[relz] mods by kuertee (thread 4)

Post » Wed Mar 30, 2011 2:16 pm

errr :sad: ... :shocking: ... :gun: ... :banghead: ... these emoticons just aint relaying the feeling right now.

I wander then would it be possible to write down all those stats and skill levels (derived ones too) - load up without PI then reset them via console - then install another leveling mod?

thanks btw
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Franko AlVarado
 
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Post » Wed Mar 30, 2011 1:21 am

errr :sad: ... :shocking: ... :gun: ... :banghead: ... these emoticons just aint relaying the feeling right now....I wander then would it be possible to write down all those stats and skill levels (derived ones too) - load up without PI then reset them via console - then install another leveling mod?...thanks btw
i think fixing the broken stats with uop should be sufficient.
the accuracy of the changes made by PI would be immaterial if you feel that your player's progression through the levels were deserved.
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Vicky Keeler
 
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Post » Wed Mar 30, 2011 5:12 am

re: Alternatives to death and reload
kuertee, 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!
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sally R
 
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Post » Wed Mar 30, 2011 2:23 am

Closed for post limit.
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Yung Prince
 
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