FrankFamily Posted April 12, 2017 Share Posted April 12, 2017 Base + (Base * Mult / 100) = Base * (1+ Mult/100) The later being easier/shorter to do imo, e.g. 50% => Base * 1,5 Now, 21, The 75% is being applied on top the 50%, as in: 8 * 1,5 * 1,75 = 21 In other words, the second multiplier (75%) is calculated on the result of the first (50%), not on the base. Link to comment Share on other sites More sharing options...
Lisselli Posted April 13, 2017 Share Posted April 13, 2017 Thanks a lot for that. Link to comment Share on other sites More sharing options...
foamyesque Posted April 14, 2017 Share Posted April 14, 2017 @cdcooley: Question about GetContainerForms: How does it handle containers with >128 forms in them, e.g. QASmoke or a player-filled loot chest? Does it return just the first 128, does it generate a super-sized array like some other SKSE functions claim they can do, or what? Link to comment Share on other sites More sharing options...
cdcooley Posted April 14, 2017 Share Posted April 14, 2017 @cdcooley: Question about GetContainerForms: How does it handle containers with >128 forms in them, e.g. QASmoke or a player-filled loot chest? Does it return just the first 128, does it generate a super-sized array like some other SKSE functions claim they can do, or what?It gives you an array with everything. That array limit only applies to the syntax used to create arrays in Papyrus scripts. Arrays created by SKSE or array properties filled in the CK can be much, much larger. Link to comment Share on other sites More sharing options...
foamyesque Posted April 14, 2017 Share Posted April 14, 2017 @cdcooley: Question about GetContainerForms: How does it handle containers with >128 forms in them, e.g. QASmoke or a player-filled loot chest? Does it return just the first 128, does it generate a super-sized array like some other SKSE functions claim they can do, or what?It gives you an array with everything. That array limit only applies to the syntax used to create arrays in Papyrus scripts. Arrays created by SKSE or array properties filled in the CK can be much, much larger. Excellent. That provides considerable room for expansion; I've been thinking of swapping out the explicit papyrus declarations with the SKSE ones. Wish there was a way to pull info on stuff like item health/player enchantments out of things in containers. :( Link to comment Share on other sites More sharing options...
Elias555 Posted April 15, 2017 Author Share Posted April 15, 2017 I'm trying to add a keyword to the PC, specifically ActorTypeUndead. How do I go about doing that exactly? Is there a way to do it through magic effects/ability? Link to comment Share on other sites More sharing options...
FrankFamily Posted April 15, 2017 Share Posted April 15, 2017 I think you'd need an alias to add keywords to the player. Link to comment Share on other sites More sharing options...
Elias555 Posted April 15, 2017 Author Share Posted April 15, 2017 (edited) I think you'd need an alias to add keywords to the player.Alright, thanks. 1.How do I access the 'set to actor value mult' without altering anything but the value itself in the perk entry point? The option only appears when I select something like Mod Incoming Stagger.2.Is there a sneaky way to make poison resist actually equal 100%? Edited April 15, 2017 by Elias555 Link to comment Share on other sites More sharing options...
Rosa15 Posted April 18, 2017 Share Posted April 18, 2017 Hi. I'm trying to import a custom hat into the game, it shows up fine in the CK, but if I try it on in game, bald head is the result. I haven't yet made the ground object, no success with that, not sure if that could influence anything... anybody has any idea what could be wrong, please? Thanks a lot! Link to comment Share on other sites More sharing options...
Tasheni Posted April 18, 2017 Share Posted April 18, 2017 Look at this:https://steamcommunity.com/sharedfiles/filedetails/?id=431115306 Link to comment Share on other sites More sharing options...
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