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freepboot

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Everything posted by freepboot

  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
  15. I can confirm that the bPerkShieldCharge does what I said it did before by also using SetAnimationVariableBool Amazing
  16. -_- SetAnimationVariable doesn't exist SetAnimationVariableBool does SetAnimationVariableBool doesn't show up in search results when you look up SetAnimationVariable eff
  17. Strangely the bool doesn't seem to affect the shield charge perk at all, but gives the player the block runner effect, at least when tested the way I did. There's also a bPerkQuickShot which grants the ranger effect. I haven't experimented enough though maybe, I could have just screwed up somewhere. I enabled the bools using a new perk. The information has to be somewhere, this game has existed for 10 years almost I know for sure SOMETHING, SOMEWHERE is checking for the 'has critical charge perk' condition. If critcharge specifically wasn't a condition for something else to work (that isn't listed in the browser), then just duplicating the perk and applying the dupe to the pc would have the same effect as taking the original, right? but it doesn't. You have to take the original, dupes don't work. I'm reasonably sure that something isn't another perk on the tree either because you can take the perk using console commands and it will work, regardless if you have anything else.
  18. I knew it this is an animation variable, but don't know how to edit it from the ck https://www.creationkit.com/index.php?title=List_of_Animation_Variables it might be changeable with script, going to try to
  19. with shield charge, there are conditions being checked for that I can't find you can't use the shield charge sprint while not having a shield equipped (while blocking with a weapon) BUT there are no conditional statements checking for the shield equip requirement that I can find in the spell or perk forms
  20. Actually this brings to mind that flames, fireball etc. all have the secondary effect of intense flames in the spell itself, which probably checks for the perk on the caster in a conditional statement before applying the effect. It would make sense that frost and shock spells have the same for deep freeze and disintegrate but then what about critical charge/great critical charge...?
  21. An interesting idea, I'll look at it
  22. I did some testing today using a cloak spell on a dead NPC, the cloak did damage while the actor was alive and none while it was dead. I made sure death dispel was disabled, and also that the cloak ran even when the NPC wasn't in combat. Does anyone know if it's possible for NPCs to "cast" spells that are permanently attached to them while dead?
  23. According to what I see here, disintegrate does nothing. Obviously that's not right, does anyone know why I can't see the guts of what this perk does? There are others like it (for example, critical charge seems to have no effect other than increasing the amount of critical damage you do white sprinting and also performing a forward power attack, when it also unlocks attacking while sprinting - something you can't do without it afaik)
  24. feel free to test it checking invulnerable on any npc has the same effect
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