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bca900a356
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bca900a356 | |||
800e77ab6b | |||
0a311b78f7 | |||
79643dd981 | |||
edaa704c3b |
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@ -74,7 +74,8 @@ Gameplay changes:
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Werewolf updates:
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Werewolf updates:
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- Expanded the collision box, making werewolves and melee builds more viable against other werewolves, Bonerippers, and Vatyrs.
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- Expanded the collision box, making werewolves and melee builds more viable against other werewolves, Bonerippers, and Vatyrs.
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- Fixed freezing in the beginning of one of werewolf killmoves thanks to improved werewolf behaviors from Precision Creatures by NickaNack.
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- Temporarily disabled the broken mauling killcam until it gets a proper fix (the delay is fixed, getting stuck in 1st person mode is not).
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- Werewolf killmoves play on the last hostile actors.
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- Fixed inability to turn off werewolf killmoves.
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- Fixed inability to turn off werewolf killmoves.
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- Fixed inability to break spider webs.
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- Fixed inability to break spider webs.
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- Werewolf does not need a shovel to dig up a mound.
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- Werewolf does not need a shovel to dig up a mound.
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BIN
Skyrim.esm
BIN
Skyrim.esm
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@ -22,7 +22,7 @@ private:
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auto playerAV = RE::PlayerCharacter::GetSingleton()->AsActorValueOwner();
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auto playerAV = RE::PlayerCharacter::GetSingleton()->AsActorValueOwner();
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auto currentHealth = playerAV->GetActorValue(RE::ActorValue::kHealth);
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auto currentHealth = playerAV->GetActorValue(RE::ActorValue::kHealth);
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if (currentHealth < playerAV->GetBaseActorValue(RE::ActorValue::kHealth) && currentHealth > 0) {
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if (currentHealth < playerAV->GetPermanentActorValue(RE::ActorValue::kHealth) && currentHealth > 0) {
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auto uiMovie = RE::UI::GetSingleton()->GetMovieView(RE::HUDMenu::MENU_NAME);
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auto uiMovie = RE::UI::GetSingleton()->GetMovieView(RE::HUDMenu::MENU_NAME);
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if (uiMovie) {
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if (uiMovie) {
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@ -51,11 +51,19 @@ function StoreSingleCopy()
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_00E_FS_BlueprintItemsStored.Show(iItemsToStore)
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_00E_FS_BlueprintItemsStored.Show(iItemsToStore)
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endif
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endif
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/;
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/;
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int iCount = EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1)
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ITMBookClose.Play(PlayerREF)
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ITMBookClose.Play(PlayerREF)
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_00E_FS_BlueprintItemsStored.Show(EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1))
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Armor item = Game.GetForm(0x1FE82) as Armor ; non-playable Draugr Skin
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Utility.WaitMenuMode(0.5)
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PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory
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Form item = Game.GetForm(0x1FE82) ; non-playable Draugr Skin
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PlayerREF.RemoveItem(item, 1, true)
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PlayerREF.RemoveItem(item, 1, true)
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if iCount > 150
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Utility.WaitMenuMode(0.5)
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PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory
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endif
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_00E_FS_BlueprintItemsStored.Show(iCount)
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endfunction
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endfunction
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Function TakeBlueprints()
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Function TakeBlueprints()
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@ -70,6 +70,14 @@ Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
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_UnlockAnimationUpdates()
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_UnlockAnimationUpdates()
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EndEvent
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EndEvent
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Event OnCellDetach()
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UnregisterForSleep()
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endEvent
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Event OnCellAttach()
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RegisterForSleep()
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endEvent
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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Event OnEffectFinish(Actor akTarget, Actor akCaster)
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; Debug.Trace(self + ": OnEffectFinish, " + Target)
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; Debug.Trace(self + ": OnEffectFinish, " + Target)
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@ -92,7 +92,7 @@ event OnActivate(objectReference TriggerRef)
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endEvent
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endEvent
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Bool function checkPerks(objectReference triggerRef)
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Bool function checkPerks(objectReference triggerRef)
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if checkForLightFootPerk
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if checkForLightFootPerk && triggerRef as actor
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; ;debug.Trace(self + " is checking if " + triggerRef + " has LightFoot Perk")
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; ;debug.Trace(self + " is checking if " + triggerRef + " has LightFoot Perk")
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if (triggerRef as actor).hasPerk(LightFoot)
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if (triggerRef as actor).hasPerk(LightFoot)
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; ;debug.Trace(self + " has found that " + triggerRef + " has LightFoot Perk")
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; ;debug.Trace(self + " has found that " + triggerRef + " has LightFoot Perk")
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