Can setgs be used in a script?

Post » Tue Jun 19, 2012 8:52 am

In the console you can adjust Game Settings by typing something like player.setgs fjumpheightmin 500

Can this be done from a script?
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Queen
 
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Post » Tue Jun 19, 2012 7:26 am

It's not listed as a papyrus function. You would need to try it and see.
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Samantha Pattison
 
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Post » Tue Jun 19, 2012 12:45 pm

if I add the line:

Player.setgs(fJumpHeightMin = 500)

It gives the error "setgs is not a function or does not exist"

I'm not sure it can't work. Perhaps setgs must be called to as a property somehow?
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Matt Bee
 
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Post » Tue Jun 19, 2012 1:11 pm

Console-only functions like http://www.creationkit.com/SetGameSetting cannot be used in Papyrus scripts unless they have a Papyrus equivalent. This function has no Papyrus equivalent.

If you're calling it in the console, then the syntax would be like this:
SetGameSetting fJumpHeightMin 500
If this function did have a Papyrus equivalent, it would be a global function, and therefore wouldn't run on an object like the player.

Cipscis
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Nienna garcia
 
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Post » Tue Jun 19, 2012 4:53 pm

It seems only GetGameSetting (just for debug) is avaible on papyrus, and is pretty useless to do anything other than having the info of its value.
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Rebecca Dosch
 
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Post » Tue Jun 19, 2012 9:56 pm

I see.

Well that's unfortunate. That means there is no way to input direct multipliers for things like jumping height or falling damage to a specific object? That's really disappointing.

What the heck were you thinking Bethesda!? *shakes fist like an old man*
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Marine Arrègle
 
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Post » Tue Jun 19, 2012 8:03 pm

Wait for a Script Extender that allow this, Fallout NV had the same problem, but the script extender added some new functions to work on game settings. I wrote to you on the other topic about trying SKSE or Script Dragon.
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neen
 
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Post » Tue Jun 19, 2012 1:32 pm

Falling damage at least is a perk entry point. You might mod that there, although reductions for some entry points is known to have indeterminate results.

Also, Mass (might affect jump height) and JumpingBonus are Actor Values. You might have luck there.

You'll need to do your own testing though. I haven't touched them.
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Matthew Warren
 
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Post » Tue Jun 19, 2012 8:54 am

Falling damage at least is a perk entry point. You might mod that there, although reductions for some entry points is known to have indeterminate results.

Also, Mass (might affect jump height) and JumpingBonus are Actor Values. You might have luck there.

You'll need to do your own testing though. I haven't touched them.

Thanks I'll check those out. Even if it's a perk it gets me closer.
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sarah
 
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Post » Tue Jun 19, 2012 5:05 pm

Okay so cool. Adding a perk that sets falling damage to 9.0 is a nice first step.

For some odd reason the Perk doesn't go away after adding it to the spell. That is to say that my Vampire is immune to falling damage regardless of using his specific spell. Perhaps there's a way to adjust this with conditions in the Perk?
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Ells
 
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