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Posts posted by Zabre
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Sorry to bump... I still haven't figured this out :/
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Spell effects may or may not work, depending on how you set it up and how you scripted the magic effect (if you did that at all).
Could you give more details?
Hiya Willie. My friend doesn't have a legitimate copy of the game, and he asked me to make a mod for him because he lacks the Creation Kit. He wanted me to make a ring that increases the movement speed of the player during night. The conditions for the "only at night" part are easy to do in the enchantment menu, however I have no idea how to increase movement speed.
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Is there a way to modify the player's speed through magic effects? I've tried creating a new magic effect that changes "SpeedMult," however nothing happened.
Any ideas?
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so I'm trying to disable a rock when it falls and hit a trigger zone with the script shown below. However, when the rock falls and hits the trigger zone it does NOT disable. Why would it not disable?
FallingRock01 is the REF ID and set to persistent.
short triggered begin onTrigger FallingRock01 if triggered == 0 FallingRock01.disable set triggered to 1 endif end
Any idea why the rock isn't being disabled when it hits the triggerzone (thats 100 units below the stupid thing)??
Quite a silly question, is the Triggerzone attached the script?
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Currently on my fourth(?) playthrough of Bastion. As stated, worth every dollar.
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Check out TESA's new blog article here! A Player's First Impression: Skyrim Races
Wow! Dunmer look really nice this game. Might play one
Of course I have to play Argonian most of the time
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You could always have weapon speed increase be dependent on governing skill/style for the weapon...... the longer you use the same weapon, the better you get with it, conversely, if you use a weapon you are NOT familiar with, you are not as quick with it?
Sounds like a feature you would see in a combat overhaul Great ideas, You
I've actually put this script on the backburners. Been busy with my English classes.
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You will need to store base weapon speed somewhere, if you want to be able to reset back to it. If you want the increase to be permanent, you should implement some flavor of counter, and require X number of uses before incrementing weapon speed.
Maybe have the weapon slow down over time, if you aren't using it?
I was actually thinking about counters last night I thought up "Something this fast wouldn't be that accurate." So I'm thinking of having it reset the attack speed should you stop looking at an actor. So you basically have to be accurate or you lose your speed.
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This is so far what i've come up with.
-SNIP-
I actually borrowed help from some friends that are majoring in Software Engineering. They take a lot of coding stuff so it was easy for them. This is the WORKING increasing attack speed script. There is currently no reset, and the increase will go all the way to the Hard-coded cap.
scn 333RagebladeQuestScript Float fQuestDelayTime Ref rTarget Ref weapon Float weaponspeed Float Increase Begin GameMode let rTarget := GetCrosshairRef let fQuestDelayTime := 0.1 If (OnControlDown 4) ;Attack Key If (Player.IsAttacking == 1 && rTarget.isActor == 1) set weapon to player.GetEquippedObject 16 set weaponspeed to player.getweaponspeed 333RageW set Increase to (weaponspeed + .2) setweaponspeed increase 333RageW endif Endif End
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What you really need is a quest script, it works simialr to most other scripts except you attach it to a dummy quest
This is a rough idea of what you need
Float fQuestDelayTime Ref rTarget Begin GameMode let rTarget := GetCrosshairRef let fQuestDelayTime := 0.1 If (OnControlDown 4) ;Attack Key If (Player.IsAttacking == 1) ;Check to see if target is valid ; If valid do your stuff Endif Endif End
Open to trying the code, but I have no idea how to make a "dummy quest" or how to start it and all that.
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I can't seem to run the script when the weapon is swung. If only there was a OnAttackWith thing. Anyone know a way to mimic that?
scn 333RagebladeScript ref weapon float weaponspeed float increase begin OnHitWith 333RageW set weapon to player.getequippedobject 16 set weaponspeed to getweaponspeed weapon set increase to weaponspeed + .2 setweaponspeed increase weapon end
I can't get the block to start correctly. I thought OnHitWith meant whenever someone is hit with the weapon... But that's not the case. :|
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I had a very strong feeling OBSE would be involved. Didn't know there was an actually weapon speed command!
Thanks guys, I'll start coding. I'll post any code I come up with.
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Is it possible to increase the weapon speed of an item the more times you swing the sword? For instance, I attack XXX target and the weapon speed of weapon XXX increases by .2. After 10 seconds of not using weapon XXX, the weapon speed resets.
First time even using the CS for about 4 months. I forgot almost all my script knowledge. >_<
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Indeed it is. That should narrow down the search for possible CPUs
This is the best for the least you are going to get without a total system overhaul.
http://www.newegg.com/Product/Product.aspx?Item=N82E16819115207
That looks like something in my price range. I'll keep looking, but that's a good option,
How much do you want to spend?
Upgrading to a 64 bit O/S would let you actually use all of the 4gig of RAM as well.
No more than 200$.
I also dislike 64 bit O/S's
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It should be something you are aware of, specially when upgrading videocards, though a GT430 is low on power requirements.
Just pop off the side pannel of your case and look for the biggest number on the table, find the biggest number with a "W" at the end. something like 300W, 400W, etc.
Just took the panel off more carefully than an Argonian with 100 Sneak... I saw tons'a numbers
One part said "Output: 375W MAX"
Is that what you're looking for?
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Ouch, yeah CPU it is.
One last thing. What is the wattage on your power supply?
I have no idea
Is that something I should know off the top of my head?
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First off, if you could post a DxDiag so we can see what kind of CPU you do have. From there, we can discuss the need for a CPU or a graphics card.
As for how easy, it can depend greatly. At its best, its a simple removal of the heatsink to swap out the CPU. At worst, it would require removing the motherboard to get enough force behind the CPU when reattaching the heatsink.
Here yah go Echo! Though I just got a new(er) GPU last Christmas.
------------------ System Information ------------------ Time of this report: 3/13/2011, 01:31:19 Machine name: LANDON Operating System: Windows 7 Ultimate 32-bit (6.1, Build 7600) (7600.win7_gdr.101026-1503) Language: English (Regional Setting: English) System Manufacturer: Dell Inc. System Model: Dell DXP061 BIOS: Phoenix ROM BIOS PLUS Version 1.10 2.3.1 Processor: Intel(R) Core(TM)2 CPU 6300 @ 1.86GHz (2 CPUs), ~1.9GHz Memory: 4096MB RAM Available OS Memory: 3326MB RAM Page File: 1918MB used, 4731MB available Windows Dir: C:\Windows DirectX Version: DirectX 11 DX Setup Parameters: Not found User DPI Setting: Using System DPI System DPI Setting: 96 DPI (100 percent) DWM DPI Scaling: Disabled DxDiag Version: 6.01.7600.16385 32bit Unicode --------------- Display Devices --------------- Card name: NVIDIA GeForce GT 430 Manufacturer: NVIDIA Chip type: GeForce GT 430 DAC type: Integrated RAMDAC Device Key: Enum\PCI\VEN_10DE&DEV_0DE1&SUBSYS_082810DE&REV_A1 Display Memory: 2400 MB Dedicated Memory: 993 MB Shared Memory: 1406 MB Current Mode: 1280 x 1024 (32 bit) (60Hz) Monitor Name: Generic PnP Monitor Monitor Model: DELL E197FP Monitor Id: DELA024 Native Mode: 1280 x 1024(p) (60.020Hz)
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I'm long overdue for a CPU upgrade, I can barely play most games. Though I really doubt upgrading this vital component will be as easy as upgrading my GPU was.
So my 3 questions are:
1. Any reccomendations for a CPU that can run most games now? (Cheap please)
2. How easy is it to actually install the hardware?
3. Does upgrading the CPU require other upgrades?
Hopefully some of the tech-savy people here will help
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This is... Just... I don't even know...
The graphics- the gameplay- the atmosphere. It seems so amazing. I am craving this game after but one trailer.
I can't wait to see more gameplay of it, especially how they plan to use Archery. It seemed much more real in this gameplay.
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Maybe a dark version of the butlers too. Maybe have the necromancy area be under the rock. Thrown in some skeletons and ghosts.
Zombie butler anyone?
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Oooo true. Hehe I've never actually done anything related to Necromancy so I'll have to try it out.
EDIT:
Right off the bat, is there anything that would be a cool addition for necromancy?
Just a dark area for the evil ones to hang out. Some cool ideas I had were:
1. Necklace that has a constant skeleton summoned for you. It would be weak, of course. Perhaps leveled?
2. An alter that can summon a leveled(?) lich, skeleton, or Zombie for you. (ghosts?)
3. Dark Soul gem alter.
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Dont forget us darker players.
Necromancy is fun
EDIT: Spelling fail
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I don't like locking threads because this is a learning forum. If somebody has a question about a topic, I like to keep them open.
So I see
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An a graph on paper, yes, but soon as you enter the 3rd dimention, Z is the up and down axis and Y becomes forwards and backwards
And don't get me started on the 4th dimension.
Would that not be time...?
1. Place a >Static >XMarkerHeading object where you want the player to teleport to. Double-click it and check the Persistant Reference box. Also give it a Reference name like "aaTESAWSTeleportREF" as this is what the location will be called in the script (see below)
2. Make an Activator and attach the NIF:
Dungeons\Misc\Triggers\TrigZone02.NIF
3. Make a script like this:
-SNIP-
4. Attach the script to the trigger zone object. Place the triggerzone in the world where the player would fall into it. You can scale it up to 10 if necessary to cover a larger area.
Your all done and ready to test.
Thanks, everyone! It works like a charm! Didn't think it was that simple.
Admins: Go ahead and lock it.
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My First Attempt at Papyrus
in Papyrus 101
Posted · Edited by Zabre
Feels good to be modding again
This script is supposed to give the player (I do not want the ring to fire when equipped on NPC's) that is equipping the ring (which this script is attached to) a massive boost to their stamina regen WHEN they are attacked with less than 10% of their max stamina. The effect is supposed to cancel when the player is attacked with more than 10% stamina. Currently, the script does not work. I'm not sure if I've messed up with the actual script, or if attaching it to the item (ring) is the wrong thing to do. Any help would be fantastic.