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AliTheLord

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  1. Version 1.02

    20 downloads

    ================= Details: ================= As of v1.02, this mod changes the following: Skill gained from making potions slightly reduced (Optional). Skill gained from enchanting slightly reduced (Optional). Alchemy: Alchemy & Enchanting Rebalance - Alchemist: This perk now increases potion and poison strength by; Level 1 - 10% Level 2 - 20% Level 3 - 30% Level 4 - 40% Level 5 - 60% - Benefactor: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other effects are increased by 30%. This needs testing to verify! - Poisoner: Poisons you mix are now 50% more effective. - Physician: Potions you mix that restore Health, Magicka or Stamina are 50% more powerful. Vanilla Alchemy: - Alchemist: Increases potion and poison strength by; Level 1 - 20% Level 2 - 40% Level 3 - 60% Level 4 - 80% Level 5 - 100% - Benefactor: Potions you mix with beneficial effects have an additional 25% greater magnitude. - Poisoner: Poisons you mix are 25% more effective. - Physician: Potions you mix that restore Health, Magicka or Stamina are 25% more powerful. Enchanting: Alchemy & Enchanting Rebalance - Enchanter: This perk increases enchantment strength by; Level 1 - 10% Level 2 - 20% Level 3 - 30% Level 4 - 40% Level 5 - 60% - Fire Enchanter: Fire enchantments are now 50% stronger. - Frost Enchanter: Frost enchantments are now 50% stronger. - Storm Enchanter: Shock enchantments are now 50% stronger. - Insightful Enchanter: This perk no longer applies to Fortify Alchemy & Fortify Enchanting, but all other skills are increased by 30% - Corpus Enchanter: Health, magicka, and stamina enchantments are now 30% stronger. Vanilla - Enchanter: Increases enchantment strength by; Level 1 - 20% Level 2 - 40% Level 3 - 60% Level 4 - 80% Level 5 - 100% - Fire Enchanter: Fire enchantments are now 25% stronger. - Frost Enchanter: Frost enchantments are now 25 stronger. - Storm Enchanter: Shock enchantments are now 25% stronger. - Insightful Enchanter: Skill enchantments are 25% stronger. - Corpus Enchanter: Health, magicka, and stamina enchantments are now 25% stronger. ================= Options: ================= There are 3 plugins available. They are in appropriately named folders in the archive. Slowest leveling Slower leveling Vanilla leveling Please only install one!
  2. Still got problems with the door script So the problem with the above code is that it doesn't play the effectshockshield, and there is no wait for the timer, the door just opens. The second script is; This script is attached to a switch which controls the door. When this script runs, the door plays the effectshockshield like it's supposed to, but it doesn't open and close. It just opens (if it's already open it moves back to the closed position, and then proceeds to open). The first script is a modification of the vanilla script in Frostcrag Reborn. Both scripts seem to contain a redundant dustfall ref, which I presume the BGS guys forgot about. Any help/advice would be appreciated!
  3. Just to double check, you've actually attached this script to the item of clothing in question??
  4. Before I try fixing script 3, do you actually need it?? Are you just going to use the one script?? If so use 2 or 3, depending on your preference. EDIT: This one compiles; SCN DELETETHISSCRIPT Begin OnEquip Player If Player.GetIsSex Male == 1 If GetIsID MiddlePants02Female == 1 Player.UnEquipItem MiddlePants02Female 1 ;message box this is grils clothing i'm not wearing this Endif EndIf End
  5. For script three, try this; script 3SCN FemaleOnlyCloths Begin OnEquip Player If Player.GetIsSex Male == 1 If GetIsID MiddlePants02Female == 1 Player.UnEquipItem MiddlePants02Female ;message box this is grils clothing i'm not wearing this Endif EndIf End End But there are better ways of writing it, as you have above.
  6. OK, is the script attached to each of the objects?? If not you need to make it a quest script. Do you want the messages to be displayed when your inventory is open??
  7. Can you copy and paste your script here?? It's easier for me to read that way .
  8. AliTheLord

    City in need of help

    I may have a random interior laying around you can use, or can do one. What is the city anyway??
  9. Random post about a PC Llinky. Would you say teh PC in that link is worth the price £350 = $570 Not sure what kind of i5 it is, so will need to find that out, and I'd probably sell the 6850 on it's own and buy a 560Ti even if it ends up costing me more. Opinions are welcome .
  10. The main error is the script that opens the door after you read the book isn't working. I haven't got any further than that so I don't know if that's the only problem. I think I've figured out one possible culprit, so I'll fix that then see how it goes .
  11. Arthmoor, I'm about at the point where it's still not working and I feel the mod is tidy enough for someone else to take a look. Would you mind taking a look at it and see if there's anything glaring I've missed?? I've got a few warnings from the CSE, mainly; But when I look in TES4EDIT searching for the FormID doesn't give me anything. And the packages (DLCFrostcragAurelinwaeSleeps etc.), as far as I can tell, only exist once, which confuses me. Shall I upload the esp as well as the resources?? And do you want the original mod file that just edits the offical plugin?? Many thanks what ever your answer .
  12. Not gunna upload the file just yet as it still has a lot of sorting to do, so if this problem persists once I feel I've finished I'll come back here .
  13. I'll upload the file when I get a chance, and double check the variable indexes. Thanks for the help. Also, just double checked and the second script does compile in the Vanilla CS, but not in in the CSE. Should this script work in game?? What will happen when it gets to the mismatched endif, will it carry on?? Or return an error or some such? Had to remove the endif in order to compile it, but am wondering whether or not the old script even worked.
  14. Hi, I've taken it upon myself to de-isolate Frostcrag Reborn, to make it compatible with the UOMP and to (possibly) improve it further. What I have done so far is made DLCFrostcrag,esp (the original, clean Bethesda file) a parent (using esmify and the CSE) and have a file Frostcrag Reborn.esp, which is the original mod, renamed. I've removed IDM records, and am in the process of making everything reference the records in DLCFrostcrag, instead of duplicating them and making everything not fun. I've got quite far, and have been having fun with TES4EDIT. It's all a bit messy at the moment, as there are stil a lot of DUPLICATE001 entries that I need to go through and make them edit the parent records in DLCFrostcrag.esp. I've done a large number of them though, so everything is progressing quite nicely. My main problem at the moment is the script that opens/moves/rotates the big stone wall after you pick up/read the book that's on the frozen ice hand. (Frostcrag Spire Memoirs I think). If this makes sense. Basically, it's broken, and I don't know why, and isn't the most logical of scripts I've read, in that it appears like it shouldn't even work in the first place. Well, there are two scripts, but they are only loosely related. This is the script attached to the door wall thing; It doesn't work in my esp, but it works in the original Frostcrag Reborn plugin (which is just an edited version of the Bethesda plugin, hence the de-isolation). But, as far as I can tell, it shouldn't work in the orginial, or at least not as the author intended. Specifically if (GetStage DLCFrostcragSpire >= 50) if ( FRDoorOpenCloseREF.Getdisabled == 1) && (player.Getdistance FRMainGate <= 300) ;;Im disabled therefor outside variable says Im closed and player is close enough then open FRDoorOpenCloseREF.enable playgroup forward 0 endif endif because picking up the book in the hand only sets the QuestStage to 40, not 50. (50 only happens when you buy all the furniture for Frostcrag Spire.) So I'm confused as to why it even works in the original mod, and what could have caused it to be broken in my version. Any ideas/suggestions?? Now, my second, and very minor problem, is the following script (again from the original mod). The script is from the book. if ( IsActionRef Player == 1 ) && ( GetStage DLCFrostcragSpire < 40 ) set myParent to GetParentRef set timer to 4 set init to 1 Activate SetStage DLCFrostcragSpire 40 StartQuest FRThievesQuest elseif ( IsActionRef Player == 1 ) && ( GetStage DLCFrostcragSpire >= 40 ) Activate endif endif because there is an endif that doesn't match an if. The CSE doesn't even let me compile this script, but I haven't tried it with just the CS, Shouldn't this error cause the script to not run properly, i.e. return when it gets to the mismatch?? Thanks for any and all help . If uploading my file will help, then I can, but it's a little messy at the moment as I'm still working on it. Many thanks!! Specifically
  15. Looking good . The Tamriel Heightmap topic over on the BGS forums has filled up by the way
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