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More Affinities
Post by Weich92 »
I create a mod for add more affinities :D

http://www.nexusmods.com/skyrim/mods/81669/?
Deleted User 23162
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Re: More Affinities
Post by Deleted User 23162 »
Blasphemy. Stupidest idea I have ever seen. I am appalled... :thumbsdown:

Darctalus approves. :arrow: *adds mod anyway*
Re: More Affinities
Post by Ananda »
Thanks! Looks nice :thumbsup:

I was trying to mod the affinities as well, but I didn't figure out how/where to change the displayed name of the special class in the hero menu.

I've edited "Message \ 00E_Game_Affinity_" using TES5Edit and can see all the correct names in the spellbook. But as soon as I'm unlocking the affinity, it still shows the old/regular name in the hero menu after pressing "H".

Btw: FULL Name in the category "Spells" / "_00E_Affinity_" is edited as well.

Could you tell me please where to find the correct entries and how to change the name of the special class displayed in the hero menu?

Any advice and suggestions would be greatly appreciated :)
Re: More Affinities
Post by Kazeen »
This is really cool. I always wanted to play a two-handed warrior with some undead related skills, like raising some corpses as allies and that sort of stuff, having the WoW death knight in mind. I wasn't sure if that affinity already existed in the vanilla game. Obviously not. : )

Most of your affinities sound rather immersive and interesting. I guess one problem could be balancing, though.
Re: More Affinities
Post by Weich92 »
Ananda wrote:
Thanks! Looks nice :thumbsup:

I was trying to mod the affinities as well, but I didn't figure out how/where to change the displayed name of the special class in the hero menu.

I've edited "Message \ 00E_Game_Affinity_" using TES5Edit and can see all the correct names in the spellbook. But as soon as I'm unlocking the affinity, it still shows the old/regular name in the hero menu after pressing "H".

Btw: FULL Name in the category "Spells" / "_00E_Affinity_" is edited as well.

Could you tell me please where to find the correct entries and how to change the name of the special class displayed in the hero menu?

Any advice and suggestions would be greatly appreciated :)
Hi,
you cant change name because that message load on script at start and then stay saved in save game. Really that script is bad optimice, but are so much script that they made, is normal. But no problem, you can go, in ck, to quest levelsystem, quest aliase, aliase name = player, and you need change _00E_Game_SkillmenuSC script properties, concretly __Config_AffinityNames.

I hope had help you.
Re: More Affinities
Post by Weich92 »
Kazeen wrote:
This is really cool. I always wanted to play a two-handed warrior with some undead related skills, like raising some corpses as allies and that sort of stuff, having the WoW death knight in mind. I wasn't sure if that affinity already existed in the vanilla game. Obviously not. : )

Most of your affinities sound rather immersive and interesting. I guess one problem could be balancing, though.
Hi,
I try to balance all new affinities like vanilla, but if somebody thinks that some affinity is overpower or vice versa, can tell me and i can improve the mod.
Re: More Affinities
Post by Caleb8980 »
Weich92 wrote:
Ananda wrote:
Thanks! Looks nice :thumbsup:

I was trying to mod the affinities as well, but I didn't figure out how/where to change the displayed name of the special class in the hero menu.

I've edited "Message \ 00E_Game_Affinity_" using TES5Edit and can see all the correct names in the spellbook. But as soon as I'm unlocking the affinity, it still shows the old/regular name in the hero menu after pressing "H".

Btw: FULL Name in the category "Spells" / "_00E_Affinity_" is edited as well.

Could you tell me please where to find the correct entries and how to change the name of the special class displayed in the hero menu?

Any advice and suggestions would be greatly appreciated :)
Hi,
you cant change name because that message load on script at start and then stay saved in save game. Really that script is bad optimice, but are so much script that they made, is normal. But no problem, you can go, in ck, to quest levelsystem, quest aliase, aliase name = player, and you need change _00E_Game_SkillmenuSC script properties, concretly __Config_AffinityNames.

I hope had help you.
The reason is the Hero menu ;-) It only accepts strings in that particular part of the menu (the affinity name), hence we had to do with this work-around, or everybody would have to live with the german names of the affinities...
The main problem is that we don't have an interface programmer anymore, hence we have to live with this idiotic way of doing things :?
Re: More Affinities
Post by Weich92 »
Caleb8980 wrote:
Weich92 wrote:
Ananda wrote:
Thanks! Looks nice :thumbsup:

I was trying to mod the affinities as well, but I didn't figure out how/where to change the displayed name of the special class in the hero menu.

I've edited "Message \ 00E_Game_Affinity_" using TES5Edit and can see all the correct names in the spellbook. But as soon as I'm unlocking the affinity, it still shows the old/regular name in the hero menu after pressing "H".

Btw: FULL Name in the category "Spells" / "_00E_Affinity_" is edited as well.

Could you tell me please where to find the correct entries and how to change the name of the special class displayed in the hero menu?

Any advice and suggestions would be greatly appreciated :)
Hi,
you cant change name because that message load on script at start and then stay saved in save game. Really that script is bad optimice, but are so much script that they made, is normal. But no problem, you can go, in ck, to quest levelsystem, quest aliase, aliase name = player, and you need change _00E_Game_SkillmenuSC script properties, concretly __Config_AffinityNames.

I hope had help you.
The reason is the Hero menu ;-) It only accepts strings in that particular part of the menu (the affinity name), hence we had to do with this work-around, or everybody would have to live with the german names of the affinities...
The main problem is that we don't have an interface programmer anymore, hence we have to live with this idiotic way of doing things :?
Jajajaja, its ok, we have to work with the tools that we have XD.
I dont tested it, but maybe if change string array to a formlist in the script properties, would is posible add and modify names of affinities without touch the script.
Re: More Affinities
Post by Ananda »
Weich92 wrote:
Hi,
you cant change name because that message load on script at start and then stay saved in save game. Really that script is bad optimice, but are so much script that they made, is normal. But no problem, you can go, in ck, to quest levelsystem, quest aliase, aliase name = player, and you need change _00E_Game_SkillmenuSC script properties, concretly __Config_AffinityNames.

I hope had help you.
Thank you, that was very helpful :)
Re: More Affinities
Post by Ananda »
Caleb8980 wrote:
Weich92 wrote:
Hi,
you cant change name because that message load on script at start and then stay saved in save game. Really that script is bad optimice, but are so much script that they made, is normal. But no problem, you can go, in ck, to quest levelsystem, quest aliase, aliase name = player, and you need change _00E_Game_SkillmenuSC script properties, concretly __Config_AffinityNames.

I hope had help you.
The reason is the Hero menu ;-) It only accepts strings in that particular part of the menu (the affinity name), hence we had to do with this work-around, or everybody would have to live with the german names of the affinities...
The main problem is that we don't have an interface programmer anymore, hence we have to live with this idiotic way of doing things :?
Many thanks for your feedback :) And as Weich92 said it's ok and we'll come to terms with it.

Thank you and the the team for this masterpiece. You are awesome! :thumbsup:
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17 posts • Page 1 of 2