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Evangela

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Everything posted by Evangela

  1. You should toss that messagebox if you haven't already, so the event runs a lot faster.
  2. Yeah, I have TES5Edit ready as soon as a * appears on any reference for any reason. Sometimes just clicking on one and not having moved it yet, is enough to flag an edit. Don't get me started with navmeshing haha.
  3. Hate to tell you this, but no mod author is going to test every SKSE function thas been released for 1.7.3(for 2.0.0). You can count on that much not happening. They'll test if their mods are working. Further testing will have to come from 'elsewhere'. If I can get my CK working again(long story), I'll go for it, but I know it'd just be me doing that >_>. That's usually how it goes. The SKSE team has done their part, but as far as I'm concerned, SKSE64 is still in a bad spot and not because of the team or whatever.
  4. Both games have performed fine for me.. on my less than stellar laptop.
  5. Now they're going to back pedal. Seriously, watch. All the people who were like, "SSE is doomed," or "The modding community is dead," will back pedal saying, "Well I always new they were working on it." Anyway, wait for the fake tragedy to start and making up some excuse to be outraged. Well you called it. (at least in the case of the other thread)
  6. I don't think it has sunk in well.
  7. Associate item 2 is when the ArchType is Dual Value Modifier, where the other item is then multiplied by AV weight(which I don't understand fully), you can experiment with that if you like. Otherwise, if you want to drain more than one actor value on the same spell, just make another magic effect. For having the enemy's health depleted and have the player's health and stamina depleted from the same spell.. you'll need to make a magic effect that affects only the enemy, and another magic effect that only affects the player. I hope I didn't confuse you there x_x.
  8. That can be done without a script. Make the Magic Effect Archtype: Value Modifier Associated item: Stamina Check the box "Detrimental" Now on the spell, change the effects magnitude to 10. Also on the magic effect to the spell, add this condition to the magic effect: GetActorValuePercent: Stamina: >= 0.1 what this means is, you can drain stamina long as you have at least 10% stamina, to which otherwise, you'll need to wait to get over 10% to start draining again. If you don't want that, you can leave the condition out and it'll keep draining stamina for as long as you keep concentrating regardless if you're out of stamina or not.
  9. Re-textured and remastered high poly steel sword. :D
  10. Well folks can rejoice, but don't expect too much out this right now, and the point is made quite a lot over at reddit. All functions for 1.7.3 that has been ported to SE needs to be tested.
  11. There's more armor adapted for UNP than there is for CBBE, though that is not to say there isn't a lot adapted for CBBE. They have one thing in common though - most of the stuff made for the bodies have been skimpy stuff :/. CBBE's name was also changed from Big Bottom(because it was originally about bodys with big butts I think) to Beautiful Bodies. I believe that bodyslide/outfit studio allows for you to make just about any shape you want that vastly deviates from the initial intended design. Having said that, the author had did a good job with her mod in making it as available and user friendly as possible to all that preferred to use it.
  12. It may help to read a bit on what a tangent is: https://en.wikipedia.org/wiki/Tangent
  13. I thought post counts stopped having any meaning about some 15 years ago.
  14. Scriptname is missing. You have an event that is not fully declared. And I feel like your loop can potentially loop forever, this is not good. This is also a pretty slow script, considering the constant calling of actorvalues inside a long running loop. So at the top of the OnEffectStart Event, do this: Float casterBaseHealth = Caster.GetBaseActorValue("health") Float casterBaseMagicka = Caster.GetBaseActorValue("Magicka") Float casterBaseStamina = Caster.GetBaseActorValue("Stamina") Float casterBaseCarryWt = Caster.GetBaseActorValue("CarryWeight") Float casterBaseUnarmed = Caster.GetBaseActorValue("UnarmedDamage") Float casterBaseMeleeDmg = Caster.GetBaseActorValue("MeleeDamage") Float targetBaseHealth = Target.GetBaseActorValue("health") Float targetBaseMagicResist = Target.GetBaseActorValue("MagicResist") Float targetMagicResist = Target.GetActorValue("MagicResist") replace this: Caster.SetAV("Health", Caster.GetBaseAV("Health") + ((Target.GetBaseAV("Health") / (Target.GetAV("MagicResist") + 1)) / 100)) Caster.SetAV("Magicka", Caster.GetBaseAV("Magicka") + ((Target.GetBaseAV("Health") / (Target.GetAV("MagicResist") + 1)) / 100)) Caster.SetAV("Stamina", Caster.GetBaseAV("Stamina") + ((Target.GetBaseAV("Health") / (Target.GetAV("MagicResist") + 1)) / 100)) Caster.SetAV("CarryWeight", Caster.GetBaseAV("CarryWeight") + ((Target.GetBaseAV("Health") / (Target.GetAV("MagicResist") + 1)) / 100)) Caster.SetAV("UnarmedDamage", Caster.GetBaseAV("UnarmedDamage") + ((Target.GetBaseAV("Health") / (Target.GetAV("MagicResist") + 1)) / 100)) Caster.SetAV("MeleeDamage", Caster.GetBaseAV("MeleeDamage") + ((Target.GetBaseAV("Health") / (Target.GetAV("MagicResist") + 1)) / 100)) with this: Caster.SetAV("Health", casterBaseHealth + ((targetBaseHealth / (targetMagicResist + 1)) / 100)) Caster.SetAV("Magicka", casterBaseMagicka + ((targetBaseHealth / (targetMagicResist + 1)) / 100)) Caster.SetAV("Stamina", casterBaseStamina + ((targetBaseHealth / (targetMagicResist + 1)) / 100)) Caster.SetAV("CarryWeight", casterBaseCarryWt + ((targetBaseHealth / (targetMagicResist + 1)) / 100)) Caster.SetAV("UnarmedDamage", casterBaseUnarmed + ((targetBaseHealth / (targetMagicResist + 1)) / 100)) Caster.SetAV("MeleeDamage", casterBaseMeleeDmg + ((targetBaseHealth / (targetMagicResist + 1)) / 100)) I fixed a few things I saw(made a generic scriptname and removed the oneffectfinish bit that wasn't finished) and ran your script through the compiler and got no errors :o.
  15. It looks like the hands mesh is expecting the body that it was shaped for.
  16. The GMSTs themselves in the editor can't have complex formulas put in the field. Beth got around that by making various other settings and just include the settings in formulas under the hood. For example, the XP required for the next level is calculated from a formula that involves 2 GMSTs. You can however assign them to variables to get the value they are storing via Game.GetGameSettingxxx(xxx= either Float, Int, String), but the only way to change them at runtime(during the game) is through SKSE. https://www.creationkit.com/index.php?title=SetGameSettingFloat_-_Game
  17. Maybe...: https://www.creationkit.com/fallout4/index.php?title=BendableSpline Don't forget this: https://www.creationkit.com/fallout4/index.php?title=SplineTranslateToRef_-_ObjectReference
  18. I like how Skyrim Original is well hidden on Steam(you can only find the link if you own the game and go to store page) is 15 euros(well 14.99) and it's got a lot of thumbs down reviews from people upset about the Creation Club. I feel lucky that I got SE for free simply for owning the original lol.
  19. I tested this, and cow took me to the expected cell. I opened up the hieghtmap editor and took a look and the coordinates on the map matched the cell I teleported myself too. But just in case you need to know: To get the cell coordinates as seen in the creation kit, you divide X and Y by 4096. To convert coordinates to values the game engine can understand, you multiply the coordinates by 4096. (This is mostly needed for the papyrus functions) To simplify it further: Cell -17, 15 = 69,632 (GetPositionX() will return this value), 61,440(GetPositionY() will return this value). Those values should also be visible in the heightmap UI, along with the z position. So I'm not sure what's up on your end. You can always check in the console though and use GetPositionX/Y and divide by 4096 to see if the cell you're in is indeed -17, 15. You're just not in a spot you expected to be in within the Cell. I made a function to set coordinates, and I picked the RiverwoodBridge, and I went there but I landed in water :tongue:. Specific spots require plotting down objects and just directly teleporting to them.
  20. I can sympathize. I've had a drive die on me just a few weeks after buying it, and it turned out it was part of a bad batch released by Western Digital.
  21. Well if it continues to grow, there is a problem for sure. Either way, enjoy your game man. :smile:
  22. I have another suggestion but it's out of your current modding skill scope and since you're the only one using that method, it is alright. But let's say in the future that you want to release this, before hand study how spells are made, formlists, the condition system and a little bit of scripting, because it is certainly possible to just make a spell with AOE that puts an effect on all enemies that checks their inventory for arrows and removes them. :tongue: Total compatible since you wouldn't have to touch actor forms at all. I myself don't like how the game favors heavily on the player being bombarded with arrows because the AI is programmed to pull the bow out if the player is seemingly less than 200 units out of their melee range. :/
  23. What mods you using? No save should be over a gig from vanilla gameplay @_@.
  24. Wow that guy really wasted his money on the game.
  25. I remember a guy named Inki back on the old beth forums was testing this function tirelessly. To sum up his tests, GetItemCount really don't like searching through leveledlists that are from properties filled by the CK. I believe the situation the OP is encountering, might be this:
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