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[LE] Quick Questions, Quick Answers


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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.

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@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?

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@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.

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@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. :(

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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 by Elias555
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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!

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