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Managing creature skins on PCs


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6 réponses à ce sujet

#1
MERP_UK

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Hi all, just a quick one. This is something I haven't really done before, so I may be in the dark on best practice here.

 

I am attempting to represent some negative effects on the PC by way of using a creature skin item. Testing is yielding inconsistent results. Sometimes the negative effects show on the character sheet, sometimes they don't. The item is being added and equipped via conversation.

 

There is nothing special about the conversation. The script is placed where it is has to fire on the PC.

 

Is there a particular method of handling these items on players I should follow?

 

Would I be better off just running a script to apply permanent properties to the player (at least, until they meet the conditions to reduce/remove them)?

 

 



#2
kevL

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just a quick note: PC's (and Companions) wearing skins can (and eventually will) bug-out their ArmorCheckPenalty and should be avoided.

If you can find a better way with scripting or perhaps a cursed item, that'd be the way i'd go
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#3
MERP_UK

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Thanks kevL

 

I don't see why I can't just put together an effects script, making the effects permanent until removed by script. Thanks for the heads up - I will avoid this in future!



#4
-Semper-

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just a quick note: PC's (and Companions) wearing skins can (and eventually will) bug-out their ArmorCheckPenalty and should be avoided.

isn't motb's whole soul eater mechanic based on creature skins? how come there's no acp issue there?



#5
kevL

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don't know. I don't know that the soul eater mechanic is based on skins, it might be. I don't know.
But in my tests, I had to swap in/out armor/shield several times ...
 
ref:
http://forum.bioware.../#entry19493728
 
Lance found the bug and mentions it several posts before that. There's additional info on his website. (Note that the hidden bite/claw slots may also affected, in some strange way... so I just avoid the hidden slots completely for PCs, or basically any creature that's going to be moving items in-out of equipment-slots.)

#6
-Semper-

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I don't know that the soul eater mechanic is based on skins, it might be.

it is. the different levels of the curse are creature skins (with penalizing properties) which equip through scripts.

 

edit: bug confirmed for motb! so creature skins are off the list.



#7
kevL

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yep, i just redid a few tests in MotB also: ACP goes whack.

(but I didn't notice spirit-energy using a skin, fwiw /shrug...)

it is. the different levels of the curse are creature skins (with penalizing properties) which equip through scripts.


ah, so the skins show up only when penalized - that'd explain why i couldn't validate: my SE was at 99 and 85%.