MisterRADical Posted April 29, 2019 Author Share Posted April 29, 2019 Good if worked. I didn't test, thus never can be sure, even for simplest things.Definitely, you can make it more versatile and reusable, just replace all Game.GetHealthAV() with a custom Property variable and assign any existing ActorValue (as you did initially), made so just because it was a narrowed task.Also take care about ModValue(), it fits logic perfectly in this particular case, but still, me too had problem with PeakValueModifier (e.g. abReduce...) and suppose they act very similar. So it may bug out as well, i don't have any experience with using it. PS. For Special etc. it's more reasonable to use fixed whole numbers, not pct, as the range is predictable. Yeah it works, only problem I found with further testing is if the player has lower health it takes away the health by using whatever health their at, not their max. So if your health is at 56/95 it would take whatever %, in my case 40%, away from 56 rather than your real max which is 95. So you would be at like .../73 rather than .../57 (it scales down left number too so don't know what that would be but you get the idea). I have another question that I hope someone can answer. How do you mult Jump Height? There's JumpHeightMult but just like everything else it glitches out, I even added it through the same script^ but it still glitches. When I take the armor off it lowers the jump height :| why, how; it is so annoying. I got Carry Weight to work adding it through the same script but not that. Does it just need a specific Effect Archetype (not Value Modifier or Peak Value Modifier)? Link to comment Share on other sites More sharing options...
SKKmods Posted April 29, 2019 Share Posted April 29, 2019 You need to be using GetBaseValue() on the actorvalue: ActorValue Property pHealth Auto Const Mandatory ... HealthDmgAmount = akActor.GetBaseValue(pHealth) * HealthDmgPct Link to comment Share on other sites More sharing options...
MisterRADical Posted April 29, 2019 Author Share Posted April 29, 2019 You need to be using GetBaseValue() on the actorvalue: ActorValue Property pHealth Auto Const Mandatory ... HealthDmgAmount = akActor.GetBaseValue(pHealth) * HealthDmgPct Thanks SK, it works. I think I also got the Jump Height to work too actually. So far it's working at least. That's really all the help I need for now, buuut, there is a script I was planning on figuring out in the future so now might be the best time to ask. This should be the last thing I need help with, for now. I wanted to make a script that gives the player an item when they kill a boss. Now, I may not even need a script if someone can tell me a fix for another issue though. When I scale the boss up and kill them, they disappear. Is there a way to fix that? If not then a script like that would work just fine for what I need. The boss gives a key to leave the area so I kind of need this working lol I have other bosses and sometimes you can still loot them but it's annoying because they glitch out. I'd rather the player just receive the key through script after. I don't know where to put a script like this also, like does it have to be in a quest? I don't know a lot about quests as I haven't done much with them before, just some small stuff. But is there a way to get the quest added to the player without adding it to the player manually? Trying to not mess with vanilla stuff as much as possible so less conflicts. Link to comment Share on other sites More sharing options...
SKKmods Posted April 29, 2019 Share Posted April 29, 2019 If the boss is a custom actor you created then its simple, attach a script to their actor form along the lines of: Key Property myKey Auto Const Mandatory Event OnDeath(Actor akKiller) If (akKiller == Game.GetPlayer()) Game.GetPlayer().AddItem(myKey, aiCount = 1, abSilent = false) Else Self.AddItem(myKey, aiCount = 1, abSilent = true) EndIf EndEvent if the boss is an existing actor and you don't want to hack base game forms you will need to attach the script via a quest alias. Link to comment Share on other sites More sharing options...
MisterRADical Posted April 29, 2019 Author Share Posted April 29, 2019 If the boss is a custom actor you created then its simple, attach a script to their actor form along the lines of: Key Property myKey Auto Const Mandatory Event OnDeath(Actor akKiller) If (akKiller == Game.GetPlayer()) Game.GetPlayer().AddItem(myKey, aiCount = 1, abSilent = false) Else Self.AddItem(myKey, aiCount = 1, abSilent = true) EndIf EndEvent if the boss is an existing actor and you don't want to hack base game forms you will need to attach the script via a quest alias. Okay that worked, thank you SK! There's actually one more problem I forgot about that doesn't have to do with scripting. I have a new interior cell where 1 of the bosses are. When I kill it, it gave me the items which was all good. The problem is when it dies the sound cuts out, like completely out. It's just gone. To get it to come back you have to relog which is annoying. I am pretty sure it has something to do with the scale of the boss because if I scale it back down to normal size it doesn't do it. I don't get why it happens, I guess it's part of the body glitching out and disappearing problem. If you or anybody else knows how to fix that that'd be nice. Since it doesn't stick with your playthrough and just relogging fixes it it isn't the biggest issue. It's just a big annoyance. Besides that I haven't had any other issues, it's just been the sound, bosses disappearing, and script issues but everything else was fine. Now I believe the sound is the only one left atm because of you guys :p so getting it fixed would be awesome. Link to comment Share on other sites More sharing options...
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