Guest Posted August 23, 2017 Posted August 23, 2017 is it the latest zaz or would 6.11 work? It should work... ZAZ come back as master file since you open the file in CK... I tested it once it didn't work, but my game was broken pretty much as i was using it as a stress testing save. I'll test again is there a COC command to get there faster?
Nepro Posted August 23, 2017 Posted August 23, 2017 (edited) I studied your script : very nice and clever ! I'll add a isrunning = false condtion for amputated and cursed quests scripts : it will avoid the quest reset and start if you're already amputated or cursed. I'll also add cursed effect with strong attacks of magic weapons... it will occur more often than trap runes. Smart idea. There is also a slight downfall to my script though. For me to efficiently figure out what limbs have already been amputated, i had to add new functions to Amputator Framework. Therefor, the script "AmputatorMainScript" included in my patch MUST overwrite the "AmputatorMainScript" from AmputatorFramework for the mod to properly function Are enemy amputations in combat planned in future? A huge problem with applying such effects to NPCs would be dynamically scanning and applying special script cloaks to all the NPCs within render range so events are binded, which would cause a bunch of script lag. Skyrim's script engine is very simplistic and limited. why ZAZ mod ? is heavy script load you can use script and mesh from mods without use mod !! Download the patch i uploaded, or the one uploaded to the main project page. The patch cleans the ESP and removes dependencies like Zaz Maybe hook it up with Deadly Mutilation somehow as a patch? DM got updated unofficially. Patch is here http://www.nexusmods.com/skyrim/mods/34917/?tab=5&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D34917%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1046312&pUp=1 Edited August 25, 2017 by Nepro
Lokikun Posted August 23, 2017 Posted August 23, 2017 Tried using the latest version, but it is only triggering for the left leg on my PC. Looking at the script logs I found the following in the stack dump. [08/23/2017 - 06:55:18PM] Error: Method getAmputatedLimbs not found on amputatormainscript. Aborting call and returning None stack: [aTrap_Amputated (80087EAD)].atrap_amputatedscript.AmputeFootPlayer() - "aTrap_AmputatedScript.psc" Line 31 [ (001054B2)].aNovel_Trap_Foot_Script.OnTrapHitStart() - "aNovel_Trap_Foot_Script.psc" Line 6 [08/23/2017 - 06:55:18PM] Error: Cannot access an element of a None array stack: [aTrap_Amputated (80087EAD)].atrap_amputatedscript.AmputeFootPlayer() - "aTrap_AmputatedScript.psc" Line 31 [ (001054B2)].aNovel_Trap_Foot_Script.OnTrapHitStart() - "aNovel_Trap_Foot_Script.psc" Line 6 [08/23/2017 - 06:55:18PM] Error: Method getAmputatedLimbs not found on amputatormainscript. Aborting call and returning None By ovewriting the 0.4 version scripts with the patch for 0.3 it starts working as intended. By examining the patch version and the current version. The pex file for Amputator main script seems to be missing. For now using the pex file from the patch above fixes the issue, but I don't know if there are other problems by doing it.
valcon767 Posted August 24, 2017 Posted August 24, 2017 usage report in version 0.3 I had a problem with curses becoming permanent going to the cave and using the furo tub did not remove the curse. Danica would amputate the limb - curse gone.. however after going do the tub to regen the limb the curse was back and Danica would of course amputate the limb again. in version 0.4 (downloaded last night) amputations work correctly (as far as I can tell) - I can get amputated on any limb and partial or whole limb can happen curses still a litte wonky (I think) ...I get cursed and if Danica amputates the limb the curse is gone for good (at least until I get hit with a new curse that is) going to the cave and doing the regen for the limb to remove the curse if I have not had the limb amputated does not remove the curse. so in effect to remove the curse I have to go to Danica, get limb amputated, then regen limb = curse gone and limbs back. much better overall than what I was getting in version 0.3 please keep up the good work.
offnightmare Posted August 28, 2017 Posted August 28, 2017 Are prosthetics that are more then just caps planned?
Delzaron Posted August 28, 2017 Posted August 28, 2017 Are prosthetics that are more then just caps planned? I don't know, I don't designed them. The amputator framework is the person to ask for that.
rhino_4 Posted August 29, 2017 Posted August 29, 2017 Is there a way to alter the speed your character moves when forced to crawl? Even walking seems too fast for me. Is there an ini I can edit?
Delzaron Posted August 29, 2017 Posted August 29, 2017 Is there a way to alter the speed your character moves when forced to crawl? Even walking seems too fast for me. Is there an ini I can edit? Yes, it's possible. You need to attach a spell with a script... speedmult is the variable.
rhino_4 Posted August 29, 2017 Posted August 29, 2017 Is there a way to alter the speed your character moves when forced to crawl? Even walking seems too fast for me. Is there an ini I can edit? Yes, it's possible. You need to attach a spell with a script... speedmult is the variable. Aaaaaaand I'm immediately out of my depth. Could you point me towards a tutorial on how to do this?
Guest Posted August 29, 2017 Posted August 29, 2017 Here is a kind of an example: Event OnControlDown(string control) If control == "Sneak" TrackedSpeed = PlayerRef.GetActorValue("SpeedMult") PlayerRef.ForceActorValue("SpeedMult", 94.0) ; When Caps is held speed changes to 90.0 PlayerRef.ModActorValue("CarryWeight", 0.1) ; Modyfying carry weight so speed changes take effect immediatly PlayerRef.ModActorValue("CarryWeight", -0.1) ; Returns mod EndIf EndEvent This isn't the exact code you would use its just an example, what Delzaron is suggesting is you attach the script to the spell that makes you sneak i believe anyway.
rhino_4 Posted August 30, 2017 Posted August 30, 2017 Here is a kind of an example: Event OnControlDown(string control) If control == "Sneak" TrackedSpeed = PlayerRef.GetActorValue("SpeedMult") PlayerRef.ForceActorValue("SpeedMult", 94.0) ; When Caps is held speed changes to 90.0 PlayerRef.ModActorValue("CarryWeight", 0.1) ; Modyfying carry weight so speed changes take effect immediatly PlayerRef.ModActorValue("CarryWeight", -0.1) ; Returns mod EndIf EndEvent This isn't the exact code you would use its just an example, what Delzaron is suggesting is you attach the script to the spell that makes you sneak i believe anyway. What I meant was: If I'm not doing something simple like adding an outfit to the game that I've mashed together, I'm completely lost. I have no idea how to add scripts or where to even begin learning about it.
Nepro Posted September 1, 2017 Posted September 1, 2017 (edited) Fuck no I am not doing it again. Love this mod . ///Edit http://www.nexusmods.com/skyrim/mods/76530/? Combat Fatigue may at times fight with Deadly Traps/Amputator over what animation is displayed. If Combat Fatigue first triggers injured animations player may walk with one leg like on two feet. You can set in MCM of Combat Fatigue health trigger to between 5 and 15 and it should solve the issue. I was thinking the best solution would be a scripted patch to disable Combat Fatigue animations for player (and npcs if there is no way to disable anims for player only) once player looses leg or feet. Edited September 7, 2017 by Nepro
Guest Posted September 11, 2017 Posted September 11, 2017 Fuck no I am not doing it again. Combat Fatigue may at times fight with Deadly Traps/Amputator over what animation is displayed. If Combat Fatigue first triggers injured animations player may walk with one leg like on two feet. You can set in MCM of Combat Fatigue health trigger to between 5 and 15 and it should solve the issue. I was thinking the best solution would be a scripted patch to disable Combat Fatigue animations for player (and npcs if there is no way to disable anims for player only) once player looses leg or feet. I made my own patch for that by listening to certain keywords such as devious yokes/armbinder/amputations so that the animations don't trigger when you're wearing items such as these. Only for Player Character though. function LoadInjured() if ActorRef.WornHasKeyword(keyword.GetKeyword("zad_DeviousArmbinder")) || ActorRef.HasEffectKeyword(keyword.GetKeyword("AMP_AmputationEffectKey")) || ActorRef.WornHasKeyword(keyword.GetKeyword("zad_DeviousYoke")) || ActorRef.WornHasKeyword(keyword.GetKeyword("zbfAnimHandsArmbinder")) utility.Wait(5.00000) return endIf Here it is Amputation Combat Fatigue DD patch.7z So basically in a nutshell what this does is when you're wearing armbinder/yokes or are amputated below the waste down you'll not receive any combat fatigue animations. This does edit Amputator.ESM but the only edit that is added is this keyword "AMP_AmputationEffectKey" and its only added to the lower limbs as those are the only things that will effect the animations. So combat fatigue animations still trigger when you lose your arms. I haven't entirely checked if this warrants any requirements for it to work or not work by adding keywords but I don't think it does. If it does then you'll only need to add Devious Devices Integration and combat fatigue to your playlist. What I meant was: If I'm not doing something simple like adding an outfit to the game that I've mashed together, I'm completely lost. I have no idea how to add scripts or where to even begin learning about it. Here is the CK wiki page: https://www.creationkit.com/index.php?title=Category:Papyrus Here is how you setup and compile scripts with notepad++: http://www.loverslab.com/files/file/3039-notepad-config-for-papyrus/ Here is a youtube tutorial that may be relevant: HERE How to use Creation Kit with Mod Organizer: HERE
Harry Smackmeat Posted September 14, 2017 Posted September 14, 2017 "and to head amputations and curses" Wait you can survive this? o_0 As in, you can get a head curse and you gotta have your head amputated? Seems logical lol!
Delzaron Posted September 14, 2017 Posted September 14, 2017 "and to head amputations and curses" Wait you can survive this? o_0 As in, you can get a head curse and you gotta have your head amputated? Seems logical lol! I think its supposed to say "heal" 1 : we are in skyrim... not in real life. 2 : you're the dragonborn 3 : no head curse, so no head amputation. 4 : dwemer technologies can make piracles 5 : TGCM !
Dojo_dude Posted September 14, 2017 Posted September 14, 2017 Hmm for some reason the furotub doesn't play any animations for me? I thought, ok that wasn't so bad.. lol! Now I know that is not the same course of action, it shouldn't be friendly... XD I'm not sure if this mod added that functionality.. put a POWER attack from a Draugur actually cut off my left hand! Not a glitch! The effect was there, the quest started.. from a power attack!? Awesome!
Delzaron Posted September 14, 2017 Posted September 14, 2017 Hmm for some reason the furotub doesn't play any animations for me? I thought, ok that wasn't so bad.. lol! Now I know that is not the same course of action, it shouldn't be friendly... XD I'm not sure if this mod added that functionality.. put a POWER attack from a Draugur actually cut off my left hand! Not a glitch! The effect was there, the quest started.. from a power attack!? Awesome! The furotub is a copy of the ZAZ one, but the animations files are not linked to it, sadly...
Harry Smackmeat Posted September 15, 2017 Posted September 15, 2017 1 : we are in skyrim... not in real life. What? Really? Damn thx m8 for reminding me. I get em confused all the time!
Delzaron Posted September 16, 2017 Posted September 16, 2017 Can someone post a pic of the most recent version's MCM? I wanted to make sure my install updated correctly. Thanks! Sure ! and send some of them to me... the pics I made for illustrate the mod sucks...
ComradeMeow Posted September 17, 2017 Posted September 17, 2017 Wonderful mod, makes my carelessness more noticeable.
Guest Posted September 23, 2017 Posted September 23, 2017 I noticed a door outside of whiterun just sitting there out in the open, I think it comes from this mod.
popio Posted October 6, 2017 Posted October 6, 2017 On the latest version. Have tried two different new games and have not been able to get the furotubs to spawn in the Brood Cavern in either game. Don't know if it's glitched or what.
Delzaron Posted October 6, 2017 Posted October 6, 2017 On the latest version. Have tried two different new games and have not been able to get the furotubs to spawn in the Brood Cavern in either game. Don't know if it's glitched or what. You need ZAZ for the furotubs.
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