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Posts posted by AstralFire
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I think the only way for a face mod to not affect NPCs is if someone makes custom races.
Despite the name, I felt like the no make-up version of the Coverwomen mod does what you want it to, minus the smiling part. I was skeptical on download because of the title, but I found myself pleasantly surprised that it stayed on the lighter end of glamazon.
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Hey,
I was just hoping someone would be kind enough to recolor the Bound Bow and Arrows (or all of the weapons, really, but especially those) to bright golden flames with white rather than the blue with white we have? I poked around at previous topics on this subject and I didn't really understand what was being talked about, so I ended up just deciding to make a request instead. I'd appreciate it, thanks.
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Iiiiii don't think that's really possible. My mod adds a handful of spells that can be used regardless of what's in your hands, though.
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Look for the attachashpile script and throw it on the enchant effect for the weapons.
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TESV Edit?
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Alternatively, there is an interrupt cast function, if you can figure out a way to get it to constantly apply - and if it triggers, you could set it so that it deals damage, which adds consequences to using concentration.
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A lot of actor values don't multiply correctly when dealing with NPCs. I would try instead doing a ravage magicka effect of impossibly high magnitude?
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You're going to need to make a spell for that, and the spell begins with the Magic Effect. Create a new Magic Effect.
ID: Halbryn_AbilityAreaFortifyAlch (or whatever else you want to name it)
Name: Area Fortify Alchemy (or whatever else you want to name it)
Effect Archetype: Peak Value Modifier
Casting Type: Constant Effect
Delivery: Self (Note: It becomes -centered on self- rather than -actually self- when an area is added).
Magic Skill: Doesn't matter.
Minimum Skill: Leave it at 0.
Assoc. Item 1: AlchemyPowerMod
Assoc. Item 2: Leave this blank unless there are effects you don't want it to stack with.
Resist Value: Leave it.
Perk to Apply: Leave it.
Base Cost: Leave it.
Skill Usage Mult: Leave it.
Taper Duration: Leave it.
Taper Weight: Leave it.
Taper Curve: Leave it.
Flags:
[_] Hostile
[_] Detrimental
[x] Recover
[?] FX Persist - check this if you want a visual effect on the affected players and NPCs while they're near the statue.
[_] Snap to Navmesh - N/A
[_] No Recast
[?] No Hit Effect - check this if you want a visual effect on the statue, but not the affected player.
[_] No Death Dispel
[_] No Duration
[_] No Hit Event
[_] No Magnitude
[_] No Area
[_] Painless
[_] Gory Visuals
[_] Hide in UI
Keywords
Leave for now.
Counter Effects
Unused
Target Conditions
Leave it.
Visual Effects
Menu Display Object: Leave it.
Casting Art: Leave it.
Casting Light: Leave it.
Hit Effect Art: See previous notes on Hit Effects.
Hit Shader: See above.
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Image Space Mod: Sort of similar to a hit effect.
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Spell Making:
Area: The radius of the effect, in feet. (Each foot is about 30 cm, if you're metric.)
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Script Effect AI Data
Score: Put something really high in here. Shouldn't matter, but just in case.
Delay Time: Leave at 0.
Sounds - just On Hit matters. A soft sound in conjunction with FX Persist is a possibility, but has to be selected carefully or it will get annoying.
Magic Item Description:
When standing near the statuette, you gain a <mag>% bonus to your Alchemy.
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Now you need to make that into a spell of type ability: http://www.creationkit.com/Spell
Add your Magic Effect to the Effect list, note that your ME will only show up in the effect list if you matched casting type (Constant Effect) and Delivery (self).
OKAY! Almost done now. Now, you turn your ability into a perk.
http://www.creationkit.com/Perk
Make your way through the perks, add a new perk entry, of type ability. Find the ability you made earlier, insert it here.
Finally, go to the Actor tab of the statue you made, navigate to its spell list, and add your new perk to its list of perks.
That SHOULD work. As for making a new actor out of your statue, I have never done that, so I can't comment on that.
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That's a rather handsome hound, there! :)
IIRC, some people have commented that Germanic stuff (like the rest of Western Europe) generally falls into the realm of Breton - so perhaps along the Reach?
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One thing that I'm fooling around with for the next version of my mod at the moment is Power-Spells. Two things I've found frustrating with some of my spell design up 'til now - I have no effective limiters on the use of a spell beyond its Magicka cost and cast time (the former is nearly irrelevant beginning at the 40s and up), and I only have two hands (very annoying for some conceptual spells, especially for archers.)
I'm tossing around the idea of expanding my 'Inner Fire' spell concept into an entire branch across all five schools, and one for non-casters; they'd be Lesser Powers (so they don't rest on the Shout CD, and can be cast regardless of what you have in your hands) but would share an overall CD (typically around 18s.) These powers would require the Adept perk for their given school, and would continue to advance your skill in the school, and even have magicka costs! Each of these spells is designed for use 'in a pinch' and also shore up some of their parent schools' issues, as well as synergizing with both cross-school casters and spellswords.
Conceptually, so far they are:
Inner Fire: Stamina recovery with an AOE stagger. Restoration. Gives a reactive, defensive school a proactive measure that can be used to grab a heal or go on the offense.
Inner Power: Adds a powerful knockback to weapon attacks, and doubles all spell magnitude, for 5 seconds. Alteration. Continues to play on the school's pre-emptive buff theme, but shores up Alteration's hole in dealing with bosses.
Inner Tempest: Creates a damaging storm that shock damages and scares anyone who steps inside; for the duration, the caster is healed by shock damage. Destruction. Asks the caster to give up mobility for security and recovery.
Inner Shadow: Reflects all weapon damage and absorbs all magicka for a very brief time. Illusion. Gives typeless reactive survivability to a spec that is useless to half the opponents in the game for most of the game.
Inner Spirit: Banishes target conjuration, friend or foe. If successful, partially phases the caster, granting magicka recovery with a sharply reduced damage period. Conjuration. Plays to Conjuration's ability to manipulate the numbers for maximum benefit.
Inner Rage: Drains all magicka for 30 seconds, and requires at least 100 Magicka to use. In return, immediately restores the full stamina bar and slightly increases attack speed. Basically, making sure there's an incentive to remain not a caster if someone's not already one. This ability's effectiveness scales down the more magicka you have to burn and scales up the more proficient you are with weapons.
A single hit shader graphic would remain consistent across all six Inner Magic powers, as well as a distinctive sound; when both are gone, the cooldown is up.
Here are my two concerns:
- Is it going to be too bothersome to deal with the fact that every time you change out your weapons, lesser powers and powers are also unequipped? (At least, assuming this isn't an issue from a mod I have installed.)
- Does this add a depth of gameplay that people are interested in?
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I agree with the earlier comments - the model itself is really nice, it just needs a unified color scheme.
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Not like endorsement means much. I always sort by downloads- it tends to be slightly more informative. As a modder, I certainly appreciate endorses, I just don't care about them as much as downloads.
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I was so psyched for this. "WOO! I'll use Grand Healing now! Me and my horsey buddy, fightin' together!"
And then I found out I couldn't cast, and I cried.
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That's interesting. I never got any DB contracts on me, and I am definitely playing a Chaotic Gooder type.
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Okay, I popped in the .esp uninstaller, saved the game that way, killed and resurrected a horse, then I unpacked the animations from 1.6 and dropped them into the override folder!
...except spellcasting doesn't work on horseback, so I basically have no reason to ride horseback on my main anyway. -.-
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I'd love to see the horseback combat changes, but the Better Horses mod kinda... fubars everything. The uninstaller solution didn't really work - I'm going to try pulling the uninstaller apart and see if I can set the individual changes in personally, I guess.
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Income'd be a nice touch, but unnecessary. I mean, "you can have a farm here OR you can spend the money to have a museum instead" and such.
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In all honesty, I doubt I would be very interested unless it was a quest to allow you to finance rebuilding of the town itself, and choose what is and isn't rebuilt.
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Those are tied to ObjRef, not actor (which can be bothersome for some actor-only values), and can't be referenced inside of their own Magic Effect's script to any useful end, afaik.
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I -believe- so.
It appears that the source of my woes was the fact that there is no Event OnCast, just an Event OnEffectStart - when I gave my holder effect an area to take advantage of an explosion visual effect, it also made it so that it only counted if there was a target to affect - something which can be hard to guarantee with LoS issues. My keeping the holder with an area, but checking the no area checkbox, I was able to get away with having an explosion and having the holder affect only me. So far, so good; hopefully if I go to bed and wake up in the morning, this still works. :)
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Glad I could help! I've been afraid to dally about much with ISes and IS Mods, so hopefully someone else who knows more will nip along. :)
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I don't mind breadcrumbing, tbh. I'm irked by the fact that my only option is 'do it or don't', especially when they offered a satisfactory alternative with the Thieves' Guild and built up so much of the story of Markarth and Riften around these families.

NCIS+SKYRIM MEME+LOL
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