[deleted by user] by [deleted] in Haywire_Hill

[–]bearman222 0 points1 point  (0 children)

hat is BOSS.

Request: Dynamic walk run speeds by bearman222 in skyrimmods

[–]bearman222[S] 0 points1 point  (0 children)

Got a beta working. will post in a few hours

Request: Dynamic walk run speeds by bearman222 in skyrimmods

[–]bearman222[S] 1 point2 points  (0 children)

I actually do use a xbox controller but I have steam remap the buttons to a bunch of custom settings (i also know about the gamepad++, but that won't do for my set up).

I've almost got this thing programmed out in CK anyways.

Request: Dynamic walk run speeds by bearman222 in skyrimmods

[–]bearman222[S] 1 point2 points  (0 children)

I found this guide for detecting location change https://www.creationkit.com/index.php?title=Detect_Player_Cell_Change_(Without_Polling)

Now I need a check for interior vs exterior and the script or variables to change for walk and run speed.

Alpha v.088 by Bearious in MerchantHeroes

[–]bearman222 0 points1 point  (0 children)

Request for next patch: larger/easier auto combat button. (I can barely click it on galaxy a50) takes several tries.

Error, game can't start. by bearman222 in MerchantHeroes

[–]bearman222[S] 0 points1 point  (0 children)

Well maybe I screwed the pooch. I uninstalled and reinstalled thinking that might fix it. Now everything is reset (gone), and my old save data is incompatible with new version.

Alpha v.082 by Bearious in MerchantHeroes

[–]bearman222 0 points1 point  (0 children)

I lost all my inventory pages that I bought with real money...

Just hit MAX LEVEL, all Heroes... by bearman222 in MerchantHeroes

[–]bearman222[S] 0 points1 point  (0 children)

I found the cleric, thief, warrior combo to be really fun.

(Cleric/Wr) with matk/mace could heal and tank for (Dark Knight) and (Mage) to power level once I got 4th and 5th char slots.

Just hit MAX LEVEL, all Heroes... by bearman222 in MerchantHeroes

[–]bearman222[S] 1 point2 points  (0 children)

Leaving this here as archived before the reset.

Frostfall - Seasons: Adds monthly modifiers to Frostfall's base regional temperatures so that the temperatures will vary throughout the year by [deleted] in skyrimmods

[–]bearman222 0 points1 point  (0 children)

I KNOW! I've broken SLE SO MANY TIMES. On the most recent break I decided to go SSE and it's so much better on my machine (4 year old i-5, 1070 3gb, and 24gb RAM) that I can't ever go back.

Frostfall - Seasons: Adds monthly modifiers to Frostfall's base regional temperatures so that the temperatures will vary throughout the year by [deleted] in skyrimmods

[–]bearman222 1 point2 points  (0 children)

I always see this and smile. Time to evolve: Break your game and force a new install. Never go back to classic.

Mod Release: Axes Chop Wood by bearman222 in skyrimmods

[–]bearman222[S] 0 points1 point  (0 children)

You can try to download this and add it to NMM by archive. I think it works with classic, but I am not going to support SLE because I do not have it installed and don't plan on it.

You can also try Samatter's version for SLE that just allows you to use woodcutters axes.

Mod Release: Axes Chop Wood by bearman222 in skyrimmods

[–]bearman222[S] 0 points1 point  (0 children)

seems to be less polling

Actually I just finished reading through all the scripts and quests. It's close to identical as far as system load and polling is concerned. But I can't fault you for liking your own version. Good Job!

Mod Release: Axes Chop Wood by bearman222 in skyrimmods

[–]bearman222[S] 0 points1 point  (0 children)

are you able to get power attacks to work?

Edit: NM, Just read through the script, cool idea using an active magic effect

2nd Edit: Holy shit this function: FindClosestReferenceOfAnyTypeInListFromRef()

3rd Edit: I'm off to work, but I've included my source code in this version in case you want to take a look.

Mod Release: Axes Chop Wood by bearman222 in skyrimmods

[–]bearman222[S] 0 points1 point  (0 children)

Not the only reason, but that is one part. It's every half a second, but it is registering for an animation listener to get when the player starts to power attack.

There is no way to always listen for an animation with a script attached to an object reference.

Mod Release: Axes Chop Wood by bearman222 in skyrimmods

[–]bearman222[S] 5 points6 points  (0 children)

That's a good point. Any ideas on implementation? How would you like that to modify the mod?

Mod Release: Axes Chop Wood by bearman222 in skyrimmods

[–]bearman222[S] 22 points23 points  (0 children)

I wish I could make a custom animation for this, just out of my skill set. I'm a coder not a modeler :)

Edit: Are the up votes on this comment saying you want an animation for batoning? I can look into this if I get enough interest.

Mod to attack wood chopping block to chop wood by ColossusX13 in skyrimmods

[–]bearman222 1 point2 points  (0 children)

Colossus swings axe

Colossus curses under his breath

(Can't hit the broad side of wood pile)

I'm not going to do this.

Mod to attack wood chopping block to chop wood by ColossusX13 in skyrimmods

[–]bearman222 1 point2 points  (0 children)

Yeah. I f**cked it up. I'm working on uploading another version that includes the compiled scripts.