re:
Alternatives to death and reloadkuertee, I was playing around with the alternative to death and reload, and my character died and I reloaded and I was penalized like normal, but I was also unable to run or jump even after the penalties wore off...
hey jiinx!
the mod does not actually limit the player's movements.
it simply applies penalties to attributes after loading after death.
however, your experience may be similar to the run-walk-switcheroo that occurs during intense combat: http://www.gamesas.com/bgsforums/index.php?showtopic=1051360&hl=kuertee
sometimes this bug carries over my saved-game and game-restarts.
i've got an update to this mod anyway, and i'll have a quick search for any leads to this behaviour.
re:
getting true baseAV...I encourage people to look at and re-use my code... nGCD has already adopted RL's ability compensation code so it does it correctly now too. I benched various ways of doing it and found the code I have is the fastest way of collecting all ability affects on all stats. It's slightly more verbose than using OBSE's GetTotalAEAbilityMagnitude command, but it is faster if you want to collect all ability affects on all stats. If you just want to get ability affects on one or two particular stats, then GetTotalAEAbilityMagnitude is faster....
thanks for your help, again, abo!
a quick question: is my assumption of adding Drain effects to get the correct value of GetBaseAV (like removing Fortify effects as per the Wiki) correct?
(sorry: i could check your mod, but a record here would be good, too.)
cheers!