Quick Questions, Quick Answers - Thread #29

Post » Wed Nov 27, 2013 4:35 am

Previous Threads:
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http://www.gamesas.com/topic/1348211-the-quick-ck-questions-thread/ | http://www.gamesas.com/topic/1353350-quick-ck-questions-thread-2/ | http://www.gamesas.com/topic/1365336-quick-questions-quick-answers-the-3rd/ | http://www.gamesas.com/topic/1373468-quick-questions-quick-answers-thread-4/ | http://www.gamesas.com/topic/1395667-quick-questions-quick-answers-thread-5/ | http://www.gamesas.com/topic/1406245-quick-questions-quick-answers-thread-6/ | http://www.gamesas.com/topic/1411305-quick-questions-quick-answers-thread-7/ | http://www.gamesas.com/topic/1414436-quick-questions-quick-answers-thread-8/ | http://www.gamesas.com/topic/1418982-quick-questions-quick-answers-thread-9/page__st__180__p__21821206__hl__quick%20questions,%20quick%20answers%20thread__fromsearch__1#entry21821206 | http://www.gamesas.com/topic/1424574-questions-quick-answers-thread-10/ | http://www.gamesas.com/topic/1427837-quick-questions-quick-answers-thread-11/ | http://www.gamesas.com/topic/1432221-quick-questions-quick-answers-thread-12/ | http://www.gamesas.com/topic/1434686-quick-questions-quick-answers-thread-13/ | http://www.gamesas.com/topic/1437011-quick-questions-quick-answers-thread-14/ | http://www.gamesas.com/topic/1439381-quick-questions-quick-answers-thread-15/ | http://www.gamesas.com/topic/1442236-quick-questions-quick-answers-thread-16/ | http://www.gamesas.com/topic/1444947-quick-questions-quick-answers-thread-17/ | http://www.gamesas.com/topic/1449652-quick-questions-quick-answers-thread-18/ | http://www.gamesas.com/topic/1458015-quick-questions-quick-answers-thread-19/ | http://www.gamesas.com/topic/1462459-quick-questions-quick-answers-thread-20/ | http://www.gamesas.com/topic/1464441-quick-questions-quick-answers-thread-21/ | http://www.gamesas.com/topic/1466681-quick-questions-quick-answers-thread-22/ | http://www.gamesas.com/topic/1468752-quick-questions-quick-answers-thread-23/ | http://www.gamesas.com/topic/1470372-quick-questions-quick-answers-thread-24/ | http://www.gamesas.com/topic/1471891-quick-questions-quick-answers-thread-25/ | http://www.gamesas.com/topic/1473830-quick-questions-quick-answers-thread-26/ | http://www.gamesas.com/topic/1476163-quick-questions-quick-answers-thread-27/ | http://www.gamesas.com/topic/1477693-quick-questions-quick-answers-thread-28


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Mr.Broom30
 
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Post » Tue Nov 26, 2013 9:05 pm

Reposting from previous thread :

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Brandi Norton
 
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Post » Wed Nov 27, 2013 7:53 am

Maybe the perk function is obsolete? Try using an ability instead to mod CarryWeight, or attach the ability to the perk if you want.

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Charles Weber
 
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Post » Wed Nov 27, 2013 3:57 am

stg that might help, hard to tell:

got a constant effect that fortifies shout regen (used on a furniture).

when i had "recover" _not_ ticked on this, it totally screwed up shout regen to huge negative values.

maybe stg like that's also happening in your case

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Samantha Jane Adams
 
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Post » Wed Nov 27, 2013 4:59 am

@ egocarib: i'd seen you posted a script for my area effect / ref alias troubles (just can't find it anymore for some reason, hence no quote) -

thx a million for putting up with the effort, just when you posted it, i'd already gone for a whole dif setup

(no more area effect, spell script starts a quest with conditioned optional aliases, they find my fitting actors and do my stuff on them) -

and having 2x10 ref alias areas on my mag fx was just what i was trying to avoid in the 1st place :-)

(got that thing with alias cycling covered btw, large parts of my "cache sacks" and "the shady nag" mods work on right this)

the version with the self filling aliases now works great all in all, just getting my actors to drop their alias packages proved surprisingly hard, had to manually cycle through and clear them out (actually figured they'd quite the pack as soon as the quest stopped). meanwhile all followers in sight sit with me and get up with me anyway, now it's just a couple of oddities with casting dif spell versions with others still active, and then that's done with (dunno why it's always my "short 3h-in-betweener"-mods that keep me scripting for weeks then :-)

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Chloe :)
 
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Post » Wed Nov 27, 2013 4:46 am

Is there a way to copy a block in nifscope and not have it rename every node etc when you paste it into another?

Some of the names it finds can be very wacky. :bonk:

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Stephanie Valentine
 
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Post » Wed Nov 27, 2013 6:16 am

@Mojo,

Looks like you're right-- the perk DOES work in terms of affecting your Carry Weight value, and letting you carry more before slowing to a crawl, but using GetAVInfo, nothing registers about it, and all the AV stuff just registers it's non-perked values. I'm going to have to script it in (since my Perk was meant to work based on percentages rather than straight bonuses)

Thanks for the response, and to S70 :)

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JD bernal
 
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Post » Wed Nov 27, 2013 9:16 am

Glad to hear you got everyone to sit down in the end :turned:

Did you try this on a new game? Maybe if the quest is already started they wouldn't change?

Hmm, very strange! Definitely sounds like a broken perk entry point :tongue:. I suppose maybe it might be useful for followers or other actors besides the player, maybe, at least, Since they wouldn't get the over-encumbered message.. Doesn't look like it's used in any of the vanilla game and DLCs, though.

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Keeley Stevens
 
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Post » Wed Nov 27, 2013 6:40 am

No, I didn't but I know by experience that unticking the quest object box in an alias makes the object immediately dropable, even if you got the object before modding the quest. I did it with the Unusual gems, the Ralis journals, Auriel's bow and other objects I don't remember right now; it worked each time. So, I suppose that there is something special about these black books. Sigh.

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Emma Parkinson
 
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Post » Tue Nov 26, 2013 8:06 pm

Imported from previous thread:

It did work, ...

It does work great actually, except that the script makes the bones static... The greatsword works as intended; it stays put, we can pick it up and if we drop it, it falls on the floor. Any way to have the bones fall when we hit them?

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Carlitos Avila
 
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Post » Wed Nov 27, 2013 4:02 am


Maybe change the "4" to "1" inside the SetMotionType()?

- Hypno
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Nany Smith
 
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Post » Tue Nov 26, 2013 7:32 pm

I tried with the SetMotionType to 2 and everything was on the floor. Sorry.

All right, this is embarrassing. After this last try, I just went back to the DefaultDisableHavokOnLoad script. I added it to the bones, the skull and the dummygreatsword after reverting them to their original state in the game, with "don't havok settle" ticked. http://i.imgur.com/3H0DPEr.jpg. The sword is sticking out of the floor as intended and it falls properly on the floor if we drop it. The bones are properly attached to the ribcage and if we hit the arm, it falls on the floor but... the hand doesn't fall with the arm and we must hit it so that it falls. It's a little weird but... I haven't tried yet but, would linking the hand to the arm make it fall if we hit the arm?

Adding the DefaultDisableHavokOnLoad script after un-ticking the "don't havok settle" box makes everything fall on the floor.

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Robert
 
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