davethepak Posted April 30, 2018 Share Posted April 30, 2018 Working on a script that needs to read some of the current experience values for some skills. I am not hardcoding in the default values, as the player may have changed some of them with one of the various XP mods. I am trying to read the current Skill Use Mult for the Light Armor skill. There is a SKSE function, Float GetSkillUseMult() Here is my code; _myfloatvar = Game.GetSkillUseMult("LightArmor")I get the following compiler errors...GetSkillUseMult is not a function or does not existcannot call the member function GetSkillUseMult alone or on a type, must call it on a variable I have installed the skse scripts and source, and have other SKSE functions working ok. Any suggestions? Link to comment Share on other sites More sharing options...
Ghaunadaur Posted April 30, 2018 Share Posted April 30, 2018 Looking at the Game script, this function doesn't seem to exist for Skyrim. Link to comment Share on other sites More sharing options...
lofgren Posted May 1, 2018 Share Posted May 1, 2018 I think that function is deprecated. Use GetSkillUseMult from the Actor Value Info script. https://www.creationkit.com/index.php?title=ActorValueInfo_Script Link to comment Share on other sites More sharing options...
davethepak Posted May 5, 2018 Author Share Posted May 5, 2018 lofgren, Thanks, but I was struggling to even figure out how to use that. For example, what would be the value to determine the skill use multiplier for one handed? Is it 96 OneHandedMod ? I guess I could try a bunch of them, and see what I get, but was hoping that it would be a bit more direct. regardless of my lack of comprehension, thank you for trying to give info. Link to comment Share on other sites More sharing options...
Evangela Posted May 5, 2018 Share Posted May 5, 2018 The skill use for skillMods are inherited from the Skills. Thus if you call that function on OneHandedMod, it should return 6.3. Link to comment Share on other sites More sharing options...
davethepak Posted May 7, 2018 Author Share Posted May 7, 2018 The skill use for skillMods are inherited from the Skills. Thus if you call that function on OneHandedMod, it should return 6.3.Thank you for the response - that now makes sense. however, I am having challenges using the functions - type mismatces etc . For example, I am trying to the value of OneHandedMod to a variable. ActorValueInfo _myvariable = ActorValueInfo.GetActorValueInfobyName("OneHandedMod") Debug.MessageBox("One Handed Mod: " + _myvariable)I get back a weird value for _myvariable... " ActorvalueInfo <(000000607)>" I am expecting 6.3 If there are any suggestions..... Link to comment Share on other sites More sharing options...
davethepak Posted May 12, 2018 Author Share Posted May 12, 2018 (edited) Ok, tried more tests of this to attempt to figure it out on my own, but could not find any actual in script examples.... ActorValueInfo _myvariable = ActorValueInfo.GetActorValueInfobyName("OneHandedMod") I get garbage back. I should get the value for one handed. Can someone give a working example of this? Edited May 12, 2018 by davethepak Link to comment Share on other sites More sharing options...
Evangela Posted May 12, 2018 Share Posted May 12, 2018 (edited) Example: ActorValueInfo oneHanded = ActorValueInfo.GetActorValueInfoByName("OneHanded") Float skillUseMulti = oneHanded.GetSkillUseMult() debug.trace("Skill Use Multi: " +skillUseMulti)Assigning it to a float variable in this case wasn't necessary, but it's a habit of mine haha. [05/12/2018 - 09:21:34AM] Skill Use Multi: 6.300000 Edited May 12, 2018 by Rasikko Link to comment Share on other sites More sharing options...
davethepak Posted May 13, 2018 Author Share Posted May 13, 2018 Rasikko - THANK YOU VERY MUCH!! I was soooo close, but not quite there. Your input is greatly appreciated! :) Link to comment Share on other sites More sharing options...
Evangela Posted May 13, 2018 Share Posted May 13, 2018 No problem. :) Link to comment Share on other sites More sharing options...
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