You can just check 'Animals Killed' statistics - 150+ is level 2, 300+ is level 3. It's not compatible with Simple Hunting. I think I'll just drop the mod tbh.
I may be being dumb, but I've installed this mod (birthsigns redone) into the Wildlander modlist, and the mod doesn't appear to be doing anything. The description appears in the active effects panel, but my magicka and regen rates seem to be the same.
Does anyone have any experience with this list and this mod specifically?
I removed special feats mod, and I got the Faith 0/3 and Cultism 0/3 appear on the skill tree. Maybe the Special Feats is overriding Blessings Redone? I had Blessings Redone also on my highest priority, as well as the other patches for each mods..
I assume 'highest priority' means the plugin (esp) is loaded below others? You should have Requiem - BR Magic Redone Special Feats Patch.esp below all BR/MR/SF patches.
Would it be possible to de-couple WAR from Fozar's Patch? Let's just say that mod is.. overzealous, with how it handles things. I really want WAR for its fix on unarmed combat but that hard requirement of Fozar is making me think twice.
I use Fozar's patch myself (using some of its resources), and WAR also functions as an partial update for Fozar's patch, so I'm not really motivated to work on that...
When akbaseitem is not a poison(which is 99% of the time), the cast will be return a none and calling ispoison() on a none object will generate a Papyrus error. The cast should be evaluated first and if not none, call the function.
Also, why don't you join thetrader and help develop Requiem directly? Your ideas are terrific and would tremendously improve the mod.
Reason for using GetEquippedObject(0/1) is because I need to register stamina cost trigger for each hand separately. Perhaps putting the block in 'If(akBaseObject as Scroll)' for initial check would be error-free?
For the potion, I do like this, then? : if(akBaseItem as Potion) if(akBaseItem.IsPoison() && ~~~)
I do give Manuel (aka TheTrader) some ideas and feedback in the discord server. Some of the features in older version of WAR were integrated into base Requiem.
That is good to know. I hope many more get integrated in future :)
I had to go back and look again, indeed, they're different registrations "MRh" and "MLh" I totally missed that. In that case yeah, it will be simpler to keep your code, just put it inside an If (akBaseObject) ..code.. EndIf
Yes. Even better, assign the cast to a local var and use that wherever is needed: Potion venom = akbaseitem as potion
if (venom && venom.IsPoison() && akDestContainer == PoisonContainer) ... This works because conditions don't get evaluated if the preceding one is false. i.e if (a && b && c) b is evaluated only if a is true, c is evaluated only if a and b are true. Doing it this way is less work than typing if (a) if (b) if (c) endif endif endif but they're technically the same thing.
I wish Weapons and Armor Redone didn't require Fozar's Dragonborn patch. That mod is hilariously difficult and doesn't make sense from a roleplaying perspective.
Hey, love all the mods you make. Quick question, with ur magic redone mod in restoration, the 75 holy dmg perk mentions Sun spells doing half dmg to the non undead now, if I run Auriel "Rank 3 : Sun spells do half the damage to non-undead" ontop. Am I doing full dmg to non undead now or how does the math work out?
Event OnObjectEquipped Nox_WAR_Quest.psc line 44: GetEquippedObject will return none if the player equips armor without having a weapon on left or right hand, generating a papyrus error.
Making use of the passed form will be better in this case, and will allow to eliminate code duplication. if(akBaseObject.HasKeyword(ThrowingKnifeKW)) RegisterForAnimationEvent(Player, "MLh_SpellFire_Event") endif
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It's not compatible with Simple Hunting. I think I'll just drop the mod tbh.
Does anyone have any experience with this list and this mod specifically?
You should have Requiem - BR Magic Redone Special Feats Patch.esp below all BR/MR/SF patches.
I have BR and SF working alongside each other.
Thank you!
Fantastic collection, by the way! I agree with so many changes you've made, and I've been adding more and more of your modules. Thanks a lot!
When akbaseitem is not a poison(which is 99% of the time), the cast will be return a none and calling ispoison() on a none object will generate a Papyrus error. The cast should be evaluated first and if not none, call the function.
Also, why don't you join thetrader and help develop Requiem directly? Your ideas are terrific and would tremendously improve the mod.
For the potion, I do like this, then? :
if(akBaseItem as Potion)
if(akBaseItem.IsPoison() && ~~~)
I do give Manuel (aka TheTrader) some ideas and feedback in the discord server. Some of the features in older version of WAR were integrated into base Requiem.
I had to go back and look again, indeed, they're different registrations "MRh" and "MLh" I totally missed that. In that case yeah, it will be simpler to keep your code, just put it inside an
If (akBaseObject) ..code.. EndIf
Yes. Even better, assign the cast to a local var and use that wherever is needed:
Potion venom = akbaseitem as potion
This works because conditions don't get evaluated if the preceding one is false. i.e if (a && b && c) b is evaluated only if a is true, c is evaluated only if a and b are true. Doing it this way is less work than typing if (a) if (b) if (c) endif endif endif but they're technically the same thing.if (venom && venom.IsPoison() && akDestContainer == PoisonContainer)
...
https://ck.uesp.net/wiki/AddInventoryEventFilter_-_ObjectReference
You can only receive OnItemRemoved event from Throwing Knifes.
GetEquippedObject will return none if the player equips armor without having a weapon on left or right hand, generating a papyrus error.
Making use of the passed form will be better in this case, and will allow to eliminate code duplication.
if(akBaseObject.HasKeyword(ThrowingKnifeKW))
RegisterForAnimationEvent(Player, "MLh_SpellFire_Event")
endif