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No commits in common. "bca900a356254dc78670b43d547f61352e4e5f07" and "bb475b50d10e0e1c50706a4b3ab372f858c742ee" have entirely different histories.

9 changed files with 6 additions and 23 deletions

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@ -74,8 +74,7 @@ Gameplay changes:
Werewolf updates:
- Expanded the collision box, making werewolves and melee builds more viable against other werewolves, Bonerippers, and Vatyrs.
- Temporarily disabled the broken mauling killcam until it gets a proper fix (the delay is fixed, getting stuck in 1st person mode is not).
- Werewolf killmoves play on the last hostile actors.
- Fixed freezing in the beginning of one of werewolf killmoves thanks to improved werewolf behaviors from Precision Creatures by NickaNack.
- Fixed inability to turn off werewolf killmoves.
- Fixed inability to break spider webs.
- Werewolf does not need a shovel to dig up a mound.

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@ -22,7 +22,7 @@ private:
auto playerAV = RE::PlayerCharacter::GetSingleton()->AsActorValueOwner();
auto currentHealth = playerAV->GetActorValue(RE::ActorValue::kHealth);
if (currentHealth < playerAV->GetPermanentActorValue(RE::ActorValue::kHealth) && currentHealth > 0) {
if (currentHealth < playerAV->GetBaseActorValue(RE::ActorValue::kHealth) && currentHealth > 0) {
auto uiMovie = RE::UI::GetSingleton()->GetMovieView(RE::HUDMenu::MENU_NAME);
if (uiMovie) {

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@ -51,19 +51,11 @@ function StoreSingleCopy()
_00E_FS_BlueprintItemsStored.Show(iItemsToStore)
endif
/;
int iCount = EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1)
ITMBookClose.Play(PlayerREF)
Utility.WaitMenuMode(0.5)
Form item = Game.GetForm(0x1FE82) ; non-playable Draugr Skin
_00E_FS_BlueprintItemsStored.Show(EnderalFunctions.MoveItemsToCountByKeyword(PlayerREF, _00E_FS_BlueprintContainerActorREF, Blueprint, 1))
Armor item = Game.GetForm(0x1FE82) as Armor ; non-playable Draugr Skin
PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory
PlayerREF.RemoveItem(item, 1, true)
if iCount > 150
Utility.WaitMenuMode(0.5)
PlayerREF.RemoveItem(item, 1, true) ; doing this twice seems to reliably refresh inventory
endif
_00E_FS_BlueprintItemsStored.Show(iCount)
endfunction
Function TakeBlueprints()

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@ -70,14 +70,6 @@ Event OnSleepStart(float afSleepStartTime, float afDesiredSleepEndTime)
_UnlockAnimationUpdates()
EndEvent
Event OnCellDetach()
UnregisterForSleep()
endEvent
Event OnCellAttach()
RegisterForSleep()
endEvent
Event OnEffectFinish(Actor akTarget, Actor akCaster)
; Debug.Trace(self + ": OnEffectFinish, " + Target)

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@ -92,7 +92,7 @@ event OnActivate(objectReference TriggerRef)
endEvent
Bool function checkPerks(objectReference triggerRef)
if checkForLightFootPerk && triggerRef as actor
if checkForLightFootPerk
; ;debug.Trace(self + " is checking if " + triggerRef + " has LightFoot Perk")
if (triggerRef as actor).hasPerk(LightFoot)
; ;debug.Trace(self + " has found that " + triggerRef + " has LightFoot Perk")