Xarrian Posted November 12, 2012 Share Posted November 12, 2012 Hey! I already did quite some digging, but did not find anything useful regarding a few things I'd like to implement in my current project, maybe someone here could help me out a bit with a good advice? :) 1. I would like to make jumping, swinging your weapon and drawing your bow consume stamina. My problem here is: How can I detect that with basic CK functions? I did not notice anything related to these things. 2. Do I see it correctly that the player is NOT counting as a vampire when he becomes the vampire lord transformation power, but not using it currently? I'm slightly irritated because it seems like instead of then belonging to a vampire race, he just seems to continue belonging to the basic playable race he belongs to without getting the "normal" Skyrim.esm Vampire abilities and traits... 3. Is there a way to make underwater combat enabled/are there any mods that do that at the moment? 4. Is someone else having problems with Fire and Forget - Contact - Magic effects that use conditions? I had several spells that used such effects with conditions assigned to it, but they seem not to be checked at all - like you make a contact spell that uses the archetype effect Stagger - and it does stagger the target upon application, but when you assign a condition, say, GetActorValue Health == 0 (Run on Subject/Target), and even if the target of the spell has more Health than 0, it still becomes staggered? 5. Is it possible to remove a master file and all the entries that belong to it from a mod? Like you make a mod that utilizes stuff from Skyrim.esm and Dawnguard.esm, but do want to make it executable without it requiring Dawnguard.esm by removing everything Dawnguard related from it with a tool like TES5Edit? Is this process available in form of an automated variant, or would it be necessary to clean everything from hand? And, of course, if every single entry has been removed, will the mod run without that related master file again? Alright, that's it for now - thanks for reading through it! :) With the very best regards, Xarrian Link to comment Share on other sites More sharing options...
KingsGambit Posted November 13, 2012 Share Posted November 13, 2012 Regarding 1. There are some Actor script functions that may be suitable. In particular to note are IsRunning(), IsSprinting() and IsWeaponOut() (combined with GetEquippedWeapon() and HasKeyword to detect weapon type). For swinging a weapon, there are the following:RegisterForAnimationEvent(akTarget, WeaponSwing)RegisterForAnimationEvent(akTarget, WeaponLeftSwing) Used along the lines of: if (RegisterForAnimationEvent(Game.GetPlayer(), WeaponSwing)) 2. Not sure. As far as I can tell, vanilla vampirism doesn't grant the vampire lord power. I would've thought getting the VL power would turn a player into the vampire version of their race (as with standard vampirism) in addition to the transformation power. 3. If you open the properties for any race in the CK, you will see an option for "No Combat in Water". Presumably unticking it would be sufficient (though knowing Bethesda it's rarely so straightfoward!). Foresee issues with either animations, or swimming whilst having a drawn weapon/spell. 4. I'm sure there's already a thread about this. I even replied to it :biggrin: 5. Should be doable. But having DLC dependant content in a mod not flagged to require may have unintended consequences such as the items not appearing. Also, is there a plan for when a player without the DLC installs it? A very humble suggestion would be to not use DG/HF content unless you don't mind yours depending on the player having them. If you've used DG content, either keep it in and don't compromise your mod, or remove it properly with the CK then do a "clean" with TESVEdit. Link to comment Share on other sites More sharing options...
Xarrian Posted November 13, 2012 Author Share Posted November 13, 2012 Hey thanks! :D That will help me a lot! :D Sorry, about posting 4.), but I still did not manage to get it working, even with your hints. I am really thinking that I found a bug... :( I also already tried to check that flag with underwater combat, but it did not actually do anything - Thought there might be workaround, but it seems this thing is hardcoded :( Link to comment Share on other sites More sharing options...
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