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powerofthree and Shizof

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powerofthree

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44 comments

  1. Yinkle
    Yinkle
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    Just heard about this and it looks amazing! One question, you have the float value for lightfade as radius in the mod description, does this set the intensity as one might expect?
    1. powerofthree
      powerofthree
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      yup
    2. Yinkle
      Yinkle
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      fab thanks for the quick reply, I've been hoping for something like this and you made it. My mod will be much improved as a result :)
    3. powerofthree
      powerofthree
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      note that those functions don't change the intensity/radius on already loaded lights. Manipulate the values before the light gets loaded.
    4. Yinkle
      Yinkle
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      Yup that makes sense. My mod drops some lights as new objects and then deletes them after use so it should work fine.

      I'll pm you a link to the mod once I've added the new functionality. :)
  2. dhxxqk2010
    dhxxqk2010
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    Great job , if you have future plan , it would be appreciate that you add a function like "setmagiceffect" , set magiceffect to enchantment ,so that I can make another feature for my mod .
    1. SlyWolfe
      SlyWolfe
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      +1
      That would be wonderful
  3. SXScarecrow
    SXScarecrow
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    Going to hazard a guess that this needs updating now that SE and SKSE64 have been.
  4. Endo13672
    Endo13672
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    I like this mods. But I have crash on opening sequence. When Alduin appears in helgen. The dragon shouted, and they're under attack. She off from execution before unbound mission and crashed to desktop.
    1. powerofthree
      powerofthree
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      Which of my other mods are you using?

      edit: I played through the entire opening sequence with all mods active and didn't crash. Must be something else.
    2. Endo13672
      Endo13672
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      I've been check everywhere on the list of mods.
      Spoiler:  
      Show

  5. Sandman53
    Sandman53
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    I see that you exposed some spell values which is awesome. Seems you replicated some of things that MagExtender does. I have a request if its possible... My SKSE plugin knowledge is crap so I'm wondering if you can replicate some functionality from the Grimy Plugin. Mainly in regards to Spell Sound:

    Int Function GetSpellSound(Spell akSpell, int index) Global Native
    ; returns the FormID of the sound descriptor in integer Form
    ; index 0 = Draw/Sheathe
    ; index 1,2 Unknown
    ; index 3 = Release
    ; index 4 = Concentration Cast Loop
    ; index 5-7 unknown
    Function SetSoundDescriptor(Sound akSound, SoundDescriptor akDescriptor) Global Native

    Dunno if its even possible, but thought I would ask
    1. powerofthree
      powerofthree
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      Yeah, should be simple enough, since it's already been exposed.
    2. Sandman53
      Sandman53
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      Wow... I didn't expect it to be implemented but thank you! You are a-mazing!

      I do have a question about the function:
      ;Sets sound attached to index of sound type specified in magic effect
      function SetMagicEffectSound(MagicEffect mgef, SoundDescriptor mgefSound, int type)

      So it states that it's suppose to set a sound object, but MagicEffect is listed as the first object type. Is this a typo? Just curious if this sets the sound of the magic effect, or if its suppose to set a sound object. If it only sets the sound of a magic effect, would it be possible to get a function that sets a given sound object. For example the function in my original post:
      Function SetSoundDescriptor(Sound akSound, SoundDescriptor akDescriptor)

      Thank you.
    3. powerofthree
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      Now that I read it again, you wanted a function that allows you to change the sound descriptor attached to a sound form? I didn't catch that the first time, thought both functions were to do with magiceffects. The SetMagicEffectSound function changes the sound descriptor attached to a mgef.

      Anyways, can do that too.
    4. Sandman53
      Sandman53
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      Ah, I thought that might be the case. You are correct in that I am looking for a function that would allow me to set the sound descriptor of a sound form. I'm basically trying to use grimy utilities for its Spell Hotkey functionality, and to get the casting sounds working properly I need to be able to get the sound descriptor and then set it to a sound form. The functions you have included in 1.2 handled the first part, now I just need the second.

      So if you could do that it would be awesome. Sorry if I'm being a pain in the butt.
  6. darksynth0
    darksynth0
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    THANKS!
  7. siegarth
    siegarth
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    Hello I'm confuse about the papyrus
    I have installed papyrusUtyl Se. Can I use both papyrus at the same time?
    papyrusUtyl and this?

    thanks
    1. siegarth
      siegarth
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      Sorry, I did not realize that the answer was already done.
  8. AlbisRumbledore
    AlbisRumbledore
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    Thx for the mod sir. you have version error, only VR version is "up to date" shown in mo2, the other 2 show outdated version.
  9. 3aq
    3aq
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    any possibility of including a version for 1.5.39?
    finally updated. nifty library. =)
  10. mastara2012
    mastara2012
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    I have the normal papyrus because it is required for Worlds Dawn.
    What do i do now ?
    Do I install both Papyrus ? Or uninstall the old one and install this one ?
    How will this papyrus effect Worlds Dawn ?
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