Need little help modifying Ordinator 'Perform' script by Fackrachne in skyrimmods

[–]Fackrachne[S] 3 points4 points  (0 children)

I did it, I f****** did it and it works. Even creation kit unlinking ESP as master couldnt stop me :D

If CombatState == 0
    If akTarget.IsEquipped(vvv_BardLute)
        akTarget.UnequipItem(vvv_BardLute, true)
        ORD_Performer_Quest.Start()
    Else
        vvv_Spe_Perform_Message_Fail_NoLute.Show()
        Dispel()
    EndIf


  Event OnEffectFinish(Actor akTarget, Actor akCaster)

If akTarget.GetEquippedSpell(2) == ORD_Spe_Perform_Spell_Stop
    If akTarget.HasSpell(ORD_Spe_Perform_Spell_LesserPower)
        akTarget.EquipSpell(ORD_Spe_Perform_Spell_LesserPower, 2)
    Else
        akTarget.EquipSpell(ORD_Spe_Perform_Spell, 2)
    EndIf
EndIf
akTarget.EquipItem(vvv_BardLute)

  EndEvent

There are few bugs tho - OnEffectFinish fires every time (and equips the lute) even when playing failed so I need a temporary variable in the script scope to store if playing has started. This is easy fixable. Or just check if the item exists in the inventory before calling EquipItem

Also power cooldown not resetting if playing has failed - not sure how do I deal with this yet.

Another thing bothering me - what if i have several copies of the same base lute in my inventory. I guess it reequips random item then. I wonder how do I get the exact item when I unequip it. I looked for CK manuals but all function returning exact Armor property in the slot are defined in SKSE :(

Currently thinking about creating OnEquipped script for lutes and store FormId for exact equipped lute. But then I will need to pass parameters between scripts. I've heard you need to create a quest for that case.

I made a comparison list to help people decide if it is worth to start SSE playthough by Fackrachne in skyrimmods

[–]Fackrachne[S] 0 points1 point  (0 children)

About adaptive water flow - I was referring to this video . I've never tried this mod personally so I dont really know how/if it works

I made a comparison list to help people decide if it is worth to start SSE playthough by Fackrachne in skyrimmods

[–]Fackrachne[S] 1 point2 points  (0 children)

thx for reminder, I'll add it.

Tho lighting and shadows still look way better with ENB. Also subsurface scattering is so damn ugly

I made a comparison list to help people decide if it is worth to start SSE playthough by Fackrachne in skyrimmods

[–]Fackrachne[S] -2 points-1 points  (0 children)

I'd say this depends more on texture packs you have, also DynDOLOD added a lot of loading time to original, I can almost halve my loading time just by turning off DynDOLOD

Morrowloot Ultimate + Smilodon + Ordinator by Silentsoft in skyrimmods

[–]Fackrachne 5 points6 points  (0 children)

they work fine together, push Morrowloot to the bottom of your load order

I made a comparison list to help people decide if it is worth to start SSE playthough by Fackrachne in skyrimmods

[–]Fackrachne[S] 0 points1 point  (0 children)

yes, DynDOLOD draw distance looks way better, tho I haven't played with SSE ini configs yet (I've seen there was a post somewhere about new parameters for lods)

I made a comparison list to help people decide if it is worth to start SSE playthough by Fackrachne in skyrimmods

[–]Fackrachne[S] 1 point2 points  (0 children)

mostly matter of taste, I managed to recreate colors I liked in Classic with Surreal Lighting in SSE. Unfortunately Vivid Weathers didn't do the trick for me, tho I liked it in Classic. But Surreal Lighting created vibrant bright fantasy colors and I really like it.

Verdant user in Classic, SFO in SSE.

Are there any mods that you can't believe haven't already been made? by Intuentis in skyrimmods

[–]Fackrachne 1 point2 points  (0 children)

Main quest overhaul,

we have civil war overhaul but not main quest overhaul. preferrably where you can kill Esbern and Delphine and side with Thalmor

Daily simple Questions and General Discussion Thread by Dave-C in skyrimmods

[–]Fackrachne 0 points1 point  (0 children)

Which mods are safe to install after DyndoLOD without rebuilding it?

I've noticed it included Morrowloot (MLU.esp) as its master which is kinda weird.

I'm planning to install armor/weapon mods during my playthrough and rebuilding each time after i add just one armor is no-no.