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AstralFire

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Posts posted by AstralFire

  1. This is true. But I think it's more likely he'll find a way to create a fireball at the target (admittedly, I haven't figured this out yet) than he will getting around what I suspect is a hardcoded projectile speed limit.
  2. http://i.imgur.com/U3H9G.png

    Stances & Tactical Combat - Lore & Adventure Friendly - Support for Hybrids and Pures - Focused Spell List - Constant Balance Updates

     

    Welcome to The Revenge of Colette, where every school is a perfectly valid school of magic! Though there are many good spell packages available for Skyrim, it is my firm belief that The Revenge of Colette cannot settle for being merely good - we're out here to be the best. That means we do things a little differently here:

     

    Download Links:

    Revenge of Colette on the Nexus

    Revenge of Colette on Steam Workshop

     

     

    http://i.imgur.com/Ziv14.png

    Everyone's Magical! The Revenge of Colette can lay sole claim to the creation of Magic Stances, techniques which enhance mages and take hybrid spellcaster gameplay to the next level. We've added a handful of carefully selected spells equipped to the voice key - not on the shout cooldown - to make full use of this.

    Combo Power! Use the unique Focus system to chain together your attacks for maximum awesome - just make sure to carefully weigh when you use your abilities so they're not wasted.

    Immersive and Entertaining! We believe that good spell design does not have to conflict with lore-friendly spell design, and each and every one of our spells is written with the principle that it should look cool in a movie, make sense in a book, and be fun in a game.

    Small Spell List! The Revenge of Colette is made with a handful of heavily-vetted spells, so you won't find yourself overwhelmed with an overly unfamiliar spell list. Each of these few spells is intended to be worth the time it took to draw them and the time it will take to sheath them later.

    Adventure! Every single one of the new spells in Revenge of Colette comes in a fully readable tome or on a piece of paper that adds to the feel of the world, and the spells aren't located at vendors, but throughout the world.

    Ease! ...But if you don't want to go all over Skyrim, I've included a method to just get everything from the get-go, no restrictions. Just look up "Debugger's Revenge" in the command console - grab that book, open it, you'll get every single book written for this mod.

     

    http://i.imgur.com/KowrT.png

    A Revenge of Colette exclusive feature, stances benefit every type of combat gameplay there is. They will change the way you play, the way you look at your spells, and - for Destruction Mages - the meaning of your elemental specializations. They all follow a basic gameplay structure:

     

    Voice Button: Typically increases focus by one, has additional benefit. Nine-second cooldown.

    Unleash: Press the Voice Button while you have maximum focus.

    Power and Bow Attack: Costs 2 to 6 focus (depending on stance) and unleashes a powerful benefit.

    Melee Attacks: Add one focus.

    Bow Bashes: Add two focus.

    Cast Spell: Add two focus.

    Passive: Passive perk benefit in this stance.

     

    To learn the stances, you must first read Aela's Note in Jorrvaskr. Use the spell it teaches you at each of the seven places of power - then while the spell is active, shoot a full power arrow into the sun.

     

    The locations of the seven stances are detailed along with the rest of the spells in the next section. In-game, you get a handy guide with each of your stances that will explain how to make best use of them, so don't worry if you feel a little overwhelmed!

     

    Quest Spells

    [spell] Visions of the Sun Soul: Once you've completed your quest and have learned all seven stances, this spell continues to be useful, allowing you to clear away clouds and inclement weather to get a perfect view of the sun, moons, or stars.

     

    Sybille's Revenge (Destruction)

    "There are worse things than death."

     

    [stance] Pyroclasmic Might:

    - Meditation (Ignite): Recovers 20% Magicka, gain 1 focus. Can only be used once every nine seconds.

    - Unleash (Prominence): Release a blast of power, knocking away most creatures within 25 feet. They may take significant damage from falling.

    - Melee Attack: Gain 1 focus.

    - Bow Bash: Gain 2 focus.

    - Spellcast: Gain 2 focus.

    - Power Attack: Spend 2 focus to deal 50% extra damage and knockback the target.

    - Power Shot: Spend 2 focus to deal 50% extra damage and knockback the target.

    - Passive (Lingering Flames): Periodic fire damage from spells and enchantments lasts ten times as long.

    - Location: The Atronach Stone

     

    [stance] Glacial Serenity:

    - Meditation (Chill): Immune to damage and have 100% Magicka absorb for 1 second. Gain 1 Focus. Can only be used once every nine seconds.

    - Unleash (Frigid): Nearby creatures are disarmed and 50% more vulnerable to frost damage for 2 minutes. Multiple casts stack.

    - Melee Attack: Gain 1 focus.

    - Bow Bash: Gain 2 focus.

    - Spellcast: Gain 2 focus.

    - Power Attack: Spend 2 focus to slow the target.

    - Power Shot: Spend 2 focus to slow the target.

    - Passive (Lingering Frost): Slowing effects last four times as long.

    - Location: The Tower Stone

     

    [stance] Thundering Speed:

    - Meditation (Spark): Places a nest of lightning at your feet. This spark staggers anyone who walks into it. Gain 1 Focus. Can only be used once every nine seconds.

    - Unleash (Blitz): Increase Power Attack Damage, Spell Magnitude, and Stamina and Magicka Costs for both by 33% for 6 seconds.

    - Melee Attack: Gain 1 focus.

    - Bow Bash: Gain 2 focus.

    - Spellcast: Gain 2 focus.

    - Power Attack: Spend 2 focus to slow time by 40% for 6 seconds.

    - Power Shot: Spend 2 focus to slow time by 40% for 6 seconds.

    - Passive (Sudden Shock): Shock spells and enchantments deal 33% more damage.

    - Location: Deep Folk Crossing

     

    Colette's Revenge (Restoration)

    "Restoration is a perfectly valid school of magic!"

    In-Game Hint Location: Colette's Room in the College.

     

    [stance] Radiant Flash:

    - Meditation (Light): You recover 15% health. Improves with perks. Gain 1 Focus. Can only be used once every nine seconds.

    - Unleash (Miracle): You and nearby allies recover 50% Health immediately. Works with perks. Destroys all nearby undead at 40% health or lower.

    - Melee Attack: Gain 1 focus.

    - Bow Bash: Gain 2 focus.

    - Spellcast: Gain 2 focus.

    - Power Attack: Spend 2 focus to deal 50% extra damage. Undead targets are turned.

    - Power Shot: Spend 2 focus to deal 50% extra damage. Undead targets are turned.

    - Passive (Reflection): Ward spells cost 50% less magicka and reflect projectile spells. If used with Mirror Ward, doubles the magnification strength.

    - Location: The Shrine of Meridia

     

    [spell] Noble Sacrifice: Frees captured souls from soul gems, granting you a boon. Located on the top of a bandit tower halfway between Bleak Falls and Riverwood.

    [spell] Sanctified Blood: Use your health to slow and damage nearby undead. Turns undead of any level while concentrating. This spell can be found in Colette's room itself.

    [spell] Smothering Radiance: Fires a beam that overloads the target's heart. This spell can be found at Boethiah's Sacellum near Windhelm. Requires 60 Restoration to learn.

    [spell] Mystic Circle: Create a sanctuary that heals you when attacked by anyone not in the sanctuary. This spell can be found at the Shrine to Mara inside of Nightcaller Temple. Requires 90 Restoration to learn.

    [spell] Mirror Ward: Two-handed ward reflects enemy spells at magnified damage, knocks back melee attackers. This tome is located at the Beacon of Stendarr near Riften. Requires 90 Restoration to learn.

     

    Tolfdir's Revenge (Alteration)

    "Fascinating, simply fascinating!"

    In-Game Hint Location: Tolfdir's Room in the College.

     

    [stance] Clarity Wave:

    - Meditation (Continuum): For four seconds, halve the cost of all spells. Gain 1 Focus. Can only be used once every nine seconds.

    - Unleash (Transcendence): Become a ghost immune to all damage for six seconds. Affected by perks.

    - Melee Attack: Gain 1 focus.

    - Bow Bash: Gain 2 focus.

    - Spellcast: Gain 2 focus.

    - Power Attack: Spend 6 focus to create a singularity that sucks in nearby creatures for several seconds.

    - Power Shot: Spend 6 focus to create a singularity that sucks in nearby creatures for several seconds.

    - Passive: None

    - Location: Solitude Lighthouse Exterior

     

    [spell] Spectral Hound: Turn into a ghost dog that moves fast and can carry more weight. Reagent improves the spell. This tome is located in Jorrvaskr Basement.

    [spell] Barkflesh Curse: Weakens the victim, and may turn them into a tree, permanently. Reagent improves the spell. This tome is located in the Eldergleam Sanctuary, by Sond.

    [spell] Synthesize Varla Stone: Create soulgem substitutes that don't require you to kill people. This tome is located in the Thalmor Headquarters in Solitude.

    [spell] Spatial Shenanigans: Strip the target naked and steal all their non-quest stuff. Also make them fall. This tome is located in Haelga's Room at the Bunkhouse in Riften. Requires 90 Alteration to learn.

     

    Drevis' Revenge (Illusion)

    "So does that mean you can see me?"

    In-Game Hint Locations: Nightcaller Temple and Drevis' Room in the College.

     

    [stance] Chaos Omen:

    - Meditation (Flicker): Immediately become invisible and muffled for six seconds. Gain 1 Focus. Can only be used once every nine seconds.

    - Unleash (Doom): Living creatures and people within 80 feet are spontaneously filled with dread; if the magical influence is not removed within forty-five seconds, they die of brain failure. Master of the Mind cannot affect this ability

    - Melee Attack: Gain 1 focus.

    - Bow Bash: Gain 2 focus.

    - Spellcast: Gain 2 focus.

    - Power Attack: Spend 2 focus to enrage the target, increasing their swing speed but sharply dropping their movement and magicka. Benefits from perks.

    - Power Shot: Spend 2 focus to enrage the target, increasing their swing speed but sharply dropping their movement and magicka. Benefits from perks.

    - Passive (Aglay): 10% chance to ignore melee or spell damage.

    - Location: Geirmund's Hall Exterior

     

    [spell] Foolhardy: Buffs the targets for 30 seconds with increased health, stamina, and confidence; when the effect ends, they take damage equal to 150% the damage they took while the buff was active.

    [spell] Dream Eater: Daze a target who is not in combat, making them oblivious to anything but taking damage. Feed off of their Magicka. Requires 35 Illusion to learn.

    [spell] Autohypnosis: Retreat into the sanctum of your own mind. When you return, you may receive a minor heal. Your mind has some interesting things in it... Requires 60 Illusion to learn.

    [spell] Kleptomagicka: Steal the target's knowledge of magic, silencing them for 60 seconds and improving your own spells. Requires 90 Illusion to learn.

     

    Falion's Revenge (Illusion)

    "These arts are a pathway to many abilities some consider to be... unnatural."

     

    [stance] Shadow Self:

    - Meditation (Center): Marks where you stand with your soul.

    - Unleash (Kismet): Immediately return to where you last Centered yourself.

    - Melee Attack : Gain 1 focus.

    - Bow Bash: Gain 2 focus.

    - Spellcast: Gain 2 focus.

    - Power Attack: Spend 4 focus to deal double damage with a Bound or Mystic Weapon.

    - Power Shot: Spend 4 focus to deal double damage with a Bound or Mystic Weapon.

    - Passive (Spirit Blade): Improve your Bound and Mystic Weapons based on your Conjuration skill. Requires a minimum of 35 Conjuration.

    - Location: The Ritual Stone

     

    Installation

    To install, simply unpack the mod and drop it into your Data folder. Whenever you feel you don't want to use the mod or uninstall it, get rid of any files that begin with the words "ColettesR" :)

     

    http://i.imgur.com/V7ZTI.png

    This is not a list of every mod I like or use or would recommend; this just handles the mods that I think are pertinent to this mod, particularly (but not only) its sense of balance.

     

    Apocalypse Spell Package, by EnaiSiaion

    Gives a fantastic array of new spells. I'll be aiming to build my spells around what Enai offers, rather than to replace. He also offers a much larger selection, while I focus on a handful of multipurpose spells.

     

    PISE (Pluto's Improved Skyrim Experience), by Pluto

    Improves the Enemy AI.

     

    Duel - Combat Realism, by LogRaam

    Adds depth to the melee combat system, making stamina more important.

     

    Vibrancy ENB Series

    I'm not really the sort of person into most ENBs, but this one caught my eye - it's very pretty and pretty good on the resource situation, and the mod authors are nice people.

     

    Ergonomics' Revenge

    My own little control map for the 360 Controller. I personally find it more suitable for combat than most of the ones uploaded here, and it's what I playtest with.

     

    http://i.imgur.com/rZIu4.png

  3. I like workshop. It's very user-friendly, allows for quick install and doesn't host adult content. Very safe. It also, beyond banning nudity and sexual content, is not so strict compared to the nexus, you'd be surprised. I only ever use and must resort to nexus for modding questions. I hope more people will use the steam workshop, for smaller mods, or non-veteran modders, at least. That's my naive opinion on the steam workshop.

     

    The Workshop's End-User Friendliness is why I bother to use it at all; as a modder, I prefer Nexus (though I have personal gripes here with the site, too). I keep my mod mirrored on the Workshop and have made changes to the mod specifically to support additional Workshop streamlining as opposed to maintenance of multiple ESPs.

  4. I'm purely following how it's supposed to work in the Wiki (which has been known to be wrong.)

     

    The problem with the MarkerHeading is that I can get it to work just fine for moving to a static point, but at the end of the spell, you're supposed to be transported back to where you originally cast it - I can't figure out how to make that work with a MarkerHeading.

     

    By the way, I used some of your tutorials when I was starting out - thanks.

  5. I can manually arrive at this cell just fine with the console code. In the script, however, it just fails and leaves me at my original location when casting.

     

    Scriptname Astral_AutoHypnosis extends activemagiceffect  
    
    Cell Property MindMansion Auto
    ImageSpaceModifier Property akISM auto
    Cell Property OriginalCell Auto
    Spell Property AutoHypSpell Auto
    Actor PlayerRef
    Float OriginalLocationX
    Float OriginalLocationY
    Float OriginalLocationZ
    Float OriginalAngleX
    Float OriginalAngleY
    Float OriginalAngleZ
    Float OriHealth
    Float OriMagicka
    Float OriStamina
    
    Event OnEffectStart(actor akTarget, actor akCaster)
    if(akCaster==Game.GetPlayer())
     PlayerRef = akCaster
     OriHealth = PlayerRef.getavpercentage("health")
     OriMagicka = PlayerRef.getavpercentage("magicka")
     OriStamina = PlayerRef.getavpercentage("stamina")
     MindMansion.Reset()
     OriginalCell = GetTargetActor().GetParentCell()
     OriginalLocationX = GetTargetActor().GetPositionX()
     OriginalLocationY = GetTargetActor().GetPositionY()
     OriginalLocationZ = GetTargetActor().GetPositionZ()
     OriginalAngleX = GetTargetActor().GetAngleX()
     OriginalAngleY = GetTargetActor().GetAngleY()
     OriginalAngleZ = GetTargetActor().GetAngleZ()
     debug.CenteronCell(MindMansion)
     akISM.apply()
     debug.MessageBox("The chair before you calls to you.")
    else
    endif
    EndEvent
    
    Event OnEffectFinish(actor akTarget, actor akCaster)
    if(akCaster==Game.GetPlayer())
     debug.CenteronCell(OriginalCell)
     akCaster.SetPosition(OriginalLocationX, OriginalLocationY, OriginalLocationZ)
     akCaster.SetAngle(OriginalAngleX, OriginalAngleY, OriginalAngleZ)
     PlayerRef.restoreav("health", 10000)
     float fullHealth = PlayerRef.getav("health")
     PlayerRef.damageav("health", fullhealth*(1-OriHealth))
     PlayerRef.restoreav("stamina", 10000)
     float fullStamina = PlayerRef.getav("stamina")
     PlayerRef.damageav("stamina", fullStamina*(1-OriStamina))
     PlayerRef.restoreav("magicka", 10000)
     float fullMagicka = PlayerRef.getav("magicka")
     PlayerRef.damageav("magicka", fullMagicka*(1-OriMagicka))
     akISM.remove()
    endif
    EndEvent
    
    Event OnSit(ObjectReference akFurniture)
    if(PlayerRef==Game.GetPlayer())
     Debug.MessageBox("Sitting here, you suddenly feel a shift within your soul. Somehow, you know that when you rise, you will return to the outside world... regardless of whether or not you are ready for it.")
    endif
    EndEvent
    
    Event OnGetUp(ObjectReference akFurniture)
     PlayerRef.dispelspell(AutoHypSpell)
    EndEvent
    

  6. I'm inclined to say that's more a problem with the layout than the users - the existence of the readme is not all that obvious and a lot of modders just include their instructions on the frontpage (though I tried, but couldn't find, your mod so maybe you tell them where it is on the frontpage.) I wasn't aware of the existence of the readme until I uploaded my first mod last month.
  7. Flying with "Fus Ro Dah" isn't the problem. The only ones who ever tried it had not thought out the landing problem, which is why we have no reports of the experiment. Just one more skeleton laying around the wilderness. :)

     

    Fus Ro Dah as you get near the ground.

  8. Boethiah's all about assassinations and secret plots. If they're just using sneak on that armor to trigger an AoE damage aura that screws with actually doing assassination business, I have no idea what to think of that. It seems silly and poorly thought out.

     

    I have never had the armor myself. I killed the whole camp to avoid the risk of them luring any innocents there to sacrifice them.

     

    You can still complete the quest, Boethiah is a Daedric Prince after all, and actually thanks you for killing all those 'weak' worshipers ... Just activate the shrine and you'll still be given the quest ...

     

    I um... I don't want anything to do with Boethiah, is the point. Meridia, Sanguine and Sheogorath are the only Daedric Princes I ran into that didn't tick me off. I would never sacrifice anyone to her, follower or otherwise.

  9. Boethiah's all about assassinations and secret plots. If they're just using sneak on that armor to trigger an AoE damage aura that screws with actually doing assassination business, I have no idea what to think of that. It seems silly and poorly thought out.

     

    I have never had the armor myself. I killed the whole camp to avoid the risk of them luring any innocents there to sacrifice them.

  10. The specific effect I'm trying to make is along the lines of:

     

    For <3> seconds, blocking reflects a large amount of damage at attackers. The damage you reflect and take is higher when not using a shield. <18> second CD.

     

    I'm willing to extend the duration to around ~6 seconds if it's necessary for me to use weaker effects, but the simple 'ReflectDamage' actor value appears to hardcap at 100 even through forceav, and multiple applications don't result in damage stacking either, unlike normal damage. It would take reflecting around four hits to match the damage from a good strike from the player, which means it's not worth the time to cast unless it's an always on effect - and my mod's not in the business of making perk fixes, there are enough comprehensive perk overhauls out there. It could also be a medium duration buff of about 60 seconds, but I frankly believe those to be boring gameplay design unless the buff completely changes things. (ie, Adrenaline Rush, which I think is more susceptible to criticisms of balance than interest); they result in the player spending more time before a fight hiding in a corner or during the fight in the pause screen and throwing up their buffs before switching to what they -really- want to use.

     

    So how I'm trying to achieve it.

     

    OnHit:

     

    Scriptname astral_innerserenity extends Perk  
    
    Actor Property PlayerRef auto
    Spell Property akSpell auto
    
    Event OnHit(Actor akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
    
    PlayerRef = Game.GetPlayer()
    IF akAggressor != PlayerRef && PlayerRef.IsInCombat() && akAggressor.IsHostileToActor(PlayerRef)
    ; The above is really to rule out run of the mill physical traps.
    
       IF ((akAggressor .GetEquippedItemType(0) == 8) || (akAggressor .GetEquippedItemType(1) == 8) \
           || (akAggressor .GetEquippedItemType(0) == 9) || (akAggressor .GetEquippedItemType(1) == 9))  && akProjectile != None
           ;most likely, the attack was spell damage
                akSpell = akSource as Spell
                akSpell.cast(PlayerRef, akAggressor)
       ELSEIF (akAggressor .GetEquippedItemType(0) != 7) && akProjectile == None
           ;most likely, the attack was melee damage. Come up with a revenge spell.
       ELSEIF (akAggressor .GetEquippedItemType(0) == 7)
           ;most likely, the attack was ranged damage. Come up with a revenge spell.
       ENDIF
    ENDIF
    EndEvent

     

    Problem: When I insert debug notifications to test if this script is firing, it's clearly not. I don't understand how I'm supposed to use an OnHit Script if it's invalid in ActiveMagicEffect and doesn't receive effects via a perk the actor has.

     

    METHOD #2:

     

    Apply Weapon Swing Spell as a Perk Entry Point. Documentation says that it's supposed to grant the target of your weapon attacks a perk with Apply Combat Hit Spell using the spell you chose. I thought I could be clever and make a detrimental spell that damages the wielder if they attack someone who is currently blocking and has a specific spell effect. I made a simple script spell to test this out - it kills the weapon's bearer when they make an attack, minus the conditions I just mentioned. Not the final effect I want to use, but it made for easy testing to see if something was wrong. Well, something was wrong.

     

     

    Scriptname Astral_KillWielder extends activemagiceffect  
    Event OnEffectStart(Actor akTarget, Actor akCaster)
    akCaster.kill()
    EndEvent

     

    Well, akCaster turned out to be me, not the NPCs wielding the weapons. Switching it out for akTarget didn't work so well, either. That was still me.

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