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Everything posted by Galiphile
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I'm playing a bard in my current playthrough of Skyrim, so I was wondering if someone wouldn't mind helping me with tweaking the mod Playable Instruments - Play and Bash. Basically, I would like to remove the stealth and speech requirements for the instruments to have effects on NPCs surrounding the player. Ideally I'd also like: to maintain the distinction between friend and foe (so the instrument playing will buff friends and debuff foes).to make the effect of the instruments scale with Speech.I would also like the playing of the instruments to increase Speech level. I'm doing this for my own benefit without any intent of redistributing. Thanks for any help or suggestions. Galiphile
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Hello, all. I'm looking for a double bladed spear type weapon, similar to the Warglaives of Azzinoth, but for 2handed use. Something along the lines of this picture from Warcraft. 2handed version would be prefered, a 1handed version with the shield would be above and beyond. I haven't found anything in my googling, but if this already exists please feel free to link it. Thanks.
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Hello, all. I'm just coming back to Skyrim, and have searched through mods to no avail; specifically, I'm looking for a musketeer-style feathered hat. I would love it if someone would be willing to put something together for me. If you're willing to undergo, I would be much obliged. Regards.
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I did. I'll test it further. Edit: You're right, it does continue to work. I was using advlevel, and I guess I was doing it too close together. Thanks so much for your help.
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@FG109: The script you wrote me worked beautifully, but it only worked once. Is there any way to make this repeat at every level up? Regards, -Galiphile
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Cool. Thank you fg109. I will tinker with that later and see if I can get it to work. Regards, -Galiphile
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I actually tried the spoiler/spoiler with brackets and it didn't work (or at least it didn't register in the preview. Could be user error on my end. I actually did peruse the QAL scripts, and they cross referenced each other a lot, which threw me off. It was a little bit more than I could handle. Thank you for your input. -Galiphile EdIt: @Ash That's an interesting thought. I could actually just make the weapons scale rather than upgrade, though I don't know how. I will investigate this tomorrow; it's a little late for anything in depth now. Thanks for the assistance.
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Hello again, all: I'm working on a mod for myself, featuring recycled textures from other mods that I wanted to put together. Now, I have created all the various weapon levels, and created a leveled item list. I'm using the following script to get the various items to level: I realize the script is unnecessarily convoluted, but I'm new to scripting. Any help would be greatly appreciated. Also, I tried to put it in a spoiler code to hide it all, but I couldn't figure it out. Sorry. Regards, -Galiphile
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Help with Leveled Racial Spell
Galiphile replied to Galiphile's topic in Oblivion's Mod troubleshooting
So I did complete the sewers, no luck. Any help would be appreciated. -
Hello, all: I'm working on a custom race for my own use in Oblivion. Now, I'm trying to do this without using restoration, so I created a healing Greater Power for my character, so I can only use it once/day. As is the nature of healing spells, however, a spell appropriate to a level 1 character will quickly become obsolete. As such, I decided to make it a leveled spell, that increases gradually as my character levels. I've created versions of the spell for levels 1, 3, 6, 9, 12, 15, 20, and 30, added them to a leveled spell list with the appropriate level tags, and added it to my custom race. Now, I've started a new game using that race, and there's no spell. I have not had the opportunity to progress to the end of the starting dungeon to see if that affects it. I'm just heading out for a bit now, so I will make a point of testing that when I get back. Any help would be appreciated. If I wasn't clear with any point, don't hesitate to ask for clarification. Regards, -Galiphile
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1) Mob Leveling: I do like the idea of mob leveling, however there need to be more strict guidelines on how leveling is incorporated. For instance, if an area is designed for higher level characters, let's say 20+, mobs should not be able to level below 20. Same thing goes for a beginning area; mobs should not be able to go past level 15 (or some other arbitrary designation). 2) Combat System: I like the way power attacks and the like work now, however I believe the damage to health ratio needs to be drastically improved. As it is now, at higher levels, with maxed weapon skill and the best appropriate weapon, it takes waaaay too long to kill things. OOO does a good job altering this in Oblivion. I also like everything that Deadly Reflexes implements: e.g. throat slitting, decapitations, dismemberments, combustion, etc. If these were implemented in the actual game, these animations could be so much smoother. 3) Leveling System: Oblivion's and Morrowind's leveling systems are both terrible; over-leveling is way too prevelant a problem in these games. Experience needs to be changed to be given based on killing, exploration, and quest completions, like in World of Warcraft. Skill ups should be the same way, except instead of literally determining your level, each point should give you an experience boost, the amount of which would scale based on what skill level you were achieving (e.g. hitting 25 Blade would not give as much as hitting 50 Blade). 4) Class System: I like the way classes are determined in Mass Effect; At the beginning, you choose one of six classes, one for each pure (combat, stealth, magic) and one for each hybrid (combat/magic, magic/stealth, stealth/combat). They could also implement the achievement system like in Mass Effect; each achievement allows you to unlock a skill to be used with another class. I'm not sure how some skills would be affected by this change; for instance, alchemy would have to either be scrapped entirely, or broken down into separate trees, allowing each class to do their own respective potion making. Otherwise, I really like the games and their predecessors. Big fan of the series. Now I'm just waiting on Dragon Age :)
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It's SI. SE denotes Special Edition. People who use SE in place of SI are just confused.
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You can also look for mods that specify having a "live dummy," essentially a target dummy that you can, in fact, skill up on.