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Is it possible to use a script to modify the skill level displayed for spells in the magic menu? (the text that says either novice, apprentice, adept, expert or master)

Any reason you can't just edit the perk directly?

No no I'm talking about spells, not a perk. For example the vanilla spell Frostbite is displayed in-game as a "novice" skill level perk, which in the CK is determined by the "minimal skill level" value in the Magic Effect editor.

I'm looking to modify that variable for a spell instead of creating multiple different spells with a different skill level value. It's always bothered me in the vanilla game that there are so many different spells that do pretty much the same thing (like calm and it's more powerful versions). My intention is to use only one spell and increase it's power as the player levels up. So a spell may start with 10 magnitude but eventually get a magnitude of 100. At that point it would look silly if the spell still says "novice" in-game.

Try using multiple effects and conditioning them so that only one is used, depending on the player's skill level.

 

But honestly my first piece of advice would be to not worry about it.

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Is it possible to use a script to modify the skill level displayed for spells in the magic menu? (the text that says either novice, apprentice, adept, expert or master)

Any reason you can't just edit the perk directly?

 

No no I'm talking about spells, not a perk. For example the vanilla spell Frostbite is displayed in-game as a "novice" skill level perk, which in the CK is determined by the "minimal skill level" value in the Magic Effect editor.

I'm looking to modify that variable for a spell instead of creating multiple different spells with a different skill level value. It's always bothered me in the vanilla game that there are so many different spells that do pretty much the same thing (like calm and it's more powerful versions). My intention is to use only one spell and increase it's power as the player levels up. So a spell may start with 10 magnitude but eventually get a magnitude of 100. At that point it would look silly if the spell still says "novice" in-game.

 

I see what you mean. I wanted the same thing but I ended up leaving it as its max to show the potential of the spell. Probably better to just silently add/remove the spells.

 

 

Actors are hostils based on both their faction relationships and their aggression actor value. So while there are plenty of factions that have no set enemies, any actor set to "very aggressive" will still be hostile.

That's fine but I want to be able to walk through say 3 mages standing near each other and not attacking. I don't think they're set to very aggressive.

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If they are not set to very agressive then they won't be hostile unless you are in an enemy faction.

This actor has no factions. I've tried a few 'friend' factions but they still attack the actor. If they don't attack each other then there's no reason why I can't get them not to attack my actor too.

 

Another question. How do I call on a variable from another script without making a global?

Edited by Elias555
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Friends shouldn't be attacked for any reason. Very aggressive NPCs will attack neutral and enemies. Aggressive will attack enemies only. Unaggressive NPCs will attack only when provoked. If the mages are attacking your NPC even when they are set as friends then you must have done something wrong.

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Friends shouldn't be attacked for any reason. Very aggressive NPCs will attack neutral and enemies. Aggressive will attack enemies only. Unaggressive NPCs will attack only when provoked. If the mages are attacking your NPC even when they are set as friends then you must have done something wrong.

That doesn't help me. I already mentioned the information I thought would be handy and I'm asking for a way to do with aggressive actors.

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Try using multiple effects and conditioning them so that only one is used, depending on the player's skill level.

 

But honestly my first piece of advice would be to not worry about it.

 

didn't seem to work. To be honest, I'm having trouble with conditional magic effects overall. The effect they have on enemies seem to work fine depending on conditions, but other things like what graphical effects are applied don't seem to care whether a condition is true or false.

 

I see what you mean. I wanted the same thing but I ended up leaving it as its max to show the potential of the spell. Probably better to just silently add/remove the spells.

 

I can think of a few problems that would arise with that.. Like if the player have favorited or hotkeyed the previous spell, or even has it equipped.. It would be annoying if spells randomly "reset" like that and got removed from your favorites

Edited by Mornedil
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Try using multiple effects and conditioning them so that only one is used, depending on the player's skill level.

 

But honestly my first piece of advice would be to not worry about it.

 

didn't seem to work. To be honest, I'm having trouble with conditional magic effects overall. The effect they have on enemies seem to work fine depending on conditions, but other things like what graphical effects are applied don't seem to care whether a condition is true or false.

 

I see what you mean. I wanted the same thing but I ended up leaving it as its max to show the potential of the spell. Probably better to just silently add/remove the spells.

 

I can think of a few problems that would arise with that.. Like if the player have favorited or hotkeyed the previous spell, or even has it equipped.. It would be annoying if spells randomly "reset" like that and got removed from your favorites

 

 

True but the vanilla game does it so players would be prepared for it to happen. Over the course of hundreds of hours of gameplay it would happen 4 times per skill (assuming you go from novice to master), which could definitely be annoying but at least it would happen at predictable times. To minimize the annoyance you could replace the spells only when the player levels up.

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Friends shouldn't be attacked for any reason. Very aggressive NPCs will attack neutral and enemies. Aggressive will attack enemies only. Unaggressive NPCs will attack only when provoked. If the mages are attacking your NPC even when they are set as friends then you must have done something wrong.

That doesn't help me. I already mentioned the information I thought would be handy and I'm asking for a way to do with aggressive actors.

 

 

Yes, I understand what you are asking. Either your information is wrong or you're doing something wrong, because the other possibility is that your Skyrim game operates on completely different rules than everybody else's and that seems unlikely.

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Another question. How do I call on a variable from another script without making a global?

 

You make the variable on Script A a property and then you can use it on Script B.

Here is what the wiki has to say on the subject: http://www.creationkit.com/index.php?title=Variables_and_Properties#Getting_Properties_From_Any_Other_Script

 

In a nutshell tho,

Script A:

ScriptName ScriptA Extends Quest

Float Property SomeVar = 0.0 Auto Hidden

Script B:

ScriptName ScriptB Extends ObjectReference

ScriptA Property SA Auto
Float SomeVarOnA

Event OnInit()
SomeVarOnA = SA.SomeVar
EndEvent

The property on Script A does not need to be set to hidden but it can if you have no need to actually assign a variable to it in the CK. When assigning the script to the property on Script B, you'll be presented with a drop down that contains ALL the objects that hold the script. Be sure to pick the correct one.

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