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AstralFire

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Posts posted by AstralFire

  1. If you don't want to engage in a dialogue about the mod - then don't engage in a dialogue about the mod. He asked for recommendations; the topic was already filled with good ones, so I gave mine.
  2. If it looks a 'bit weak to you' in terms of content, then you're missing the point; complexity and versatility are what are pushed, not raw spell amounts. The mod has a very high endorsement to view ratio, and it has it for a reason. There's also a fair amount of dialogue from my users labeling it their "favorite" or "best" spell mod. Now, I'm not disputing the quality of Apocalypse, because it does have quality - I continue to recommend it on my own mod's front page for a reason. I wouldn't be as bold to even state that I believe TRoC to be the best spell mod on the site - I certainly strive for that goal, but I wouldn't put myself in a position to say whether it is or not.

     

    I will, however, emphatically repeat that it is a game-changer far more than any other spell mod, due to its dedication to both unique mechanics and adventure immersion. The design philosophies between Apocalypse and Revenge of Colette are different, and every single one of the seven stances is essentially four conditional spells just by itself. (Power Attack, Meditation, Unleash, Passive Benefit). There is no other magic mod I am aware of which remotely facilitates hybridization like TRoC, which had to create an entire new system to support it.

     

    The video needs work, yes; it was a 'quick' video thrown together showing a -specific- new feature through several attempts at shooting between coding, and was a preview of the upcoming mod. It could definitely be edited for tightness, but at the same time simply showing the spell effects does not adequately show the overall conceit of the system as a combo-builder and release set-up. I'm working on another video representing the mod as a whole, and it takes a long time to get a lot of good footage.

     

    Oh yeah, I'll add in - the mod's recommended by ASIS for a reason. TRoC's on ASIS's front page. Go check.

  3. Apocalypse Spell Package is really good, but - and I know I'm biased here - if you're looking to change your gameplay experience, Revenge of Colette is pretty much unparalleled among Magic Mods; it's a total gameplay changer while changing very little at all. It works in synchronicity with, rather than in place of, the vanilla spells and it adds a very immersive set of miniquests and exploration to accomplish these things.
  4. Almost anything can be done in Script Dragon if you're willing to slog enough time, because it's essentially a C++ injector.

     

    SKSE can record which keys the player is depressing and react accordingly, which means that the basic structure of what you want would become something like...

    When the player presses Button X, spell assigned to Button X is compared against a formlist which has all of the spells' base magicka costs and cast times. (No way to access those via script, you'll have to hard code that.) Put player in a partially restrained state (maybe equip them with a dummy item they can't remove) for the duration of the cast time, then fire the spell, subtract BaseCost*(1-EfficiencyMod)*SkillCostReductionFormula Magicka, hold MagickaRate to 0 for 1 second.

     

    Script Dragon would allow you to get proper animations and everything in, but would be harder and also less stable/compatible.

  5. Well, if you decide you want to try SKSE again this video might be helpful:

     

    http://skyrim.nexusm...m/articles/138/

     

    I'm not trying to ignore your plea, btw, but the opposite is probably what is going to happen. As we go along more and more mods will require the script extender. It's really worth figuring it out so you can take advantage of some of the features it enables. SkyUI alone makes SKSE worth figuring out.

     

    Mhm.

     

    For now I make a point of not using SKSE functions since it doesn't add much functionality... for what I do. There are plenty of mods that do really require it (some of the things left out of Papyrus natively are just random) and as SKSE gets more robust, I will eventually start using functions from it, I know.

  6. Hey there!

     

    The Revenge of Colette is seeking assistance from people who know how to model particle, emission, etc effects via editing existing .nif files and making new ones wholecloth. We have the most unique spells on the Nexus, and we'd like them to look even more unique than they already do! There's only a limited amount of spell effects available, and I have ideas for a few new cool ones, but they'll need more than what we've got availability to right now.

     

    We also would like some help from people who are used to working with custom animations - but not for humans! As one of the few (if not the only?) magic mods to offer the caster the ability to change their shape without making use of the console or scriptdragon, we'd like to keep pushing that specialty and expand further. You would be filling in animations on existing models and making them complete for full player usage.

     

    Interested? Have questions or concerns? Please leave them here or direct them to me in Private Message. Thank you!

  7. Alright - this is really, really aggravating.

     

    By default, using the dog race as a player results in a really messed up third-person camera view that traps you under the dog's chest, where the dog has also shoved any equipped weapons. I followed a tutorial to add a camera to the dog race, which works for most people including myself, but a small handful of users continue to report the issue. Assuming it was a mod conflict with another mod also doing something to dog skeletons, I created a new race, which works for me and removes any potential conflict...

     

    but the issue continues to persist and I am going up the wall trying to solve it! What could be causing this?

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