Deleted4621232User Posted June 3, 2012 Share Posted June 3, 2012 i can get a spell that you cast to increase speed easily, that's fine is there a way to create a magic effect or enchantment that you can then set as a default racial ability so that race A walks faster than race B and if i need a script to do that, any help there would be great since i'm not big on scripting Link to comment Share on other sites More sharing options...
DeadxPixels Posted June 3, 2012 Share Posted June 3, 2012 (edited) 1-Create speedmult magic effect2-Create ability using that magic effect3-Add that ability to the race:D Edited June 3, 2012 by DeadxPixels Link to comment Share on other sites More sharing options...
Deleted4621232User Posted June 3, 2012 Author Share Posted June 3, 2012 shows up in active effects but won't work. tried walking/running/sprinting/save and exit/etc just never seems to trigger tried new speed effect, the wisp's speed effect, with/without parameters, etc Link to comment Share on other sites More sharing options...
DeadxPixels Posted June 4, 2012 Share Posted June 4, 2012 Hmm, what are your magic effect + ability settings? Link to comment Share on other sites More sharing options...
Deleted4621232User Posted June 4, 2012 Author Share Posted June 4, 2012 Hmm, what are your magic effect + ability settings? i've been reading. it's just a speedmult issue, i got it to work but i have to go in and out of menus, it's clunky and not good enough though. yet another thing in this game they didn't feel was worth their time to do right Link to comment Share on other sites More sharing options...
steve40 Posted June 4, 2012 Share Posted June 4, 2012 (edited) You could create a magicEffect of Archetype Script, then attach this script.I haven't tested this particular script, but it's based on a working script of mine.The default multiplier is 2.0 (double speed). You can change this value by right-clicking the script after it is attached to the MagicEffect, then choose "Properties", then change the value of "Multiplier". Hopefully the script will compile without errors. Scriptname MultiplySpeed extends ActiveMagicEffect {Modifies the NPC's speedmult by a multiplier and restores it when the effect ends} ;============================================================ float origSpeedmult ; stores the original AV value. float Property Multiplier = 2.0 auto ; the stat multiplier. Assign a value to this property in the CK. ;============================================================ Event OnEffectStart(Actor akTarget, Actor akCaster) origSpeedmult = akTarget.GetAV(speedmult) akTarget.ForceAV(speedmult, origSpeedmult * Multiplier) EndEvent Event OnEffectFinish(Actor akTarget, Actor akCaster) akTarget.ForceAV(speedmult, origSpeedmult) EndEvent ;============================================================ Edited June 4, 2012 by steve40 Link to comment Share on other sites More sharing options...
DeadxPixels Posted June 4, 2012 Share Posted June 4, 2012 I've got it working for Khajiits. I'll upload it soon.Feline Agility = +20 movement speed and jump height, and Feline Reflexes= attack speed is raised 1.2 (120%? idk) Sadly, unarmed attack speed is not counted for that.. =/~ is currently playing an unarmed Khajiit... :l ~ Link to comment Share on other sites More sharing options...
DeadxPixels Posted June 4, 2012 Share Posted June 4, 2012 http://skyrim.nexusmods.com/downloads/file.php?id=18187Check it out if you'd like. Magic effects and abilities have 'khajiit' in the IDs, so filter for that Link to comment Share on other sites More sharing options...
Galacticat42 Posted June 4, 2012 Share Posted June 4, 2012 @DeadxPixelsIf you used the 1.2 as a multiplier then it's a simple 20% increase but it would be 120% total as opposed to 100% vanilla. Link to comment Share on other sites More sharing options...
Deleted4621232User Posted June 4, 2012 Author Share Posted June 4, 2012 checking it out now, thanks Link to comment Share on other sites More sharing options...
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