Jump to content

DOWNLOAD MODS

Are you looking for something shiny for your load order? We have many exclusive mods and resources you won't find anywhere else. Start your search now...

LEARN MODDING

Ready to try your hand at making your own mod creations? Visit the Enclave, the original ES/FO modding school, and learn the tricks of the trade from veteran modders...

JOIN THE ALLIANCE

Membership is free and registering unlocks image galleries, project hosting, live chat, unlimited downloads, & more...

primemonky

Allies
  • Posts

    20
  • Joined

  • Last visited

primemonky's Achievements

Apprentice

Apprentice (3/11)

0

Reputation

  1. Hmmm, i swore that you could fortify skills past 100, i thought it was just that in vanilla you just couldn't increase them past 100. O well. I had changed my script to use modav2 but the original never had a problem until I changed it to use modav2. it would work while i was "sprinting" but when i stopped i was slower...a lot slower, I cant remember how low my speed was modified but it was a good amount. The way i had my script set up with modav is that at the end of the script it would modify my speed if the conditions were met, and the very 1st thing it does the next time the script runs is remove the modification as long as their was one at the end of the last script. Maybe it was that removing part that messed my speed up?? But if so, then how do i return the the speed to the correct value?
  2. Okay Ive implemented your code into my script Critterman, many thanks again, and its working almost perfectly. The only problem I'm having is for some reason it wont fortify my speed over 100, or at least it wont show above 100, but as the amount its fortified by decreases I'll see my speed start returning to normal as it should and I'll see it decreasing. The thing is when i used the modAV command for it, my speed would show over 100. I have Ely's Uncapper but i cant remember if it shows that your attributes are over 100 in the menu. Anyways is this normal, or a problem with my script? Also if i could get your opinion, Ive used my version with the modAV command for over a month and have found no problems with it permanently changing my speed. So would you think that it could be considered stable? Ive been reluctant to release because i don't want to mess up anyones game. Either way I'm going to figure out how to get this to work if possible, you know, for the learning experience.
  3. Thank you so much Critterman, Ill try this out soon.
  4. I appreciate the help Critterman, but i feel my newbness coming out again. Im confused on exactly what to do. when you use player.GetNthActiveEffectCode 0 that will return the ID of the spell that the 1st active effect came from?
  5. Thanks Critterman, i had thought that i would use that function ( SetNthActiveEffectMagnitude right?) Ill just have to mess with it since I'm a little confused on how to use it. Will i be able to only modify the fortify athletics from a specific ability ( the one i made)?? or will it affect the magnitude from other fortify athletic effects as well? I don't mind using modAV, especially since i haven't ran into any problems with how i have it in my script, but people suggest not using it since it can cause problems with other mods i believe, as well as vanilla oblivion, Like some of the old Health Regen Mods.
  6. Okay, what i want to know is can i alter the magnitude of a spell via script? basically i want the magnitude of a fortify speed effect to diminish as your fatigue gets lower for a sprint mod I've made, I also want the amount that your speed is fortified by to depend on how high your speed already is. I already have this done but using the mod modAV function, so far its worked fine, I've had this mod enabled for at least a month, but people say that it can cause problems so I would rather find a way to avoid those problems. Also, if I can modify the magnitude of a spell with a script, it would probably be better to use a fortify athletics effect instead correct??
  7. This mod mod looks great! lol i love the thought of godly fur armor, I'm going to have to try that out just for the heck of it. I like the idea of customizing the amount of times the armor can be improved, and i think tejons Ideas on how to make it customizable sound great. If its possible i think adding a setting for how much your armor improves each time you stack it would be appreciated by some, even tho I don't think i would change it from what you have now.
  8. its a vanilla spell that you use to open the crystals
  9. Hey Tejon! same as Critterman i use many of your mods, so I'm glad your here too!
  10. To start them youll need to either a) get the Astral Mark/Recall spell or b) use the gate in Midas Basement once your in the astral pocket(i believe its called) you might be able to spot another floating island out there, you'll need to use a spell to get there, theirs multiple ones that can be used.
  11. don't need to, I've gone back to my morrowind roots and i have learned the slowfall spell. Ha! Vanilla sheo didnt see that one coming did he?
  12. Ah why thank you WhoGuru and Mannimungus, i will exercise use with great caution...or ill just stand in front of Sheogorath and step out of the way when she tries to hit me
  13. Actually I think I would find it quite amusing! I did when i got it for Haskill, to bad he wont leave the isles. Hey does this thing come with a manual Mannimagnus?
  14. this is all i found on the wiki of setracealias. i can always just test it out, if its in the wrong order and i can just edit it and try again. Edit: thank you bg! i just tried the script and it works! the syntax for it is: SetRaceAlias [CustomRace ID] [Vanilla Race] just like you thought. tyvm.
  15. Thanks! but alas i have seen it. I tried following it but max crashed when i tried to export if I remember correctly. I know i got this junky looking sword in game once, but i didn't do it right. when i exported it it was missing a lot of the data, like collision, so i copy and pasted the niTristrips data into another weapon and tested it in game. it worked, except for the fact that actors started falling through the floor... . I think i may try again tho. @ Mannimagnus: o yes i am! your suffering from a disillusionment of some sort. @ RelicKylias: Ya me too! Actually i dont remember what its from, a band i think. I just remember thinking it looked cool, so i 'nabbed it. edit: Thanks very much PacificMorrowind, will check it out!!
×
×
  • Create New...