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Everything posted by deama
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No you absolutely can (and we do) have seperate modifiers. Right now you ONLY get the speed bonus when sprinting. When walking around you're at completely normal speed. It only kicks in on sprinting. So by reading your description it seems we're already doing what you might be asking for? Or, my 4 hours of sleep didn't help much. :) -MM Okay, awesome. I thought when you said speed multipliers were in GameSettings that it applied globally regardless of what you were doing. Good to know. But get a good night's sleep! lol As far as Vampire Speed goes, though, that is a separate issue from basic speed multipliers. I tried to explain the issue I saw with it as best as I could, but I didn't do a good enough job I guess, lol. When I saw others saying that they thought the speed multipliers for Vampire Sprint were too slow, I somewhat agreed. Then you replied that Vampire Sprint should be used in conjuction with Vampire Speed to attain true maximum velocity, and I also agreed. However, it dawned on me that based on your explanation, travelling, e.g. a long run from, say, Riften to Solitude, would be unnecessarily tedious due to the slowing of time while using those abilities together. Even though Vampire Speed, as it currently functions, is supposed to simulate your Vampire having insane reflexes and reaction time (like Spiderman's spider-sense), it means that you experience time slower so that it could still take 20+ minutes of real time (time in real life, outside of the game) to actually get somewhere- and for a Vampire, that seems too long. So I proposed that the Vampire Speed ability function in such a way that it could turn off the slow-time effect when outside of battle (either automatically or by hotkey) and instead apply a speed multiplier that would mimic how fast you were supposed to be moving when slow time was in effect. If time was only advancing at 50% of it's normal value, and someone ran 20mph, then in actuality that is the same as if a person ran 40mph when time is at 100%. Right? So for a vampire, since they experience time slower when they use Vampire Speed, an in-game minute is much longer than it is for a bystander, who experiences time at its normal value. And while Vampires (using Vampire Speed) experience their own movement to be of average speed, that same bystander might see nothing but a blur of frenetic movement when observing them. Outside of battle, the slow-time effect for Vampire Speed isn't really necessary IMHO. I mean, what do we need to simulate high reactions for? I don't see a reason to force the vampire player to experience time so slowly, eating up a player's 'real life' minutes. So instead of seeing themselves move at, for example, 20mph due to the slow-time effect of using Vampire Speed, they see themselves move at 40mph, the speed which a bystander would see if he/she observed you. This way, when you combine Vampire Sprint and Vampire Speed outside of battle (or merely when Vamp speed has slow time hotkeyed to be off), you actually see your player cover ground extremely quickly. I hope that was more clear. I get it! You just want to temporarily remove the slow-time bit of the ability and increase the speed by the amount the slow-time effect does whenever your not in combat. E.G when that time-slow thing slows time by 50%, then out of combat one would move 50% faster, on top of all the other effects (including that green vampire speed thing)
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I think it should be faster, something like this: Fledgling - 25% Risen - 40% Master - 65% Progenitor 90% Sire - 125%
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yes
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actually, there is this guy from Bethesda that is working on something like a random loot generator that simply generates the properties of an item; I think his internet name is DragoonWraith. I made a thread about this, some guy said he is making the thing I was talking about; I just hope I don't have to wait long; and I hope he is right! http://forums.nexusmods.com/index.php?/topic/576509-randomly-generated-loot/ here's that thread Yup... no ingame (re: CK only) way to do it. I can certainly see a way you could do this with SKSE as at that point you could hook into the weapon itself. Cool though, I'll have to set a watch on the thread. -MM yeah, I'm trying to contact that guy and find out how long I'm supposed to wait lol. PS: can you make a water walking spell or thing that activates when your in vampire speed; it supposed to, again, represent how fast the vampire really is.
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actually, there is this guy from Bethesda that is working on something like a random loot generator that simply generates the properties of an item; I think his internet name is DragoonWraith. I made a thread about this, some guy said he is making the thing I was talking about; I just hope I don't have to wait long; and I hope he is right! http://forums.nexusmods.com/index.php?/topic/576509-randomly-generated-loot/ here's that thread
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My dream mod is to create randomly generated loot properties; like in Diablo, one would a daedric piece of armour, but then you'd look closely and find out that its a pile of garbage. XD After playing skyrim for a week, I can't find anything that surpasses my daedric armour set, or weapons, I'm so sick of looking at my blasted daedric outfit! I don't care if its impossible; I WANT IT!!!
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Deama, You mean like being able to eat a little to regain some health a little at a time? Where eventually you consume the whole thing? I can't say it would be impossible, but it's likely not easy for the return value it provides. You should be able to get at least one heart of some type from every battle with humanoids that have a heart so allowing for partially consumable objects (something not built into the game) would take some work. I can think of ways to do it. On the animal things, I tend to agree here. Adding animals into the mix might make this too abundant. Wildlife is everywhere and we don't support feeding from animals so why would we add hearts. Any one else agree/disagree? On the dragon thing. It's entirely possible to do. If I did that, I might lower the actual health, stamina, and magicka rates of hearts to actually provide a purpose for going after them. So, 100 for damaged hearts, 300 for healthy hearts, and full for Dragon Hearts. And yes, it's entirely possible to permanently increment the base values of health, magicka, or stamina. It's not generally recommended because removing the mod doesn't remove the effect, but i don't think people would mind too much. I'd have to give it some thought and consideration. It's not really where I was intending to go with it. Jakisthe might think otherwise so I'll let her weigh in (and other's too). What does IMBA mean? -MM IMBA means like really powerful, its an internet slang word. I didn't mean eating the heart :S I meant it like you drinking the remaining blood from it. I was thinking it should work like a restoration spell. unquoted: I like the idea of increasing the carry weight; complaining that the carry weight was already too much in the vanilla? Pff, I don't care! Vampires are supposed to be ridiculously more powerful then almost any mortal alive! How about once you become a vampire, you get a letter from a courier that tells you that you have been challenged by some sort of vampire; once he is defeated you can eat his heart and gain even more power! PS: I'm not sure if its a good idea for me to continue to suggest ideas because I'm seriously obsessed with power, I don't care much if I can't find anyone as powerful as me (that would be good though), I simply want more power! That is why I'm trying to find a mod that makes the loot more like how diablo made it, you know, randomly generated stats and all.
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I like the heart idea as well. Not sure if adding animal hearts would be a good idea, might make it too frequent, but I don't know. I was thinking you should add unique hearts that you can harvest from IMBA creatures like another sire vampire, or a really powerful dragon, or one of those dragon priests. I was also wondering if you could make it so that the unique hearts would permanently increase your health, magicka, or stamina (or both); or maybe some other effect like raise your vampire level to some sort of IMBA thing? PS: I have no idea if this is even possible (probably not), but I was wondering if you could make a heart draining system, e.g: lets take the healthy heart for example, if you have it then you could use it almost like a restoration spell and cast it to heal yourself; if you would heal 1000 pts of HP then it would explode (or something like that) from your hand. 1000pts might be too much though...
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I'll get a higher resolution Glare demo and we can get some feedback on that. To me, at Sire, the glare is pretty rough. Jakisthe mentioned the same thing on the Fog and Storm spells, and I tend to agree. I proposed a change and waiting on feedback but gone ahead and implemented it for now. Those spells are simply Powers now. They can be cast once a day. To compensate, they last for 3 minutes. Enjoy your cloud cover while you can. That means Sire's get two spells (that's when they get conjure storm) for a total of 6 minutes. While I don't tend to use them in the demos because I'm always testing stuff out and my needs change, Favorites are your friend! :) You can bind anything in your favorites to a number 1-9 (I think 9 is the highest). Do we really need more than that? -MM Edit: While doing the demo, I became painfully aware that the change in glare between Fledgling and Progenitor is not that noticeable whereas Porgenitor to Sire was. Oddly, each level increases at the same rate so I'm unsure of why there's such a difference. I went back and changed it. The glare is much more pronounced now so .... demo incoming. Basically Master is the level of glare that Sire was previously and Progenitor and Sire are even more so. High Res demo incoming.... -MM Demo: http://www.youtube.com/watch?v=unyqzAiqS0k&feature=channel The sire glare is fine, but the lower level glares could probably be much more intense
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The thing that fixed it for me was to lower down the "fGrassMinStartFadeDistance" to a 1000 and set "b30GrassVS" to 1.
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I really liked the biting animation! The thing that I'm not sure about is the weather spells, don't they seem a little bit too... OP? I would accept it if there were another 2 or 3 ranks a vampire can accent and then get it for the first time, but other then that I don't know, it kinda feels weird. I definitely agree with phil11, need those hotkeys. I would also say that the sun glare effect needs to be even higher. :)
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[WIP] Belua Sanguinare Revisited - Vampirism Mod
deama replied to MofoMojo's topic in Skyrim's Skyrim LE
the powers/abilities feel kinda stiff being used as spells... it felt like you were one of the Bethesda workers and they told you the game was going to be released in a day; no offense. I'd suggest hotkey-ing the vampiric abilities, and leaving the spells to be as spells. PS: what where the character's attributes? -
I kind of agree, but I don't really like the idea of you being limited because of your level, the elder scrolls hasn't really been about what your level is, it was more about how many skills and how well you knew them. I would suggest to add a completely new skill into the skill tree, with perks and everything, and sort of like limit it that way. Or you could screw the skill system and pretty much base the power of the vampire by how many times he fed, as well as the age of a vampire. E.g: a vampire that has fed 50 times, and is around 25 (or so) days old would receive the first level of blood rend, or the first level of that slow time mechanic. PS: this reminds me: how would the jumping work? I was thinking on creating another toggle-able ability that works almost the same way as the slow time speed one. One would enable it and jump like 2x times as high, but it would consume stamina (not a lot though). PPS: I was also thinking on increasing the jumping acceleration, right now, if you changed the jump height to about 500, you wouldn't really go that far, even if you sprint. This issue might be fixed if it was used with the slow time speed ability... play-testing....
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Yeah, I would agree, you probably should do that :P yes, that is pretty much the same way I was thinking; hope its possible! PS: I kept on reading that you guys kept on having a lot of balance issues, I was thinking on making a vampire covenant that gave you specific rules to obey, if you break a rule you would have a choice to either pay a fine (I was thinking about this, maybe it shouldn't be a fine, maybe some sort of ritual that permanently made you weaker? Or maybe make the player wear garlic for a day or so) or die (as in being in a wanted list). The rules should be quite strict. PPS: I was also thinking on contacting the guy that made "unholy darkness" for oblivion, he had some good vampire ideas implemented. wasn't it Oblivion not Morrowind?
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The only thing that I might consider for using it at lower levels would be to scale the time slow down significantly. You get it at 3rd rank/stage of Master. Fledglings I don't think should really get it, which leaves only Risen's as the second stage which could perhaps get ~10% decrease. As for the power, it's a lesser power so it can be used as often as needed. It does take the "Voice" slot as that's the best way to make it toggleable in my oppinion. Outside of that, It's purely stamina bound. As long as you have the stamina you can pretty much use it any time. You cannot, however, use it in what we consider to be direct sunlight. Speaking of which, I need to force it off in direct sunlight. -MM I see...
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So you can use your magicka for draining health and your stamina to slow time down to not even get hit... this sounds overpwowered because one thing doesn't effect the other (as one relies on magicka, one on stamina). You could level only these two when leveling up and forget about health because the absorbtion is so high as long as you have enough magicka and you will get hit almost never because of the timeslowing. Well, playtesting is better than my guessing, but I think this vampire's speed+blood rend combo needs some attention when playtesting. That is true....but consider this. I have 200 health. As a Sire, I last about 20 seconds in the sun. As it stands, even at night, I have to "kite" just regular trolls at my level because my stamina will run out long before I kill the troll (granted they have regeneration). Perhaps I didn't mention this, but it's not a Fire and Forget spell that lasts X seconds. it's a channelled spell so you lose 10 mana/sec just casting it even if there's no one around. As it stands, I have Blood Rend targetted to Master vampires (3rd rank) which it is easy to get to. I'm 26ish mage with a majority of my focus in mana, and I run out before the troll is dead (of both stamina and magicka). There are ways we can balance this if it needs more balancing. Since it costs 10 mana to cast, and 5 mana per second per target but you absorb 20, we could even this out by making it 15 mana to cast (it's a channelled spell). I agree, it's a fairly over powering spell at lower levels. 5, even 10 regular bandits will drop like flies with this if you have them grouped all around you. But the 20' range does not feel as far as you might. It's just far enough to keep you from getting hit, but not far enough to necessarily avoid attacks unless you are slowing time. Speaking of that. Vampire's Speed (The time slow toggle ability) is a rank 4 (Progenitor) spell. I was actually thinking on making the speed ability one of the first things you learn when you become a vampire; in later stages it becomes more powerful PS: can you use the speed ability more than once per day?
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just use a good difficulty mod :S
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I like that idea and have something *somewhat* similar implemented. Slow Time as a channelled spell. Basically as long as you're concentrating time slows down. It's currently implemented this way as a balance method. As long as you don't get hit you can continue to channel time slow with one hand while using a weapon, or magick, with the other. But... I don't increase the player's speed and combat speed with it, nor is it toggleable. I like the idea of a toggleable version, that also drains mana. There needs to be something that balances this otherwise it gives almost too good of an advantage to the player. The whole idea of slowing down time wasn't to really seem like the vampire had the ability to slow time, but that they were moving so quickly and from the player's perspective still provide a measure of control. If you slow down time to 30% that's a huge relative increase in speed as compared to the NPCs. Do you think an increase in speed is also needed? So here's an idea... What if, instead of draining magicka, "Vampire's Speed" as it's called now, drained Stamina? It seems like a more reasonable stat to drain because the vampire's speed is due to raw power, not necessarily magic. -MM I still think it should increase the speed because even if it slowed down time by 50%, it would kinda seem a little bit too underpowered for a vampire; I just like my idea better cause I'm used to True Blood's vampire concept. Yes, it should probably cost stamina instead of magicka, makes a little bit more sense.
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you should give the player the key to this place once he/she has completed the companions guild, mage's guild, and maybe some other guild... cause right now, it has way too many stuff that make it OP. PS: you should add a teleportation spell to teleport the player there.
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Hi Deama, That's actually planned. It's part of the general "Increase Speed" implementation, I just haven't gotten around to implementing it yet (see spoiler on previous page). Thanks for making sure that it was covered! -MM thanks; how far are you done with the mod? Cause I really wanna use it :S The mod will come in stages. Jakisthe and I have some ideas on quests and things we'd like to add in. So. as far as fleshing out the current Vampire mechanics. There's around 200 different spells/abilities/weaknesses/bonuses that are planned out and about 160 of them are done. Now before people go all nuts with that number and thinks it's a lot, the reality is that it isn't and most of it is passive effects. With the 5 vampire stages there are almost 30 individual bonues/weaknesses. A lot of those are wrapped up in single spell/abilities that are applied. As for castable spells, there are currently about 27 planned and only 10 of them are done, with 3 of those being pseudo implementations, or partially implemented. Realistically, some of the 27 planned spells might not make the cut. We'll see. I've achieved some things I thought were impossible so... As it stands, I need to finish working out the hunger mechanics. The base hunger/fed tracking is in but the effects for what happens when you get to certain stages of hunger are not designed yet, except a constant detect life that kicks in when you're close to starving and dropping down levels of vampirism is not built out yet either. We're getting closer and closer to a preview release to get feedback on mechanics and playtesting. -MM ah.. I see, well, at least I know I won't have to wait like half a year :D Keep up the good work! PS: actually I was thinking; instead of increasing the player speed-mult; why not just create a spell that can be toggled as a key (to make it more convenient) and once it is pressed it activates a spell that slows down time, but increases the movement speed by around 5x or something like that. It shouldn't be too hard, I mean you can use the time effect from that slow down shout, and just add in the speed-mult after the spell is activated; and once it is pressed again, disable the spell and remove the 5x (or whatever) from the speed-mult.
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Hi Deama, That's actually planned. It's part of the general "Increase Speed" implementation, I just haven't gotten around to implementing it yet (see spoiler on previous page). Thanks for making sure that it was covered! -MM thanks; how far are you done with the mod? Cause I really wanna use it :S
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I'd rather play it, I don't wanna read it!
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I really want the attributes back :*(
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you should probably add increased attack speed.