LenAnderson Posted November 23, 2022 Posted November 23, 2022 Rad Morphing Redux Trigger: S.P.E.C.I.A.L. View File S.P.E.C.I.A.L. stats trigger for Rad Morphing Redux. Periodically checks the player's S.P.E.C.I.A.L. stats and informs Rad Morphing Redux about the current values. Dependencies Rad Morphing Redux - without RMR this mod does nothing. MCM - to configure frequency and the keyword sent to RMR. Installing Install with your mod manager of choice. By default the trigger uses the prefix "SPECIAL" followed by a colon, space, and the name of each stat (e.g. "SPECIAL: Strength") and updates every 10 seconds. The prefix and the update interval can be changed through MCM. Uninstalling Uninstall with your mod manager of choice. If you want to make sure the timer is stopped and event listeners unregistered, call Shutdown on the mod's quest before uninstalling. cqf LenARMT_Rads_Main Shutdown Source Code Source code is provided with the mod. Submitter LenAnderson Submitted 11/23/2022 Category Other Requires MCM, Rad Morphing Redux
Reaper101001000 Posted December 29, 2022 Posted December 29, 2022 Hi, love the new features. One question though, are the SPECIAL trigger values sent to the main RMR mod on a scale from 1-100 (so 10 x [number of special points]) or are they just returned as the raw number of points (in the range 1,2,...10)? As an example, if I have 5 points in Strength, what is the range of threshold values that would be activated by the Strength trigger?
LenAnderson Posted December 29, 2022 Author Posted December 29, 2022 1 hour ago, Reaper101001000 said: Hi, love the new features. One question though, are the SPECIAL trigger values sent to the main RMR mod on a scale from 1-100 (so 10 x [number of special points]) or are they just returned as the raw number of points (in the range 1,2,...10)? As an example, if I have 5 points in Strength, what is the range of threshold values that would be activated by the Strength trigger? They are passed as a percentage (of 10). So 5 points would be 50%. I may have to think about a different scale that would also allow for values above 10 to be properly represented. Not sure what the highest possible SPECIAL value would be with clothes, drugs and other buffs, especially with mods that could add additional buffs. Perhaps the max value (100% = X points) should be user defined via MCM... 1
Reaper101001000 Posted December 31, 2022 Posted December 31, 2022 On 12/29/2022 at 8:48 PM, LenAnderson said: They are passed as a percentage (of 10). So 5 points would be 50%. I may have to think about a different scale that would also allow for values above 10 to be properly represented. Not sure what the highest possible SPECIAL value would be with clothes, drugs and other buffs, especially with mods that could add additional buffs. Perhaps the max value (100% = X points) should be user defined via MCM... Ah alright, thanks!
MysticDaedra Posted March 20, 2023 Posted March 20, 2023 What sliders do folks normally use with each attribute? I'm specifically using Fusion Girl, but I'm just wondering what your thoughts are. Strength, for example, could potentially use sliders from a bunch of different categories to give increased muscles.
vaultbait Posted March 20, 2023 Posted March 20, 2023 1 hour ago, MysticDaedra said: What sliders do folks normally use with each attribute? I'm specifically using Fusion Girl, but I'm just wondering what your thoughts are. Strength, for example, could potentially use sliders from a bunch of different categories to give increased muscles. While I haven't really used them, there are some athletic/bodybuilder sliders under the full-body category, and also some abs definition sliders in torso which would probably combine well for strength specifically. 1
ebbluminous Posted August 22, 2023 Posted August 22, 2023 Is it possible to get a version that uses the raw SPECIALS? - The characters baseline SPECIALS without modifiers from gear etc
vaultbait Posted August 24, 2023 Posted August 24, 2023 On 8/22/2023 at 3:25 PM, ebbluminous said: Is it possible to get a version that uses the raw SPECIALS? - The characters baseline SPECIALS without modifiers from gear etc You could modify the Papyrus script to query those instead. The author of this mod is no longer updating it themselves but has left permissions for interested parties to make their own new mods from it. 2
AKawaiiTent Posted September 15, 2023 Posted September 15, 2023 On 8/24/2023 at 2:07 PM, vaultbait said: You could modify the Papyrus script to query those instead. The author of this mod is no longer updating it themselves but has left permissions for interested parties to make their own new mods from it. On 8/22/2023 at 11:25 AM, ebbluminous said: Is it possible to get a version that uses the raw SPECIALS? - The characters baseline SPECIALS without modifiers from gear etc It might seem overwhelming if ur new to modding but it would actually be super easy to fix. the line float newValue = Player.GetValue(item.AV) / 10.0 is what's pulling the actor values. you can use the Player.GetBaseValue command instead of GetValue to pull the actor values w/o any modifiers. Just remember to compile the source code after changing it or the change won't happen in game.
Spaceguest991 Posted May 25, 2024 Posted May 25, 2024 This might be a silly question, But is there a way to when for when Rad Morphing for Companions it triggers off the companions SPECIAL points intend of yours?
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