Code Serpent Posted September 19, 2024 Author Posted September 19, 2024 1 hour ago, Lucci213 said: I've completed all 4 training quests and Thelia (Stable Master) is already allowing me to buy bondage gear sets. Have I exhausted all her unique content? Or is there more to do other than repeat training quests and find/deliver lost packages? Is it the same thing for all the other Lore Mongers? Currently that's all the content. 4 Repeatable Trainings and a Fetch Quest for each of the 6 Lore Mongers. If I ever have time to come back and work on this mod again I have ideas written down for better one-off quests and potentially whole quest lines. 4
Saber2th Posted October 19, 2024 Posted October 19, 2024 I noticed a weird issue when saving in any of the buildings from this mod. The saves created get allocated to the "all saves" profile instead of the individual character's save profile. This issue fixes itself soon after I leave the building. Has anyone encountered this before?
Hex Bolt Posted October 19, 2024 Posted October 19, 2024 3 hours ago, Saber2th said: I noticed a weird issue when saving in any of the buildings from this mod. The saves created get allocated to the "all saves" profile instead of the individual character's save profile. This issue fixes itself soon after I leave the building. Has anyone encountered this before? It might be because those cell editor IDs use underscores. It works fine for LE, but the underscores confuse SE. 1
Saber2th Posted October 19, 2024 Posted October 19, 2024 5 hours ago, Hex Bolt said: It might be because those cell editor IDs use underscores. It works fine for LE, but the underscores confuse SE. Ah that might be it, I am using the SE port. Oh well, it seems to be just a minor inconvenience.
Code Serpent Posted October 20, 2024 Author Posted October 20, 2024 15 hours ago, Hex Bolt said: It might be because those cell editor IDs use underscores. It works fine for LE, but the underscores confuse SE. 10 hours ago, Saber2th said: Ah that might be it, I am using the SE port. Oh well, it seems to be just a minor inconvenience. Yup, this was just a naming convention I used so all the cells I added were moved to the top of the cell list. Same with all the other other forms. I wasn't aware this was a thing that SE did until well after I used this convention in all of my mods. 2
EblisAzadi Posted February 21, 2025 Posted February 21, 2025 i like cursed loot jail system and capture princess quest but not its trap system its annoying how can i use both this mod and cursed loot at the same time dont they conflict with each other?
CaptainJ03 Posted February 21, 2025 Posted February 21, 2025 6 hours ago, EblisAzadi said: i like cursed loot jail system and capture princess quest but not its trap system its annoying how can i use both this mod and cursed loot at the same time dont they conflict with each other? Just install both. And if you don't like DCL's traps, disable them in the MCM (IIRC that's on the last page)
Kitmoon Posted February 26, 2025 Posted February 26, 2025 Hello! Thank You for the great mod! I think I have a bug. So, as of now I have met 4 out of 6 Lore Mongers: Llathesi, Laekette, Thelia and Elarie, successfully did for all of them delivery job, and then I moved to other (not this mod related) quest. Now, after several in-game months (and few IRL weeks) I found, that only 3 of them opened their shops and do training. Elarie still stands in "The Retching Netch" (Her delivery was in "Highpoint Tower" blocked by Neloth's questline). She is currently have only 3 dialogues: "1.Why are you wearing such restrictive clothes? 2.Do you make all this outfits yourself,...? 3.Who are you?", the same 3 dialogues she had when I completed her delivery. Am I missing something, or is something broke? I also remember that at some point after completing those 4 quests I changed [Monger quest delay: 3.0->0.5] but that couldn't be the reason, right?
CaptainJ03 Posted February 27, 2025 Posted February 27, 2025 9 hours ago, Kitmoon said: Elarie still stands in "The Retching Netch" (Her delivery was in "Highpoint Tower" blocked by Neloth's questline). Ah yes, quest-blocked destinations are a real nuisance. @Code Serpent - would be nice to have a possibility to tell the Lore Monger, "sorry, I couldn't find it" just like it's possible with the training quests. It's good practice to quicksave before asking the innkeeper if he's seen odd people around - especially Hjorni has a knack to send you either to Dustman's Cairn (Companions) or Potema's Catacombs. If that happens, you can reload and hope for another Lore Monger, or go to another hold for another dungeon. ...but my ramblings don't help you. I'd try to use to console to end this quest. type sqt, find the right quest and go with "movetoqt <quest ID>" to the right chest with the East Empire Crate. And go back to Ellarie with "player.movto xx029c38" (xx being the load order of Devious Lore) If that doesn't work, try sqs (Quest ID) and setstage (quest ID) (stage number) - you sould have found the quest id with sqt HTH, Joe.
Kitmoon Posted February 27, 2025 Posted February 27, 2025 (edited) 15 hours ago, CaptainJ03 said: Ah yes, quest-blocked destinations are a real nuisance. @Code Serpent - would be nice to have a possibility to tell the Lore Monger, "sorry, I couldn't find it" just like it's possible with the training quests. It's good practice to quicksave before asking the innkeeper if he's seen odd people around - especially Hjorni has a knack to send you either to Dustman's Cairn (Companions) or Potema's Catacombs. If that happens, you can reload and hope for another Lore Monger, or go to another hold for another dungeon. ...but my ramblings don't help you. I'd try to use to console to end this quest. type sqt, find the right quest and go with "movetoqt <quest ID>" to the right chest with the East Empire Crate. And go back to Ellarie with "player.movto xx029c38" (xx being the load order of Devious Lore) If that doesn't work, try sqs (Quest ID) and setstage (quest ID) (stage number) - you sould have found the quest id with sqt HTH, Joe. Hello, it seems you misunderstood my problem. I don't have any quests from Elarie. In previous post I wrote, that I completed her delivery quest successfully (as and for the other 3 lore mongers), and placing delivery in quest-locked dungeon wasn't the problem, it just took more time to make that delivery. The problem is that after successful completion of delivery quest for Elarie, she doesn't move to her shop to continue her doings (barter, training), but just stands in the inn. And she is the only 1 out of 4 (met by me) lore mongers doing this. Edited February 27, 2025 by Kitmoon
Code Serpent Posted February 28, 2025 Author Posted February 28, 2025 17 hours ago, CaptainJ03 said: Ah yes, quest-blocked destinations are a real nuisance. @Code Serpent - would be nice to have a possibility to tell the Lore Monger, "sorry, I couldn't find it" just like it's possible with the training quests. Is that not an option? I swore I implemented that dialogue choice. Even if I didn't you can 'complete' the quest by turning in another of the misc items they want even if it didn't come from the dungeon they pointed you to. 2 hours ago, Kitmoon said: I don't have any quests from Elarie. In previous post I wrote, that I completed her delivery quest successfully (as and for the other 3 lore mongers), and placing delivery in quest-locked dungeon wasn't the problem, it just took more time to make that delivery. The problem is that after successful completion of delivery quest for Elarie, she doesn't move to her shop to continue her doings (barter, training), but just stands in the inn. That is bizarre. Can you type into the console: sqv _DL_QuestSeamstressRetrieve and tell me what the stage of the quest is and whether it's running?
Kitmoon Posted February 28, 2025 Posted February 28, 2025 Hello and thank you for answering. 14 hours ago, Code Serpent said: Is that not an option? I swore I implemented that dialogue choice. Even if I didn't you can 'complete' the quest by turning in another of the misc items they want even if it didn't come from the dungeon they pointed you to. Hmm, I don't remember seeing such options, and that seemed strange to me. They asked for "package", I had 7-68 (depending on type) of them in my inventory, but they accepted only that specific one crate from that specific dungeon. I thought, oh well, the clients wish is my command and moved on. The only way I was able to give them packages, is when they are in their shops and it's usually the first dialogue option, receiving as a reward few items from theirs "trade menu". 14 hours ago, Code Serpent said: That is bizarre. Can you type into the console: sqv _DL_QuestSeamstressRetrieve and tell me what the stage of the quest is and whether it's running? Of course, here you go, output of sqv_dl_questseamstressretrieve Spoiler --- Papyrus --------------------------------- QF_DL_QuestSeamstress Retrieve: Script state = "" ::Alias_BossChest_var = alias BossChest on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_CityLoc_var = alias cityLoc on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_Dungeon Loc_var = alias Dungeon Loc on quest _DL_QuestSeamstressRetrieve (8C011C1F) ::Alias_DungeonMarker_var = alias DungeonMarker on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_HoldLoc_var = alias holdLoc on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_InnLoc_var = alias InnLoc on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_InnMarker_var = alias InnMarker on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_Player_var = alias Player on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_QuestGiver_var = alias questgiver on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_QuestItem_var = alias QuestItem on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_SeamstressStore_var = alias SeamstressStore on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_Store01Loc_var = alias Store01Loc on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_Store02Loc_var = alias Store02Loc on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_Store03Loc_var = alias Store03 Loc on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_StoreMarker02_var = alias StoreMarker02 on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_StoreMarker03_var = alias StoreMarker03 on quest _DL_QuestSeamstress Retrieve (8C011C1F) ::Alias_StoreMarker_var = alias storeMarker on quest _DL_QuestSeamstress Retrieve (8C011C1F) _DL_QuestRetrieveScript: Script state = "" ::DelayGlobal_var = _DL_GlobalDelay RumorSeamstress (8C02E85D) ::DelayTime_var = _DL_GlobalDelay RumorTime (8C07139A) ::DeviceIndex_var = 0 ::Devices_var = _DL_Devices (8C0480E6) ::FavorGlobal_var = _DL_FavorSeamstress (8C015CF5) ::GameDaysPassed_var = GameDaysPassed (00000039) ::GameHour_var = GameHour (00000038) ::GearReward_var = (8C015CF4) ::GoldReward_var = (8C022518) ::KeysReward_var = (8C015CF3) ::QuestingFaction_var = (8C012186) ::QuestItem_var = (8C0116A3) ::RandomReward_var = (8C066B46) ::status_var = _DL_StatusSeamstress (8C07E0A1) - 17 Aliases for quest '_DL_QuestSeamstressRetrieve' (8C011C1F)- REF 'Player'-> '' (00000014) LOC 'cityLoc' -> '' (040143B9) LOC 'holdLoc' -> '' (04016E2A) LOC 'InnLoc' -> '' (04019A24) LOC 'Store01Loc' -> '' (04019A23) LOC 'Store02Loc' -> '' (04019A22) LOC 'Store03Loc' -> NONE REF 'storeMarker' -> '' (0403BD2C) LOC 'DungeonLoc' -> '' (040184FC) REF 'BossChest' -> '' (04026278) REF 'QuestItem' -> '' (FF00F759) REF 'questgiver' -> '' (8C029C38) REF 'InnMarker' -> '' (0403BD38) REF 'StoreMarker02'-> '' (0403BD30) REF 'StoreMarker03'-> NONE REF 'SeamstressStore' -> '' (8C02A1A7) REF 'DungeonMarker' -> '' (040143D9) --- Quest state ----------------------------- Enabled? Yes State: Running Current stage: 35 Priority: 75 and just in case, output of sqs_dl_quest seamstressretrieve Spoiler Stage 0: 1 Stage 5: 1 Stage 10: 1 Stage 12: 1 Stage 15: 0 Stage 20: 0 Stage 30: 0 Stage 31: 0 Stage 32: 0 Stage 33: 0 Stage 34: 0 Stage 35: 1 Stage 40: 0 Stage 41: 0 Stage 42: 0 Stage 43: 0 Stage 44: 0 Stage 45: 0 Stage 50: 0
Code Serpent Posted February 28, 2025 Author Posted February 28, 2025 7 hours ago, Kitmoon said: Of course, here you go, output of sqv_dl_questseamstressretrieve Okay, the way the quest is supposed to end is the seamstress paths out of the inn back to their shop and that stops the quest, but since this is in Solstheim the pathing fails and the quest doesn't end. I'll need to implement a fix for that when I start working on this mod again. For now just enter into the console: setstage _DL_QuestSeamstressRetrieve 50 And that should stop the quest. 1
Kitmoon Posted February 28, 2025 Posted February 28, 2025 29 minutes ago, Code Serpent said: Okay, the way the quest is supposed to end is the seamstress paths out of the inn back to their shop and that stops the quest, but since this is in Solstheim the pathing fails and the quest doesn't end. I'll need to implement a fix for that when I start working on this mod again. For now just enter into the console: setstage _DL_QuestSeamstressRetrieve 50 And that should stop the quest. Thank You very much for solving my problem!
Jim55 Posted April 14, 2025 Posted April 14, 2025 Hi. Question. Let's say I do Llathesi's fetch quest for training. She rewards me with a buff, "+40% potion strength when wrapped in stuff". After I get the buff she happily allows me to do the quest again, does it stack? Do any of the chores stack? Or is it just once and you can repeat for fun? On 9/19/2024 at 7:33 AM, Code Serpent said: If I ever have time to come back and work on this mod again I have ideas written down for better one-off quests and potentially whole quest lines. Could you add a dialogue to the inkeepers explaining that you have to first find their object and crack it before they spawn? I saw many comments like this, and I have stumbled upon this myself. You can find their homes, find their objects, read the docs, ask the inkeepers and nothing happens until you crack open this respective egg. Or just add a tracking quest (not the one in MCM). When an egg is found, say a East Companies Crate, a quest starts going "Oooh, a crate. I wonder what's in it". etc. etc. Right now inkeepers say "wait a day and try again" forever.
Jim55 Posted April 14, 2025 Posted April 14, 2025 On 2/27/2025 at 9:17 AM, CaptainJ03 said: It's good practice to quicksave before asking the innkeeper if he's seen odd people around - especially Hjorni has a knack to send you either to Dustman's Cairn (Companions) or Potema's Catacombs. If that happens, you can reload and hope for another Lore Monger, or go to another hold for another dungeon. Several optimizations are to be had from quicksaving. Each dialogue is chosen at random, despite starting the same. Because of this, if you already had the response, the menu will be gray, but if you are about to meet a new loremaster, the menu will be white. Quicksave, enter dialogue with bartender, if menu is gray quickload. With this, you can meet the yet-unseen loremaster in 1-2 minutes instead of 27 days. My record for unlocking a third loremaster is 9 tries in a row only pulling 1 and 2. Also, The Bee and the Barb is the best inn to do this because they just enter through the door. In Windhelm/Candlehearth Hall for example, they spawn somewhere in the city. If she sends you somewhere inaccessible, you can just console yourself a grimoire. She can't tell which one is which. If you ran across Solstheim in heels and a hood, you deserve the praise. Sorry to bring reddit understanding of economy into this, but I deserve my reward, damn it. Scout ahead for a trainer. You will not be levelling one-handed 5 times while tied to a tree, are you?
CaptainJ03 Posted April 14, 2025 Posted April 14, 2025 3 hours ago, Jim55 said: Let's say I do Llathesi's fetch quest for training. She rewards me with a buff, "+40% potion strength when wrapped in stuff". After I get the buff she happily allows me to do the quest again, does it stack? Do any of the chores stack? Or is it just once and you can repeat for fun? As far as I have tried, they stack five times. After that you can do additional quests for fun, but 120 Quests to have all the benefits will keep you busy for some time. The ones I always do are Handled from Thelia (plus Herded and Hooved if you have SLUTS installed), Eloquence from Mistress Ellaire, and Direct from Vigilant Laekette. The others from Laekette are useful too, but I want to deal damage, who cares for protection?
Jim55 Posted April 14, 2025 Posted April 14, 2025 43 minutes ago, CaptainJ03 said: As far as I have tried, they stack five times. After that you can do additional quests for fun, but 120 Quests to have all the benefits will keep you busy for some time. The ones I always do are Handled from Thelia (plus Herded and Hooved if you have SLUTS installed), Eloquence from Mistress Ellaire, and Direct from Vigilant Laekette. The others from Laekette are useful too, but I want to deal damage, who cares for protection? From Horny, Frustration. Mostly so she doesn't feel bad. High arousal makes all kinds of variables weird. Fury sounds good in theory, but the shouts I mostly use are modded, so pass. Latex lady: Potency Pot boost is part of godhood (1) Resistences: Meh. Just don't get hit, noob. Elf: Elegance, for no other reason that it looks cool. Also, with boosts and Destruction, dual channeling Unbounded Storms with custom animations and a blindfold while floating above the battlefield is anime as f*ck. Also, efficient for when you get swarmed AND attacked by a boss. I have downed a dragon who wondered in my area. I think I can boil sand. Speech? I don't need speech, I have money. I have so much money I have my own space program. Lakette: Direct: Godhood (1) The rest are meh. Recover health while bound? Am I in danger or not? Pony * Handled: (1) A few others are nice. Speed and stamina discounts from devices are nice. Mudblood. Honestly? I'm not gonna walk around roped up for a bit more recovery. That's what pots are for. (1). Godhood = Enchantment > Pots for smithing > Better Gear > Better Enchantments. Loop until God. Then, use the resulting crossbow as a "skip fight" button for annoying fights. I one shot Alduin. I think I can put a hole though several gods. And if you ever feel too powerful, remember, that's what chainbeasts are for. Opinion: Spoiler Overall, it's not bad, but I find several things frustrating. The RNG one per day to fiind a loremaster seems needless. Many quests seem like they should be done in due time, but lock you in gear. Others seem to benefit you a lot when lower level, but that's when most places are inaccessible. And they are hiding the items behind dragonpriests that can one shot a tank. I think what I would do is I would select a single boon from each loremaster and make the trainings stack instead. Horny would deal with arousal. Each training would be a tradeoff. Better damage, slower reload, that kind of thing. Plus dodge minus speed. Only applies when locked. Dark Elf would deal with pots. Pots would be more powerful but eat more components or require exotic components to boost. This is already in DB DLC in a limited way. Some sort of ball which would boost a type of pot. Say, creation ball boosts smithing pots. Heart ball boosts health pots, both poison and healing. You get a task for each ball. Elf would deal with social. Wearing restrictive gear would boost your various gear, but with a twist. They work on certain gear only, equipped with timelocks. Alternately, a power or menu that lets you borrow money from high society friends. You get a credit, and the more you spend from it, the longer the timelocks. I'll think of something. Shut up. Pony girl would deal with agility. Higher training would lessen the effects of certain gear. You get less slowdown from hobbling and zero slowdown from regular heels and pony gear. Allows you to wear heels without ill effects. The downside is you cannot resist pony gear, it just equips when picked up (percentage based so it's not that annoying. Maybe an amulet). Vigilant would deal with faith. She would train you to use a shout, called Prayer, which would put you in a prayer pose and you would choose a boon. Health, Stamina, Magika, dodge, whatever, for a while. If you are in a dungeon, until leaving the dungeon. Once used, it has to be recharged at a temple. The higher the training, the bigger the boon and also it comes with timed (until boon expires) locked on gear. +20%, no gear. +30%, but you fight in a corset that exhausts you if you shout. +40%, but blindfold. +60%, but heels (gear is additive). I would require a number of urns/crates whatever for each level. One grimoire, one level. For the second level, one for you, one for her. Level three, one for you, one, two for her. And it would get harder, like the dark elf set, where you get locked into a suit to get the thing. They would each hobble you before sending you to get 2-3 of each. I would also link the shop to the level of training. 1 is the regular shop, 2 can buy gear, but the shop never refreshes. Just the one. 3 allows you variations (colors, models) but also just the one. 4 would allow unlimited purchases, store is open 24/7 (28?) and always in stock. And cheaper. So there's a reason to do it outside of the boon. I am aware of the fact that I am very far away from what this mod is. But hey, free ideas. 3
Code Serpent Posted April 19, 2025 Author Posted April 19, 2025 On 4/14/2025 at 8:34 AM, Jim55 said: Could you add a dialogue to the inkeepers explaining that you have to first find their object and crack it before they spawn? I kind of did? Whenever you pick up the quest item it should give you two different objectives, "Return the item to quest giver OR Inspect the item". Though I guess that's not clear enough as is.
CaptainJ03 Posted April 20, 2025 Posted April 20, 2025 6 hours ago, Code Serpent said: I kind of did? Whenever you pick up the quest item it should give you two different objectives, "Return the item to quest giver OR Inspect the item". Though I guess that's not clear enough as is. Yes, but that wasn't the question. It's confusing that you have to find any of the objects first, before you even can meet one of the Lore Mongers. So instead of just answering "no, I haven' seen one" they could, on the first instance of asking, explain how it goes. Trying out a new mod you typically don't read through all the details, and it takes some frustration before you finally go back to the modpage to look for s/th you might have missed... 1
Jim55 Posted April 22, 2025 Posted April 22, 2025 On 4/20/2025 at 1:37 AM, Code Serpent said: I kind of did? Whenever you pick up the quest item it should give you two different objectives, "Return the item to quest giver OR Inspect the item". Though I guess that's not clear enough as is. Captain beat me to it. Yes, while the fact that you need to find objects for the quest to pop up is basically feedback (I would rather something tell me the mod is working and where to go vaguely), the innkeeper dialogue is essentially a bug. It tells me that if I wait a day and try again and that is factually incorrect. Nothing will happen if I keep doing it. I noticed that some innkeepers have a different dialogue for the locations where loremasters don't spawn. That was clear enough (even if I don't remember the line)
TheLyric27 Posted April 23, 2025 Posted April 23, 2025 (edited) Does anyone know if this mod adds a way for alchemist shopkeepers to remove "living devices"? My character's been stuck with a spider's sticky web harness around their neck for my whole playthrough, it won't let me struggle or cut it, and whenever I try to have an alchemist npc remove it they just take 200 gold and dont do anything. Edit: I just spent two in-game days trying to escape with the lockpicking option and it just locked that for me too so there's no way for me to remove it unless i can figure out why the alchemist interaction isnt working, so that sucks. Edited April 23, 2025 by TheLyric27
CaptainJ03 Posted April 23, 2025 Posted April 23, 2025 4 hours ago, TheLyric27 said: Does anyone know if this mod adds a way for alchemist shopkeepers to remove "living devices"? My character's been stuck with a spider's sticky web harness around their neck for my whole playthrough, it won't let me struggle or cut it, and whenever I try to have an alchemist npc remove it they just take 200 gold and dont do anything. I have no idea which mod adds living devices. I think this one has living ropes, for those I would ask Mirtienne the Mix-Blood, the Sorceress. Have you tried the "standard" method to remove Devious Devices which are stuck? Put everything you can get rid of in a container you own. Open the console, type player.inv and search for a worn device with the right name. Note that ID and go searching for the lock, which has the same ID +/-1. write that down too. Now type player.removeitem xxx 1 with xxx=the lock ID, and do the same with the device. Grab your stuff from the container and run, before Kimy catches you! I do hope that it works with your strange device too...
TheLyric27 Posted April 24, 2025 Posted April 24, 2025 9 hours ago, CaptainJ03 said: I have no idea which mod adds living devices. I think this one has living ropes, for those I would ask Mirtienne the Mix-Blood, the Sorceress. Have you tried the "standard" method to remove Devious Devices which are stuck? Put everything you can get rid of in a container you own. Open the console, type player.inv and search for a worn device with the right name. Note that ID and go searching for the lock, which has the same ID +/-1. write that down too. Now type player.removeitem xxx 1 with xxx=the lock ID, and do the same with the device. Grab your stuff from the container and run, before Kimy catches you! I do hope that it works with your strange device too... Thanks, I'll give this a try and then disable the setting that locks the devious devices mcm menu when you have a device x-x. In that case I think the web harness is either from Devious Arachnophobia or Sanguine Debauchery, since it was equipped to my character by beast enslavement.
BoSS8 Posted May 6, 2025 Posted May 6, 2025 It seems to me that the soft-cap related to magicka is not working properly and regenerates without limits. I tried to find the problem in other mods, but I found nothing. Looking through the code in "_DL_StruggleScript.psc" I came across a fragment that most likely adds the soft-cap effects. Both "UpdateStaminaDebuff" and "UpdateMagickaDebuff" add the same effect "_DL_SpellEscapeExhaustionStamina" where "UpdateMagickaDebuff" should give "_DL_SpellEscapeExhaustionMagicka". Function UpdateStaminaDebuff() float curDebuff = _DL_GlobalEscapeDebuffStamina.GetValue() float stamina = GetStamina() float basestamina = GetTargetActor().GetBaseActorValue("Stamina") if(stamina > basestamina && curDebuff < 0) _DL_GlobalEscapeDebuffStamina.SetValue(-1) elseIf(stamina < curDebuff || curDebuff < 0) _DL_GlobalEscapeDebuffStamina.SetValue(stamina) if(!GetTargetActor().HasSpell(_DL_SpellEscapeExhaustionStamina)) GetTargetActor().AddSpell(_DL_SpellEscapeExhaustionStamina, false) endIf endIf endFunction Function UpdateMagickaDebuff() float curDebuff = _DL_GlobalEscapeDebuffMagicka.GetValue() float magicka = GetMagicka() float basemagicka = GetTargetActor().GetBaseActorValue("Magicka") if(magicka > basemagicka && curDebuff < 0) _DL_GlobalEscapeDebuffMagicka.SetValue(-1) elseIf(magicka < curDebuff || curDebuff < 0) _DL_GlobalEscapeDebuffMagicka.SetValue(magicka) if(!GetTargetActor().HasSpell(_DL_SpellEscapeExhaustionMagicka)) //There should be _DL_SpellEscapeExhaustionMagicka GetTargetActor().AddSpell(_DL_SpellEscapeExhaustionMagicka, false) //Also there _DL_SpellEscapeExhaustionMagicka endIf endIf endFunction Is this really the correct solution, I don't know. I lack the experience to know how to properly compile after editing and checking. 1
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now