LostTruth64 Posted September 16, 2016 Share Posted September 16, 2016 Currently trying to make my current mod, Unarmed Combat Patch for SPERG a standalone and even expand on it. Im using the Override Pickpocket.esp provided by the mod so that it wouldnt conflict with other skilltree mods/overhauls. For reference: http://www.nexusmods...im/mods/66336/? The only issue I am coming across is figuring out how SPERG made unarmed attacks scale and level up Pickpocket. I've looked for scripts and found UnarmedManager and its also has a Magiceffect and Spell. I've been trying to decipher what the hell all of these means as I have almost no knowledge of scripting. So I essentially took out the pieces I think I dont need. This is what I have so far. float Property SkillMult = 0.4 Auto float Property SkillMultHC = 0.2 Auto bool CheckForUnarmed = false int currentBonus = 0 Weapon UnarmedWeapon Function OnSkillUp(string eventName, string strArg, float numArg, Form sender) If strArg == "Pickpocket" ManageBuffs() EndIf EndFunction Function UpdateUnarmed(string eventName, string strArg, float numArg, Form sender) If strArg == "FullReset" RemoveUnarmed() RegisterForSingleUpdate(0) Else ManageBuffs() EndIf EndFunction Function ResetUnarmed(string eventName, string strArg, float numArg, Form sender) EndFunction Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If akBaseObject as Weapon || akBaseObject as Armor RegisterForSingleUpdate(0) EndIf EndEvent Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) If akBaseObject as Weapon || akBaseObject as Spell CheckForUnarmed = true RegisterForSingleUpdate(0) ElseIf akBaseObject as Armor RegisterForSingleUpdate(0) EndIf EndEvent Event OnPlayerLoadGame() CheckForUnarmed = true RegisterForSingleUpdate(0) EndEvent Event OnMagicEffectApply(ObjectReference akCaster, MagicEffect akEffect) If akEffect.HasKeyword(MagicAlchFortifyPickpocket) || akEffect.HasKeyword(MagicEnchFortifyPickpocket) ManageBuffs() EndIf EndEvent Function ManageBuffs() If SPEUnarmedDamage.GetValue() == 1 ;player wants buffs float CalculatedBonus = PlayerRef.GetAV("Pickpocket") CalculatedBonus *= SkillMultHC EndIf CalculatedBonus *= ((PlayerRef.GetAV("PickpocketMod") / 100) + 1) ;enchantment bonus CalculatedBonus *= ((PlayerRef.GetAV("PickpocketPowerMod") / 100) + 1) ;alchemy bonus int bonus = CalculatedBonus as int ;quick way to truncate EndFunctionI have essentially everything else finished in terms of skills, mechanics, and balancing. This is my biggest hurdle right now. Link to comment Share on other sites More sharing options...
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