Lardtree3 Posted September 17, 2011 Share Posted September 17, 2011 Decapitation causes some strange bugs for me (I tried to get help with the problem in this thread, but unfortunately no one seemed able to help. I know there is a mod that makes it so knives cause throat slitting instead so I guess what I am asking is if either of the following is possible: 1. Make is so that swords and other bladed weapons cause throat slitting instead of decapitation. 2. Make it so that DR recognizes swords as knives with the aforementioned mod active to allow for throat slitting instead. 3. Or if you have any advice on how to avoid the issues I outlined in the thread linked at the top here, that would be great too, but I really prefer the throat slitting to the decapitation. Any help here would be fantastic as this problem has bothered me for some time, but I love DR too much to give it up. I am using DR 5 by the way. Link to comment Share on other sites More sharing options...
Deleted1848331User Posted September 18, 2011 Share Posted September 18, 2011 Isn't there an ini setting or something that sets what length a sword has to be to be recognized as one? I can't remember. You can probably set the values to be really high and then it should have everything recognized as a dagger/shortsword. Link to comment Share on other sites More sharing options...
Lardtree3 Posted September 18, 2011 Author Share Posted September 18, 2011 I think you're right, but I wouldn't know where to look. The ini file isn't in the INI folder. Would I be able to acess that through the CS? Doesn't seem like it... If I knew where that was stored, I think that would be the right way to go. Link to comment Share on other sites More sharing options...
Lardtree3 Posted September 18, 2011 Author Share Posted September 18, 2011 Okay, I think I found a relevant script in the CS that might have something to do with setting the correct value, but I have no idea how to interpret it. Perhaps someone can help: scriptname SkycaptainsSwordBashReactionScript ref me short weapontype ref weapon float actorx float actory float actorz float actorztemp float random short staggered float angle float timer short attack short attack2 short hit short animDelay short hpSet short hpOrig short Stagger short fallCombo short bashFall short staggerDodgeLeft short staggerDodgeRight short staggerDodgeBack short staggerDodgeForward short powerStrikeDown float count float divider float forcemod Begin ScriptEffectStart set me to GetSelf if(me.getitemcount stopflag > 0) me.removespell playerswordbashability return endif set random to getRandomPercent set weaponType to me.getWeaponskilltype me.addItem redLightUp2 1 set count to me.getitemcount dodgemarker set divider to 50 set count to (count / divider) set attack to skycaptainssb.attack set attack2 to skycaptainssb.attack2 if(me.isweaponout) if(weaponType < 3) if(me.isswimming == 0 && me.getdetected player) if(random < (8.33 * count)) set StaggerDodgeLeft to 1 elseif(random < (16.66 * count)) set StaggerDodgeBack to 1 elseif(random < (25 * count)) set staggerDodgeRight to 1 else set random to getrandompercent if(random > 94) set powerStrikeDown to 1 elseif(random > 89) set fallcombo to 1 elseif(random > 79) set bashfall to 1 else set stagger to 1 endif endif elseif(random > 94) set powerStrikeDown to 1 elseif(random > 89) set fallcombo to 1 elseif(random > 84) set bashfall to 1 else set stagger to 1 endif elseif(random < 50) set bashfall to 1 elseif(random < 75) set powerstrikedown to 1 elseif(random < 100) set fallcombo to 1 endif else set bashfall to 1 endif me.playsound3d wpnhithand set random to getrandompercent set forcemod to (random / 10) set forcemod to (ceil forcemod) end Begin ScriptEffectUpdate if(powerStrikeDown == 1) if(animdelay == 0) me.playgroup stagger 1 set timer to 0 set animdelay to 1 return elseif(animdelay == 1) if(iskeypressed2 attack || iskeypressed2 attack2) set timer to timer + getSecondsPassed if(timer > 0.25) set hporig to me.getactorvalue health set animdelay to 2 endif else set timer to 0 endif elseif(animdelay == 2) if(hpOrig - me.getActorValue Health > 10) set animDelay to 3 else set hpOrig to me.getActorValue Health endif if(animDelay == 3) set animDelay to 4 player.pushactoraway me forcemod set timer to 0 endif endif elseif(fallCombo == 1) if(animdelay == 0) me.playgroup stagger 1 set animdelay to 1 elseif(animdelay == 1) if(hpOrig - me.getActorValue Health > 5) set hit to hit +1 set hpOrig to me.getActorValue Health else set hpOrig to me.getActorValue Health endif endif if(animDelay == 1 && hit == 3) set forcemod to (forcemod / 2) set forcemod to (ceil forcemod) player.pushactoraway me forcemod set AnimDelay to 2 endif elseif(bashFall == 1) if(animdelay == 0) player.pushactoraway me forcemod set animdelay to 2 endif elseif(StaggerDodgeLeft == 1) if(animDelay == 0) me.playGroup Stagger 1 set animDelay to 1 elseif(animdelay == 1) set timer to timer + getsecondspassed if(timer > 1) me.playgroup dodgeLeft 1 set animdelay to 2 endif endif elseif(StaggerDodgeright == 1) if(animDelay == 0) me.playGroup Stagger 1 set animDelay to 1 elseif(animdelay == 1) set timer to timer + getsecondspassed if(timer > 1) me.playgroup dodgeRight 1 set animdelay to 2 endif endif elseif(StaggerDodgeBack == 1) if(animDelay == 0) me.playGroup Stagger 1 set animDelay to 1 elseif(animdelay == 1) set timer to timer + getsecondspassed if(timer > 1) me.playgroup dodgeBack 1 set animdelay to 2 endif endif elseif(stagger == 1) if(animDelay == 0) me.playGroup Stagger 1 set animDelay to 1 endif endif end Begin scriptEffectFinish me.playgroup idle 1 set count to me.getItemCount redLightUp2 me.removeItem redLightUp2 count me.removespell playerswordbashability end Link to comment Share on other sites More sharing options...
Lardtree3 Posted September 18, 2011 Author Share Posted September 18, 2011 Sorry for double post, but there's also this script which is tied to using the Deadly Reflex Reset item that is given to you. Using this items triggers a quest to set all the keys for DR combat. That data must be stored somewhere, but I don't know where and I'm not sure if this script would tell, but maybe someone could get a hint from it: scn skycaptainskeyconfigScript begin OnEquip Player if(player.isRidingHorse == 0 && getquestrunning SkycaptainsHorsecombat == 0) stopquest skycaptainsSb startquest skycaptainsKeycustomisingquest endif end Link to comment Share on other sites More sharing options...
Lardtree3 Posted September 20, 2011 Author Share Posted September 20, 2011 Just a little bump, I would really love someone to take a look at this. Link to comment Share on other sites More sharing options...
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