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PastChristmas

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  1. I promised that when I finished work on 'The Unbidden' that I would get round to working on SRE and Heritage 2. In retrospect, perhaps this was a promise that I should not have made. It may not be obvious, but I spend a lot of time making mods, almost for its own sake. This can't go on like this and I think I need to seriously reduce the time I spend doing this for the foreseeable future. Considering the success of 'Living Armours'. SRE 2 may end up being broken up in to...
  2. Thank you, this has given me some insight in to what could go wrong. My mod totally revolves around generic enchanted weapons, so it will only affect merchants and some loot instances. Perhaps this means it won't be as destructive as I thought it would be.
  3. I'm creating a mod that relies extensively on levelled Items. Trouble is I'm beginning to get worried, as my levelled items now outnumber the vanilla ones at least 7x over. Having this many won't cause any issues will it? I need to create more to realise the full scope of the project, but I can reduce if absolutely necessary.
  4. Can you give more specifics? You've successfully removed the original starting spells, but you've been unable to replace them with your new ones. Are those rewritten ability descriptions showing up at all?
  5. I've almost got my new mod 'Heritage 2' for release, but I've discovered a new issue right at the end. One important feature is that my NPCs will use be using all 3 intensities of the base game dragon shouts, to do this I created an entirely new "voice powers" quest to voice the intermediate level shouts. I was lulled in to a false sense of security, as on the save files I was testing with, the quest seemed to work properly. I had it start-quest enabled and generated the appropriate SEQ file with SSE Edit. Getting it to work on a brand new playthrough has been yielding mixed results, with some shouts being voiced and some not. This suggests to me that the SEQ file isn't working anymore. I've since tried to generate replacements, but to no avail. I'm not sure how to proceed, but I cannot release my mod without this feature working reliably. Edit- Would it cause issues to just append these dialog topics to the main voicepowers quest?
  6. Whatever this issue is it seems laser focused on the wisp type creatures. Just discovered that the soul cairn wisps just float motionless. Were it a mesh issue it would explain everything, but I recently checked for new meshes through mod organiser and I found that the only relevant modification was a mesh that mods the particles surrounding the wispmother and that's it. Thank you for your suggestions, I will look in to them further. Edit - After a bit of trial and error, I discovered it was 'Immersive Movement' that was causing the issue. Apparently, this is a documented issue with the mod as of this writing. I will notify the author that wisps and whispering spirits are affected as well.
  7. It's the strangest thing. I've managed to get a very stable playthrough of Skyrim all things considered, no crashes at all, but the only issue I seem to have now is that my wisps and wispmothers are for some reason unable to turn around. The wisp will fly around and attack but the effect won't change direction with it and the wispmother exhibits the same issue, despite being able to animate properly. I've checked in SSE Edit and I don't know what could possibly be causing this. It doesn't seem to be an issue with the race or the NPC records themselves. Edit- I've figured out that a mod is definitely causing this issue, as the wisps turn just fine on my alternate Mod Organiser 2 profile. Still no idea on what it could be.
  8. I know of a mod for Special Edition that fixes the ability bug, but I had never actually read about it in depth. I could have the mod users download that mod as a prerequisite, or perhaps what I will do is make diseases last 2.5 real time days.
  9. Thank you! In which case, I will release both a disease-less version of my mod and an experimental version with my edits intact. The mod will be named "Bite". Hopefully, I'll have it released in a day or so.
  10. I'm approaching the release of a mod project I've been working on that adds some complexity to animal/monster combat. Forgive my impertinence during these times, but part of this mod includes a disease overhaul. It attempts to replicate how diseases worked in the older games, specifically multiple effects based on attribute damage. Say a disease previously reduced strength, then my mod reduces weapon damage and carrying capacity. I've been able to get some fairly interesting effects going, furthermore it relies on a single script which I only use to randomise the chances of infection. Everything seems to work from my tests, but I haven't the time to test it on a full length playthrough. The closest effect in game to my diseases is the 'Voice of the Sky' buff. Diseases are no longer constant effects, but fire and forget effects that last real time days, which when converted to Skyrim's timescale last between weeks and a month. My interpretation of Daggerfall's plague has almost 10 of these effects going on at once. My question is, can anyone knowledgeable foresee any long-term issues with this design? It's not too late for me to redesign these attack spells if necessary.
  11. I'm sorry for not updating sooner! I was excited to give your suggestion a try and I could get it to trigger, however the spell was placed on the animal rather than myself. The irony! Thanks for your help though, I'm now acutely aware on how to use a brand new entry point. This will no doubt prove useful.
  12. I'm trying to create a new means of catching diseases from animals. In the base game, diseases are spells attached to the attacks of some animals. These attacks have a 10% likelihood of infecting the target, because the associated effects themselves have this condition directly applied to them. The drawbacks to this system are that this means that diseases unless scripted, can only have one magic effect and more importantly for my case is that it costs a contact spell slot on the creature's attack data that I would like to be used for something else. My solution was to create perks for each disease. This is how Falmer poison works in the base game, their weapons are not actually poisoned, but the Falmer have a perk which causes poison damage when they wield weapons. I attached the 10% condition there as opposed to the magic effects themselves, thereby in theory allowing diseases to have multiple effects again without recourse to scripting. The trouble here is that it doesn't work in practice. This leads me to think that the perk method will not work for animals, as they don't wield weapons, which are necessary for the method to work. Am I wrong? I really don't want to script these effects in.
  13. I'm the mod author for Heritage - Reflexive Enemies and I've successfully been able to use the game's default combat AI to have NPC wizards cast buffs, debuffs and illusion spells that they otherwise wouldn't. There's just one or should I say two effects I haven't been able to properly implement, the vanilla calm spell and Mysticism's dominate. Calm is supposed to reduce their NPC's aggression value to 0, to stop them from starting a fight. In the hands of the player it works as intended, as the effect is flagged as non-hostile. My workaround requires me to create a new version of the spell otherwise identical, but it has to include an effect that the AI thinks will hurt the recipient. This additional effect damages health, but the conditions I place on it render it totally harmless to all actors and the player. Trouble is, the receiving AI is still aggrieved by the spell and the calm effect is broken as soon as it takes effect. I've since taken to try and come up with a script to achieve the same effect, but I've had no success. Adding affected NPCs to a faction friendly to everybody won't work for companions, furthermore stopping NPC combat only works temporarily. My current workaround is for disable NPC AI for the duration of the effect, but that has it's own issues. They freeze like statues, so it looks pretty terrifying, but it isn't the calm spell the player knows and uses. Dominate uses the script from the animal allegiance shout to enable the player to force NPCs to fight for them for a set period of time. Unfortunately, this doesn't work the other way around. Simply adding a follower to a faction friendly to the enemy spellcaster won't be enough to have them turn on the player. It seems to me I need to temporarily remove them from the current follower faction, which I think may have disastrous side effects. Is there something I'm missing to engineer them to work for the use of NPCs?
  14. I'll try that with my next update next week, my main file will have the compressed loose files and I will present the BSA version as an alternative for those confident they won't suffer any compatibility issues. They will also be encouraged to keep my mod as well as the conflicting mods low on their load order list. Thanks again.
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