I would appreciate a little knowledge bomb on this front- Why are the DLCs required for this to work? Because I am missing the Dragonborn DLC for vanilla (have SE, tho). Also clarification of whether or not it will work with SE. I'm testing that now, but I'm not entirely sure, based on others' comments, whether or not this one will work.
Getting some ctds recently and my logs are showing this mod at the ends of each log. Any ideas on how to fix it or improve the script?
Spoiler:
Show
[07/30/2017 - 04:49:18PM] warning: Assigning None to a non-object variable named "::temp1"
[None].aaaAthleticsCheckSprintingScript.OnEffectFinish() - "aaaAthleticsCheckSprintingScript.psc" Line 24 [07/30/2017 - 04:54:38PM] warning: Assigning None to a non-object variable named "::temp1" stack: [None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22 [07/30/2017 - 04:54:43PM] warning: Assigning None to a non-object variable named "::temp1" stack: [None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22 [07/30/2017 - 04:54:43PM] warning: Assigning None to a non-object variable named "::temp1" stack: [None].aaaAthleticsCheckSprintingScript.OnEffectFinish() - "aaaAthleticsCheckSprintingScript.psc" Line 24 [07/30/2017 - 04:54:52PM] warning: Assigning None to a non-object variable named "::temp1" stack: [None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22 [07/30/2017 - 04:54:56PM] warning: Assigning None to a non-object variable named "::temp1" stack: [None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22 [07/30/2017 - 04:55:02PM] warning: Assigning None to a non-object variable named "::temp1" stack: [None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22 [07/30/2017 - 04:55:06PM] warning: Assigning None to a non-object variable named "::temp1" stack: [None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22 [07/30/2017 - 04:55:22PM] warning: Assigning None to a non-object variable named "::temp1" stack: [None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22
This might be an odd question, but for the purposes of the Nudity perk, what is defined as 'naked'? Which slots have to be free/unequipped for the bonus to be in place? A number of mods only scan the cuirass slot, but some assess every basic armor slot, and other every slot including the jewelry and custom ones.
Just wanted to clarify for the purposes of the perk usage.
If I remember correctly, you must NOT wear anything with the "ArmorClothing", "ArmoLight" or "ArmorHeavy" keywords. You can wear jewelry ( as long as it is not also keyworded with one of the mentioned keywords) and any armor added by mods that isn't keyworded by vanilla standards.
Not sure if this will ever be seen, and i'm pretty sure it wont be updated, but for the mod that replaces lockpicking it seems to still level up alteration instead.
How did you implement dynamic hands, specifically the part that checks if you're unarmed or not? I'm making a perk that uses an infinite loop and I was hoping you had a better method.
I've used this mod for 3+ playthroughs so far, great addition to my characters!
Edit:I looked it up and you've added 2 conditions. Doesn't the speedmult linger when conditions change but the speedmult doesn't update? I know it's not really noticeable at 10%, in my mod it'll be noticable so I might have to go with some other way.
It certainly shouldn't linger, magic effects on abilities really go away as soon as theit conditions are no longer met and the speedmult should be no different. But you should still be careful and test it out - funky stuff happens from time to time when modding Skyrim.
When it comes to speedmult, it won't update until something like carry weight has changed. So the solution fix was to add 0.001 and then subtract it, that way it's instantly updated and you won't be moving at the same speed if variables change.
I really loved the acrobatic skills in Oblivion and I have been looking for something similar for skyrim. Sadly Athletics Training - with MCM have scriot issues, but your mod seem evene more interesting so I will try it out. I will like to use it together with 300-400 other mods and ordinator. Is it compatible with Ordinator? Is there any serious issues or bugs?
It should be relatively compatible with Ordinator (or any other perk overhaul) as long as you load this file and its required files (SCS-Main or Merged Thievery Skill) AFTER Ordinator. You will obviously not be able to to access perks in the Ordinator skill trees that are overriden but the rest will be unaffected by this mod. As for issues, some skills, spells and so on may be targeted incorrectly if they are replaced which can be unimmersive but shouldn't be gamebreaking - details are provided in the SCS Main file description if you opt for that way instead of Merged Thievery.
I think Sprinter, Faster Than Shadows, Dynamic Hands, Nudity perks can be replaced with something better......Like perks which help with riding performance, or unarmed fighting.
35 comments
I would appreciate a little knowledge bomb on this front- Why are the DLCs required for this to work? Because I am missing the Dragonborn DLC for vanilla (have SE, tho). Also clarification of whether or not it will work with SE. I'm testing that now, but I'm not entirely sure, based on others' comments, whether or not this one will work.
[07/30/2017 - 04:49:18PM] warning: Assigning None to a non-object variable named "::temp1"
[None].aaaAthleticsCheckSprintingScript.OnEffectFinish() - "aaaAthleticsCheckSprintingScript.psc" Line 24
[07/30/2017 - 04:54:38PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22
[07/30/2017 - 04:54:43PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22
[07/30/2017 - 04:54:43PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].aaaAthleticsCheckSprintingScript.OnEffectFinish() - "aaaAthleticsCheckSprintingScript.psc" Line 24
[07/30/2017 - 04:54:52PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22
[07/30/2017 - 04:54:56PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22
[07/30/2017 - 04:55:02PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22
[07/30/2017 - 04:55:06PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22
[07/30/2017 - 04:55:22PM] warning: Assigning None to a non-object variable named "::temp1"
stack:
[None].aaaAthleticsCheckRunningScript.OnEffectFinish() - "aaaAthleticsCheckRunningScript.psc" Line 22
Just wanted to clarify for the purposes of the perk usage.
I've used this mod for 3+ playthroughs so far, great addition to my characters!
Edit:I looked it up and you've added 2 conditions. Doesn't the speedmult linger when conditions change but the speedmult doesn't update? I know it's not really noticeable at 10%, in my mod it'll be noticable so I might have to go with some other way.
I really loved the acrobatic skills in Oblivion and I have been looking for something similar for skyrim.
Sadly Athletics Training - with MCM have scriot issues, but your mod seem evene more interesting so I will try it out.
I will like to use it together with 300-400 other mods and ordinator.
Is it compatible with Ordinator?
Is there any serious issues or bugs?