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zeroeternalz

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About zeroeternalz

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    GW2, Skyrim (modding), FFXV Duscae
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    TES, Final Fantasy Series, Borderlands Series

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  1. when i meant by unnecessary data, with the reforestation mod, I'm talking about the mod spawns new objects on the world map that serve no real purpose. when you can "grow" plants anywhere, it creates additional data weight on the save file for that user's game. That sort of clutter can contribute to bloated save files. The water walking spell indeed takes up data, but it's actually something that serves a purpose for a player who does not want to swim near areas with lots of water. Plus it's just one spell in comparison to a bunch of potential trees that can flood the game's world space. The trees/plants grown on that mod are only for aesthetic purposes since the mod creator mentioned that the plants don't create any harvesting points, nor do anything else. That is unnecessary data. The druid mod we are in the process of releasing has a "tree of life" power that does spawn a tree once a day that produces multiple effects that benefits the druid and his/her allies. The difference is, after a set duration of time, the tree despawns to avoid the spell cluttering the game's landscape. As arcane mentioned, the water walking spell serves it's purpose as the druid is able to manipulate the natural environment they are in, including water. Although you may not find it useful, others might have some fun with it, and may even use it frequently. I understand there are stand alone water walking spells, but just because they're available out there, doesn't necessarily mean it should get left out of a mod with a collection of many spells. Plus creating a stand alone water walking spell would clutter a user's mod loader. I learned the hard way because I used to release stand alone summon files. After making nearly 38 different stand alone spells, many people asked if i could compile my mods into one file. As I eventually learned, making one spell for a stand alone file is a waste of a user's maximum mod limit, and in the end, if another mod can provide them with multiple spells in one package, they end up deleting the stand alone file.
  2. Noumak39, thanks for feedback! Regarding the reforestation spells on your link, we can make those effects w/o a problem. We can actually improve upon the effects from that mod and make the trees removable (w/o the need for console commands) so they aren't on the landscape forever, and we can make them harvest points. But the powers and spells in this mod are intended more for combat functionality and not really much with altering the landscape of the vanilla game. The problem with spawning objects and changing the landscape is that the placed objects can obstruct spawn points, travel markers, and event activators hidden throughout the map. Not to mention bloating the save file with unnecessary data... We are making a power that the player can spawn a "tree of life" that will create a healing aura for the player and their allies. The tree will despawn after the duration of the spell wears off to prevent cluttering the map. As for Waterwalking, it's pretty useful when traversing through the Sea of Ghost in northern Skyrim... walking over the water sure beats having to swim and slowing down my movement speed =P.
  3. I've tested that mod, and she doesn't really work. She still attacks more than healing, and the healing spell she has equipped at the moment isn't accurate. She'll cast it and it doesn't do anything.
  4. Hahaha, yeah that is the only major downfall to the work around... that situation has happened to me a few times when I was testing the mod.
  5. Based on the formula I created for my Bard summon: 1. Create a new magic effect: Set as fire and forget | contact | Value Modifier | AbFortifyHealRateCombat (Make sure you add the property: IsHostiletoActor set to 0). 2. Create a new hazard spell using the magic effect you created in the first step. 3. Create a new hazard and attach the hazard spell you created in step 2. 4. Create a new magic effect that the npc can use to "fire" the spell. (set this to fire and forget / aimed / value modifier / health / and make this hostile). Click okay to save. 5. Reopen the file you just made and go to the scripts section, click add and type in hazard in the filter field. (can't remember the script name right now, I don't have access to CK). Click on the script that attaches a hazard. 6. Go into the script properties and apply your hazard that you made in step 3. Click okay and leave the magic effect you made. 7. Create a new spell for the magic effect you made in step 4. This spell is what you'll give to your npc. It will trick the AI of the follower to fire this at enemies during combat, so make sure you set the damage to 10. 8. Go to Combat Style, and set the Combat Style to 0 melee, 0 ranged, max magic, 0 voice, 0 staff, 0 unarmed. (this will prevent the NPC from going into melee state). 9. Remove any staffs your follower may have in inventory. 10. Add the spell you made in step 7 on your NPC's spell list. And don't forget to set your customized combat style to your follower. In combat, your NPC will now fire out the spells at enemies, but it will spawn out a hazard spell that will heal you if you're in the field. This basically manipulates the follower AI to "attack the enemy" but in fact it's just duping it into creating a hazard effect. The spell won't cure the enemy because it is hostile and the enemy will in fact take the amount of damage you set on step 7. You're player will suffer minor damage from friendly fire, but once the hazard takes place you'll regen health depending on the timer you set your hazard to last. The enemy won't recover because they would be considered hostile to the actor. This works best if you're in melee combat, you'll notice your follower will keep firing these spells at the enemy, and your PC will keep healing. The follower won't heal you after combat because it is considered a combat spell. I also know how to manipulate this spell so that it's a constant effect cloak for the NPC, but I removed it from my bard NPC because I felt it was OP. ( I probably could have lowered the healing rate to balance it). As I mentioned a few times before, check out the Bard Summon I made. DL it so you can check out what I did. I named all the effects, hazards, spells, etc pertaining to the bard with his name (Svaknir) before every ID name so you can filter it. Since you want to make your character strictly for healing, just focus on all items associated with his "Song of Life" spell. If you follow the steps I mentioned above, you can follow what I did. Also can also possibly applied to an explosion effect, but I haven't tested it. I do know that if you have summoned creatures or multiple followers, the spell will count as hostile, and they will attack the NPC that casted the spell. If you're looking for a follower that will only cast vanilla heal other spells, I don't think that's possible. Hope this helps, and if you plan on releasing a mod using this formula, please give credit. Thanks!
  6. This is the mod I made, not the one you linked. Summon Ethereal Bard - Svaknir jet4571, check the link to answer your question.
  7. the bard summon i created can be made solely for healing the player if i left the spell as his only ability.
  8. my mod summon ethereal bard - svaknir heals the player during combat in skyrim. he also has other "song" spells that can restores player magicka or stamina depending on which song he chooses to play.
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