeed

player.SetActorValue Speed NewSpeed

MessageBox "Your BonusSpeed Is %.2f, Your BaseSpeed is %.2f, Your NewSpeed is %.2f, Your Increment is %.2f", BonusSpeed, BaseSpeed, NewSpeed, Increment

set OldSpeed to NewSpeed

 

endif

 

 

 

End

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Ok, except player.getbaseactorvalue doesn't return the value determined by their race/sex/birthsign, it gets the value based on their speed stat as it is at that point without counting bonuses (such as birth sign effects, enchantmnents, other abilities) but counting any increases made while leveling, as well as any bonuses they may get from their class. If you wanted to get the value which is a combination of just their race/sex/birhsign, you would have to individually check for each of those things (If player.getisrace xxx), and adjust the value according to those checks. And those checks would not account for any bonuses added because they took Speed as a primary attribute when deciding class, it would however ignore any increases they may have made due to leveling, cheating, or similar.

 

All that aside, I don't think the results you are trying to get will actually work that way. Putting a stronger effect on the speed stat for movement speed, and diminishing the starting speed just means that low level things, or things without level adjusted stats end up being slow. Once you get to level 20 or so, you'll probably have certain things end up being much faster than normal since their speed stat is higher. Can understand wanting to have more importance placed on the attribute and things which increase/decrease that attribute, but don't see why the player should get some sort of special advantage to make them move faster regardless what actions they personally take to increase their speed. If you find things moving too slowly, lower the benefit of speed slightly and increase the benefit from raising athletics. Between those 3 values, you should be able to find a happy medium where you aren't crawling at low levels, but aren't zooming along lightning fast at high levels.

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I left out some of the script, the part that detects their birthspeed... (i didnt really to do that, but i wanted to know their birthspeed in case i wanted to change the script later on)anyways i was really annoyed by a drain speed spell that does virtually nothing, thats why i lowered that setting. most npcs still have high speed. and im sure theres a work around. but i want to have slow spells that really can slow you down, not just by like 30% max (if your speed is 100 and the drain speed spell is magnitude 100)
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