Jump to content

[LE] Quick Questions, Quick Answers


Recommended Posts

So I'd noticed before now that some boots in bodyslide display a full body model along with them, but this never causes problems ingame, and I'd idly wondered why. Now that I'm working on a bodyslide armor, I think I figured out that this is because you kinda want the reference to be available in the project, but you don't want to remake it all the time, which you'd have to do if you unchecked "export reference with armor" or whatever it's called. So you keep the reference but due to skindismember partitions, it never shows up ingame to cause potential problems.

 

So, is this guesswork all correct? And I can just safely leave the reference body in the export without causing problems down the line, say if people had freaky amputee mods or something unforseen like that?

Link to comment
Share on other sites

Is there a way to craft already tempered weapons? Can you set up a constructable object to do this, instead of having to make the weapon, then temper it after?

In a nutshell, no.

 

That said, you can possibly create a weapon that has the stats of the tempered variant, block it from tempering and craft that weapon instead. But it won't be the tempered weapon itself, just a separate weapon of equal stats.

Link to comment
Share on other sites

Anyone knows how to get a position that is just in the crosshair but at a certain fixed distance for the player (only to be aplicable while in first person), I first thought of a projectile with explosion and once I got that as the end of the line it's easy to get a point at certain distance but I'd also like it to work while looking at the sky where I can't get an impact from a projectile. Basically, I want to place something right where the crosshair is pointing at a relatively small distance, in mid air. Any ideas?

Edited by FrankFamily
Link to comment
Share on other sites

 

Is there a way to craft already tempered weapons? Can you set up a constructable object to do this, instead of having to make the weapon, then temper it after?

In a nutshell, no.

 

That said, you can possibly create a weapon that has the stats of the tempered variant, block it from tempering and craft that weapon instead. But it won't be the tempered weapon itself, just a separate weapon of equal stats.

 

 

Something is possible via SKSE's ability to set item health, but it'd be kludgey; you'd need to catch the craft, remove the crafted item, drop the normal version into the world as an objectref, temper it via script, then add the object to the player's inventory.

Link to comment
Share on other sites

I'm not new to Skyrim modding, but I'm not a modder myself. I've been putting together heavily modded games for years now so I'm not new to the scene. I have limited experience with the Creation Kit but I use TES5Edit all the time to tweak things.

 

That being said, would anyone know how to change the names of the tempering levels? By default it's fine, superior, and so on, but I want to change it to different words to describe the levels so that while using the Loot and Degradation mod every bandits iron sword isn't referred to as "Legendary". Problem is, I haven't got a clue where to go to change this sort of thing since it's not the name of an item, npc, spell etc. Would anyone be able to point the way?

Link to comment
Share on other sites

I'm not new to Skyrim modding, but I'm not a modder myself. I've been putting together heavily modded games for years now so I'm not new to the scene. I have limited experience with the Creation Kit but I use TES5Edit all the time to tweak things.

 

That being said, would anyone know how to change the names of the tempering levels? By default it's fine, superior, and so on, but I want to change it to different words to describe the levels so that while using the Loot and Degradation mod every bandits iron sword isn't referred to as "Legendary". Problem is, I haven't got a clue where to go to change this sort of thing since it's not the name of an item, npc, spell etc. Would anyone be able to point the way?

 

I believe those are stored as strings in the Game Settings portion of the CK. Might also be able to override them through the localization files, but I've never touched them so have no idea how that works.

Link to comment
Share on other sites

I'm not new to Skyrim modding, but I'm not a modder myself. I've been putting together heavily modded games for years now so I'm not new to the scene. I have limited experience with the Creation Kit but I use TES5Edit all the time to tweak things.

 

That being said, would anyone know how to change the names of the tempering levels? By default it's fine, superior, and so on, but I want to change it to different words to describe the levels so that while using the Loot and Degradation mod every bandits iron sword isn't referred to as "Legendary". Problem is, I haven't got a clue where to go to change this sort of thing since it's not the name of an item, npc, spell etc. Would anyone be able to point the way?

There is a mod which changes these words to numerical values. This means you'd see Iron Sword +1 or Iron Sword +2 etc. If the numbers are not to your liking, you can use the mod to show you what records you need to edit.

Numerical Smithing Upgrades

Link to comment
Share on other sites

Anyone knows how to get a position that is just in the crosshair but at a certain fixed distance for the player (only to be aplicable while in first person), I first thought of a projectile with explosion and once I got that as the end of the line it's easy to get a point at certain distance but I'd also like it to work while looking at the sky where I can't get an impact from a projectile. Basically, I want to place something right where the crosshair is pointing at a relatively small distance, in mid air. Any ideas?

If your willing to determine the adjustments needed based on player height and camera settings you should be able to use the GetAngleZ and GetAngleX to do it. Here is the logic I use to move the selection cube from my Decorator Helper mod to a spot in front of the player adjusted by the player's viewing angle. The way I'm calculating the offZ value works well enough for my approximate positioning but the basic factors are the player/camera height and scaling based on object distance.

float angZ = PlayerRef.GetAngleZ()
float offZ = 120.0 - 125,0 * sin(PlayerRef.GetAngleX()*1.25)
MoveTo(PlayerRef, 100.0 * sin(angZ), 100.0 * cos(angZ), offZ)
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...