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Another SKIN Problem (FEATS) - UPDATED


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#1
Lance Botelle

Lance Botelle
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Hi All,

A while ago, I noted and posted (probably in the old forums) that there was a problem using a "skin" to alter properties on a PC if used in the armour slot. (It broke the armour penalty when equipping.) At the time, I thought we could use the "Creature Bite" slot instead, as at the time I did not see a problem. However, in recent testing, I have found that having a skin in this slot breaks the unarmed combat damage.

I have decided to abandon all work using skins now due to this. Fortunately, I had altered some code that used skins already when new functions became available. However, I have some remaining issues regarding new feats that add skill bonuses - and having done a little checking, I am now uncertain how easy it is to add new feats that give skill bonuses.

The questions are:

1) Is there a thread I have missed that tells us how to add this kind of feat?
2) Alternatively, what is the best approach to add feats that increase skills? (Not affected by other effects.)

EDIT: I am guessing that a Persistent Feat may be the answer (from this post):  http://social.biowar...3/index/3121008

I tried making a persistent feat. Unfortunately, while it added the skill, I cannot add the skill "invisibly" due to having to add the effect directly to the player, which then shows "skill bonus" applied icons. Therefore, if anybody has been able to do this, then please let me know. :blush:

Thanks.

Lance.

Modifié par Lance Botelle, 10 octobre 2010 - 08:44 .


#2
0100010

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I recall the issue with player skins. There was talk of an attempted work around ( I believe shields screwed it up) I never got around to testing fixes.



The only way to avoid a skill bonus effect is to use the SetBaseSkillRank to do a direct add. However if you do this, be aware you'll have to use another workaround to fix the skill prior to level up in order to not break the skill points there. (See my enhanced levelup demo on the vault for that)

#3
Lance Botelle

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Hi,

Thanks for this function info. I forgot about this new one. That should do the job nicely.

However, a quick question: From your post, it sounds like the function "breaks" skill points on a level up? Is this what you are saying?

Thanks in advance.

Lance.

Modifié par Lance Botelle, 14 octobre 2010 - 01:23 .


#4
0100010

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yes it does, therefore you have to know what you have added, and remove it prior to level up, or completely fake out and write a custom level up screen for skill points (which I did in the enhanced levelup demo)

#5
Lance Botelle

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Hi Edward,



Oh boy, that's disappointing then. In light of this, I guess I will stick with the "Book" item I am using to keep track of the bonus skill points instead. I am reading your "Enhanced Level Up" demo now.



By the way, I never did find out why the custom calendar in my mod needed revising. Most strange that. I *am* using the code though (with some slight alterations), so maybe if and when my module gets released, you might be interested to take a look at in in action. ;)



Cheers



Lance.

#6
0100010

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Found a FIx for this bug.

IF AND ONLY IF you are using a player skin, then you need to set the AC Check penalty in armorrulesets.2da for all sheilds to 0. The values should then get properly applied. (The AC Check penalty and arcane spell failure etc gets pulled form baseitems.2da so it will still get the right values unless you change those, so don't change those)

I did not notice any problems with equipping armor on a skinnned PC, only when equipping sheilds.

Note that you may still want to test NPCs without skins equipping/unequipping sheilds to see if it still gets applied correctly.

Modifié par 0100010, 18 novembre 2010 - 07:37 .


#7
Lance Botelle

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Hi Edward,



Thanks for this info. If I decided to do use the skin again, then at least it sounds like it should work with this fix.



Many Thanks.



Lance.