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...

freepboot

Allies
  • Posts

    33
  • Joined

  • Last visited

freepboot's Achievements

Apprentice

Apprentice (3/11)

0

Reputation

  1. I'm making a really involved mod, and I want to explain the changes / back end as thoroughly as possible. I was thinking of posting it to fandom, but people can edit that, and I don't want them to be able to. Any ideas?
  2. Testing more, disabled all forms of movement on the horker except swimming which immobilizes half the horkers I tested on land (though not all of them). For some reason when AA is enabled, more of them move on land in this scenario than when AA is disabled. Make of that what you will, I don't know
  3. (pictured below) we can see that deer_defaultRun_MT has 0 users, despite that, when edited, it changes how the deer moves. the deerRace uses the default mt for both walk and run speed tables, so...? this isn't even the first time I've encountered oddities like this. for instance, the fox doesn't even have an MT form, and doesn't have any overrides in racedata. I tried creating a new MT for them to use, and for some reason it refuses to. it's likely that I'm missing something in the enc forms, but I don't know where to look. suggestions?
  4. to be clear I have no mods installed that affect poison in any way (I have a creature testing cell mod installed that I made myself). is this a glitch with SSE? it's been so long since I've played oldrim that I literally cannot remember if this is how it worked in that release
  5. It's supposed to reduce maximum health on a target, right? pictured here: the iron axe does a base 8 damage, and has a ravage health poison of 30 points applied as well. when hit, why does the horker take health damage if its max health is supposed to be reduced? if that were the case, wouldn't I be seeing a full health bar right now (61.20/61.20 is 100%, so the horker's health is 'full')? the lost health can also be healed while the poison is active, which defeats the purpose of a poison of ravage health; if it worked as it was intended to, an opponent affected by the poison couldn't regain the missing health until its effects wore off.
  6. just a factoid: The magic effect for ravage health (not ravage stamina or ravage magicka though for some reason) doesn't have a vanilla resist value (pictured below). This might lead someone to believe that they're effective at bypassing poison resistances, but upon testing this theory I found that wasn't the case. Enemies with immunity to poison still fully resist the effects of a poison of ravage health.
  7. Can someone explain to me how a poison of ravage health is useful (let alone more useful than the cheaper and effectively longer-lasting poison of damage health)? I must be missing something.
  8. Currently testing with rabbit move data (unrelated reasons), and I've noticed some peculiarities when enabling AA, the AI seems to repath more often. edit: The thing of it is, even if the pathing is marginally smarter, it may ultimately still be to the AIs detriment. The additional time it takes to repath is translating to a few more hits landed from opponents. It may be more optimal to disable AA for faster (albeit dumber) pathing
  9. Did some additional testing on trolls (who are AA-enabled by default), and changed their combat style mults a little to see if advanced avoidance has something to do with 'intelligent' tactics. By intelligent tactics I mean things like strafing, dodging arrows, etc. In either case, enabled or disabled, the trolls' tactics were unaffected. The troll dodged arrows *very slightly* less of the time when AA was disabled, but that could just be a trick of the imagination.
  10. Did some testing and found out it has very little or even nothing to do with pathing around havok-enabled objects in the world: Identical results were yielded from disabling advanced avoidance.
  11. Do we know what advanced avoidance does in the movement tab of race forms? Someone speculated on another forum that it wasn't used in skyrim (some vestigial value from earlier games or fallout), but I don't know about that; humanoid races like nords or khajiit are advanced avoidance-enabled, creatures like goats, etc. aren't (interestingly enough bretons' advanced avoidance is disabled by default, I guess they're navigationally challenged). Note: In the goatrace picture, I increased the angular tolerance (to 20 from 5) but didn't change any other values.
  12. First time using niftools and I think I mostly got the hang of exporting statics. When I import to CK I get a mesh you can 'see through'. This may be an alpha issue, but I doubt it (see the second of the two images). Do I have to define layers or something before exporting? Any help is appreciated. [seen above, the new slaughterfish is *behind* the rock, but can be seen through it]
  13. This is part of the solution, but there might be more somewhere else. Critical charge / great critical charge work differently than shield charge. Both of those abilities are on the list and are perk-conditional but can't be unlocked by removing the perk requirement (which worked for shield charge). Will post more if I find more.
  14. Just documenting my finds at this point: I can practically confirm that the bPerkShieldCharge bool has nothing to do with shield charge. I wrote a script to monitor whether the bool returned true or false every second. After taking the shield charge perk using console commands, the bool returned continued to return false, but after taking the block runner perk it was true. I can only imagine the same is true of the "quickshot" perk bool
×
×
  • Create New...