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yarharhar

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  1. I've seen people occasionally path weird in solitude and fall from very high heights. Normally this doesn't effect the children much, being essential, but if that was not there, then I could see how they would just end up dead.
  2. I'm doing something similar with my fighting stance mod - the vanilla disarm effect doesn't seem to apply reliably - I think the game has some balancing for it built-in. Here is the relevant section of script I made that makes them drop all hand-held equipment Weapon EnemyWeapon = akTarget.GetEquippedWeapon(false); Weapon EnemyWeaponRight = akTarget.GetEquippedWeapon(true); Armor EnemyShield = akTarget.GetEquippedShield(); akTarget.DropObject(EnemyWeapon , 1); akTarget.DropObject(EnemyWeaponRight , 1); akTarget.DropObject(EnemyShield, 1); What you seem to want is: If they don't have a shield, but they are blocking, then you can disarm their weapon As far as checking if they are blocking, I haven't seen a papyrus function for it yet, but there is the condition IsBlocking. You can have a power-attack on-hit enchantment that requires this conditional, for that particular check
  3. The Way of the Wolf Philosophy Werewolves in Skyrim are cool, fast-paced and action packed. However, it is not something that you can base your character around or use as a defining feature; This goes contrary to how many NPCs in the game treat it. This classpack has three guiding goals Stay lore-friendly and faithful to the original werewolf system Allow players to harness their werewolf powers and mix them with other skill trees Allow a player to feel defined and changed by Lyncanthropy Gameplay/Mechanics The classpack defines the mechanics behind lyncanthropy more concretely without changing how it works: Those with the gift/curse will idly produce/hold 12 units of bloodlust per day. Initiating a transformation costs 6 bloodlust, maintaining it costs 1 bloodlust every 30 seconds. Feeding on humanoids restores 1 unit of bloodlust. Or as the game currently presents it - You can transform once per day for 180 seconds. Feeding extends the transformation for an additional 30 seconds. Nothing has changed, but everything has - by defining the mechanics it is now possible to expand on them. Stats Werewolf players gain two new stats: Will and Wild. Will represents one's ability to control the inner-beast and its powers with their conscious mind. To increase Will, merely sleep/meditate. Every hour asleep you will burn off 3 points of bloodlust - these go into the Will stat. (What I especially like about this is that it once more gives purpose to sleeping for Werewolf characters). Wild represents one's ability to truly release the animal within, tapping into unheard depths of savagery and power. To increase Wild, feed. Every point of bloodlust gained by feeding will also go into the Wild stat. (What I especially like about this is that it forces players to feed - one of the more morally questionable actions of a Werewolf - to advance in power). Perks There are two perk trees included with "The Way of the Wolf". One is dependent on the Will stat, the other on Wild. While both can be used separately and successfully, using both together is a frightening and powerful combination. The perk interface is a simple piece of imagery that shows both the man and wolf at the same time. In this example sketch it's the man-eye and the wolf-eye, though it could be their silhouettes or 1/2 of one face and 1/2 of another, you get the idea. http://www.yarsoft.com/files/ycp/WOTW1.jpg And the tree with the Wild and Will powers in place. The little bubbles don't have some cool analog like torches or mystic energy this time because I can't think of anything appropriate. I kind of like the simplicity since there are so many perks in this interface. http://www.yarsoft.com/files/ycp/WOTW2.jpg Will Perks Scent Branch Scent of Wolf Requires - None Even as a human, wolves are friendly and will assist you when nearby. Pheromones Requires - Scent of Wolf, Will: 25 Use your animal pheromones to make many more NPCs receptive to marriage. (Yes, this power is a little silly and makes me giggle) Control Branch Control Requires - Will: 10 The player is now able to turn off their Werewolf form on command. Partial Transform Requires - Control, Will: 30 The player gains the ability to partially transform, tapping into parts of their wolf power while retaining human appearance and control. Transform Mastery Requires - Partial Transform, Will: 75 Complete and partial transformations no longer cost any bloodlust to initiate. Power Branch Active Healing Requires - Will: 20 A new ability available for man and beast form alike: Spend a bloodlust to heal 25 points of damage. Reflex Healing Requires - Active Healing, Will: 40 Turning this power on allows the player to auto-heal using bloodlust if low on health or struck down. Predator Rush Requires - Reflex Healing, Will: 80 Entering the predator rush slows time. 1 bloodlust every 2 seconds. Wolfborn Requires - Predator Rush, Will: 100 Enter a state where shouts recover 100% faster. 1 bloodlust every second. Powers unlocked by partial transformation Each partial transformation costs the same as a full transform: 6 bloodlust to activate, 1 every 30 seconds to maintain. Thus, at first you will only be able to use one at a time. It is especially tricky to maintain without being able to feed. If this seems steep, remember that you are getting the benefits of Wolfdom and equipment at the same time. Wolf Fist Transforms the players hands into their deadly clawed counterparts. Increases hand-to-hand damage by 20 (25 for Khajiit, does NOT stack with their racial bonus) Beast Strength Increases Melee attack damage Beast Hide Increases defense Beast Speed Increases speed Beast Endurance Increases stamina regeneration Wild Perks Transformation Branch Smoke and Mirrors Requires - Wild: 10 Nature's fury wraps around the player as they transform, hiding and protecting them. You no longer get 'spotted' turning into a Werewolf, nor can you take damage while transforming. Fast Transformation Requires - Smoke and Mirrors, Wild: 50 Quickly change between man and beast. Very convenient when paired with 'Control' and 'Transformation Mastery'. Mutation Branch Dire Wolf Requires - Wild: 25 Player gains the ability to go into a more savage beast form. Abilities are doubled but bloodlust burn is tripled. Elemental Wolf Requires - Dire Wolf, Wild: 60 Player gains the ability to transform into three elemental wolves: Frost Wolf, Hell Hound, and Storm Wolf. These gain resistances against, and attack with their specific element. Bloodlust burn is doubled in this mode. Ultra Dire Wolf Requires - Elemental Wolf, Wild: 100 Letting the animal completely loose, abilities are tripled, bloodlust burn is quadrupled. Bloodlust Branch Bloodlust Ranks: 2 Requires- Wild: 25/50 Each rank in bloodlust increases the bloodlust pool by 6 and the recovery rate by 50% (You will always have full bloodlust in a day) Indiscriminate Apetite Requires - Bloodlust 1, Wild: 35 You can now gain a bloodlust point by feeding on non-humanoids. (Robots and ashpiles will still be out of the question) Gorge Requires - Indiscriminate Apetite, Wild: 65 Feeding while at full health will grant you an additional point of bloodlust. Sadomasochist Requires - Gorge, Wild: 85 Dealing and receiving damage increase bloodlust. 100 damage = 1 bloodlust. That's it for the classpacks for now. What do you all think?
  4. Insanekarma (and Seviche re: way of the damned) I have been thinking about other class packs as well, but I'm trying not to commit to more than these three since by the time they are done, someone else will probably have filled that void. If I was going to do a fourth, it would probably be a "Way of the Fist" monk-style perk tree (unarmed and unarmored). A lot of the challenges with these class packs is to not reinvent something that is already adequetly represented with current skills and perks. As for the tree suggestions... Way of the Damned/Daedra worship has a lot of merit. An antithesis to Way of the Divines feels pretty natural. I don't rank it *quite* as neccessary as a good tree mainly because being evil is pretty well represented in Skyrim between all the f'd up Daedric quests and equipment, being a cannibal, a vampire, head theif/db etc. Hunter/Naturist While a hunter's main skillsets I feel are already solid in the game (archery, sneak, alchemy, tanning, etc), the more spiritual side of a naturist I agree is underrepresented. In fact, I was originally planning on a 'druid' branch of the Divines tree which was something very similar to this. The Divine tree just got very full and this hit the wayside (perhaps just temporarily). Rouge / thief Doesn't this branch already exist? Slayer This would really need the support of a longer questline and more werewolves and vampires to do battle with. (The modding community I'm sure will provide that particular aspect eventually/soon) I'm not quite following on the multi-class thing? Can't you do that already? I agree that I'm still determining the most graceful way to handle the Divine's perks for someone who starts out good and then just starts going nuts. As I type this out a similar-idea is striking me. It may be that you can 'opt-out' of the divine's tree (essentially gaining those perk points back), but at the cost of losing all Piety (you could later rejoin if you wished, but gaining that Piety back would be time-consuming)
  5. Still typing out/balancing the Werewolf one. My replies to current feedback... Darksun/htomeht/uruku7 Glad you find it interesting so far! Good point on overusing beggars - I'll be sure to keep that once-a-day. Seviche These are good points and I'm glad someone brought them up. You are correct - The Way of the Coin is sort of intended as a money sink (I prefer the term 'use for money' :P ) I'm hoping that providing said use for money will make the speechcraft perks a bit more handy/reasonable to pick up. The perks do have some effects which I think are pretty badass. Let's take a generic scenario. A player needs to kill a bandit leader in his well-guarded camp. Warriors would charge in and take no prisoners. Assassins would sneak in and take out the mark with a well-placed arrow or poison. Now how would someone with the "Way of the Coin" perks handle it? They stroll in like they own the place (and with their perks and cash, they essentially do). None of the bandit thugs would move to attack them, as they are 'the man'. Then this filthy-rich badass would point at the Bandit Leader and say "Would somebody please kill him?" and watch, satisfied, as his own men beat him senseless. Re: 'drawbacks-to-evil factions' in the "Way of the Divines". I've been considering this; it may prove neccessary after playtesting. I'm hoping I can get away with just making 'evil' actions penalizing enough that people doing thieves guild or dark brotherhood quests can't reasonably have any of these perks (because less work=more likely to finish!)
  6. The Way of the Divines Philosophy ‘Good’ characters are at a disadvantage in skyrim. There is little to no difference between a saint and a criminal who doesn’t get caught (even the eyes of the Divines). The most steadfast paladin is pitifully equipped vs. an adventurer who decides to go into the grey area and cavort with Daedra and their artifacts. And don’t even get me started on enchanting – an entire system of magic (supported by most nations!) based on enslaving and binding the very souls of its victims. This class changes that imbalance. By more directly measuring your character's moral fiber, a ‘good’ character becomes more viable (and rewarding!) but also more challenging. There is no being ‘good but not getting caught’ in the eyes of the divines. Gameplay/Mechanics The simplest explanation is that this is a crafting tree that runs on morality. A metric is added to the player called “Piety” ( "Karma", “Faith” or whatever ‘good-term’ ends up getting used). This value goes up when the player does actions that are good, and goes down when the player does actions that are bad. As the cost of the perks increases non-linearly, the more morally questionable your character is, the more difficult/impossible it will be to have higher level divine perks. But wait, there’s more! One of the first perks unlocked is the ability to receive a ‘Divine Favor’ while praying at an altar. These are objects in your inventory that at first work only as replacements for soul-gems, but later can gain new abilities. More on Piety Each ‘good’ action increases Piety a different amount. Doing many good actions in a row increases a multiplier that makes Piety increase at a faster rate. Doing anything bad resets this multiplier and likely takes some of this away. Things that increase Piety Praying at an altar Once-a-day per altar. It takes a few days for an altar to regain its full potential, making traveling/pilgrimage to different cities a very effective idea. Killing Criminals/bandits/raiders/etc Killing undead Killing Daedra Giving money to beggars Shattering soul-gems at an altar (releasing the soul to the afterlife) Destroying Daedric artifacts and equipment at an altar Things that decrease piety Stealing Assault Murder Feeding as a Vampire Feeding as a Werewolf Feeding as a Cannibal Trapping Souls Summoning Daedra (this includes Atronachs) Things that prevent piety from increasing Having a Daedric artifact equipped Having Daedric weapons/armor equipped Being a vampire (50% piety gain rate) Being a werewolf (50% piety gain rate) More on Divine Favors With specific perks unlocked, praying at altars affords you the chance to gain a Divine Favor. This chance is higher with a high piety (up to a maximum chance of 1/9, I’m thinking). You have a chance of earning one of these blessed objects once a day (per altar). Praying to just one divine earns their attention, again increasing your chances. For example, for each day you only pray at Talos shrines, your chance of earning a Favor increases by 1. The first day you have a 2x chance, second day a 3x chance, all the way up to a 5x chance, where it caps. Favors come in three sizes: Minor, Normal (unlabeled), and Major. Which size you earn is evenly random. At first, Favors are only used as replacements for soul-gems. Minor is equivalent to Petty, Normal to Common, and Major to Grand. Perks unlock new uses, such as restoration and buff items. Perks Here is a rough sketch of the perk-tree layout and menu. On the menu you'll see a holy-looking dude looking up at clouds in the sky with perspective-going on. The sky is parting and two beams of light shine down on his hands. Balls of light form chains up these beams, representing the perk-tree paths. http://www.yarsoft.com/files/ycp/WOD1.jpg The perk names show up on top of these balls of light, and have a connecting path, just as the constellation perk-trees do. Selecting/buying one illuminate the ball further and unlocks the next perk in the group. http://www.yarsoft.com/files/ycp/WOD2.jpg Perk Descriptions Blessing Branch [*]Multi-Faith 8 ranks Requires: Piety: 200/300/400/500/600/700/800/900 Perk allows for 2/3/4/5/6/7/8/9 blessings to be active at once. [*]Prayer Requires: Multi-Faith 1, Piety: 400 Player gains a power "Prayer" that they can use once a day. Gives them the blessing of their choice. [*]Eternal Blessing Requires: Prayer, Piety: 1000 Blessing never expire. Favor Branch Minor Favor Requires: Piety 200 Player gains a small chance of gaining a Minor Favor while praying at an altar (or with the Prayer power). Noble Beast Requires: Minor Favor, Piety 300 Vampires and Werewolves no longer have a base-piety penalty. Vampires can use blessings to feed. Favor Requires: Minor Favor, Piety 400 Player can now gain a favor of a greater size while praying. Energetic Favor Requires: Favor, Piety 500 Favors can be used to restore stamina (Minor-25%, Normal-50%, Major-100%) Magical Favor Requires: Energetic Favor, Piety 600 Favors can be used to restore magicka(Minor-25%, Normal-50%, Major-100%) Healing Favor Requires: Magical Favor, Piety 700 Favors can be used to restore health(Minor-25%, Normal-50%, Major-100%) Major Favor Requires: Favor, Piety 800 Player can now gain an even larger favor while praying. Aedric Smithing Requires: Major Favor, Piety 1000 Aedric weapons can now be smithed. These use Dragonbone and Major Favors and form weapons with an iridescent, ivory like look. The weapons are superficially stronger than their Daedric counterparts (by about 4 points of damage) to represent that fact that the Aedric favor was given willingly, rather than forced as with Daedric. Armor is NOT included. That's the Way of the Divines, as I currently see it. The Aedric weapons is one area I'd love to have some assistance in. I may start sketching and modeling them myself in a few days and post progress here. The Way of the Wolf is next. It might be delayed until tomorrow - it's as detailed or more than this class.
  7. The Way of the Coin Philosophy Skyrim, like Oblivion before it, has a problem with money in the late-game; it becomes worthless. You acquire more than you ever need or can use. At the same time, this scrooge-mduck level of cash has very little influence in the world outside of shops or bribing the occasional guard. The classpack addresses that – it makes a series of abilities than run on money, allowing you to do fantastic and fun things while at the same time making you care about septims even in the late-game. This in-turn, makes speechcraft a more viable tree. Gameplay/Mechanics The simplest explanation possible is that this is a magic skillset/tree that runs on money instead of magicka. Powers are a mix of summons and mind-control. Rather than having skill-level requirements like other perk-trees, these perks have gold requirements (You must be x-rich to unlock this ability). Perks Here is a rough sketch of the perk-tree layout and menu. At first on the menu, you only see a darkened room with a few torches on the ground. These take the place of stars in the "Way of the Coin" perk tree. http://www.yarsoft.com/files/ycp/WOC1.jpg The perk names show up on top of these torches, and have a connecting path of light, just as the constellation perk-trees do. http://www.yarsoft.com/files/ycp/WOC2.jpg Selecting/buying one illuminates the torch, shows a bit more of the picture, and unlocks the next perk in the group. (just like a regular perk tree). http://www.yarsoft.com/files/ycp/WOC3.jpg Perk Descriptions Summon Branch All summon 'powers' generate a follower. They cost *at least* the value of their equipment to summon and have a salary to keep them active, per-hour. Summon Assistant Requires - 0 Gold in Inventory. Salary: 100g/hour A rather unskilled, cowardly, foppish (and hiliarious) butler type. He can make a few drinks and meals, but is primarily useful as a mule. He is paid to carry your burdens! Summon Guard Requires - Summon Assistant, 10k gold in Inventory. Salary: 250g/hour Player gains the ability to summon a Warrior, Thief, or Assassin, skilled in their respective categories. They will probably be leveled to the player. Summon Mage Requires - Summon Guard, 20k gold in Inventory. Salary: 500g/hour Player gains the ability to summon a Destruction Mage (which acts like a normal follower), or a Healing Mage. The Mage can be put on buff/support duty, keeping your stats above a certain level (to the best of his/her abilities). Hire Branch Hire Target Requires: 15k Gold in Inventory. Hires a targeted NPC for a set amount up-front and a salary of probably 250g/hour. These targets only have the ability to follow, stay, or be dismissed. If there is some way of measuring 'important-ness' I will do that to scale the hire cost and salary. Air of Wealth Requires: Hire Target, 30k Gold in Inventory. While this ability is active, any aggressive humanoids within a certain radius of the player are pacified. The player must pay 50g/hour per humanoid to keep them pacified. Air of Mega-Wealth Requires: Air of Wealth, 60k Gold in Inventory. While this ability is active, any aggressive humanoids within a certain radius of the player become allies. The player must pay 150g/hour per humanoid. These allies do not follow you. Bounty Branch Place Hit Requires: 10k Gold in Inventory. Probably the most 'fun' power of this tree. It gives the player the ability to put a price on a given NPC's head. The higher it is, the likely people around them will become aggressive. This action however does count as Assault/Murder by the player. Kingpin Requires: Place Hit, 60k Gold in Inventory. Upgraded version of 'Place Hit'. Allows you to place hits on targets without it being traced back (ie. Avoiding bounty of yourself). Buy Branch The following two perks are...ambitious. They might be SKSE-exclusive perks, depending what functionality the Creation Kit exposes. Buy Object Requires: 15k Gold in Inventory. Buy any owned object (that is not for sale) for 3x it's value. Buy Room Requires: Buy Object, 100k Gold in Inventory. Purchase the cell you are in (probably for something like 25-50k a pop). That's the outline for the first class mod. I'm typing out The Way of the Divines at this very moment. I really like the crafting system that has emerged out of it...
  8. Hey everybody! I’ve been playing Skyrim (like all of you) and have been itching to get back into modding, like in the Oblivion days. What follows in these next few posts is an outline/release schedule for a series of mods I am planning. I have been incredibly inspired by Bethesda’s gameplay philosophy of “you are what you play” and that is what these mods are about. They are ‘class packs’ which is essentially a perk tree tied to some gameplay stat or action (such as skills). They will allow many new types of characters and gameplay experiences to seamlessly form in the world; rewarding immersion and roleplaying. I am making lore-friendliness and balance with existing systems a priority. This mod will NOT add new quests or locations (adding new equipment will be rare, as well). By focusing on things that I generally can develop quickly (scripting, perks, and powers) the mod can be developed faster and more time can be spent on balance. Three classpacks are listed below, subsequent posts will describe them in more detail. They are listed in order of complexity (and also what their intended release order will be; I’ll feel more comfortable with the more complicated mods as I gain experience with the latest iteration of the CK). I would love feedback. The Way of the Coin In mid-to-late skyrim, you end up with more money than you know what to do with( and no reason to use it!) This class aims to change that. It is a sister-class to speechcraft, using megawealth for convenience and influence in the world. The Way of the Divines Skyrim is skewed towards questionable morality. Using daedric artifacts, breaking the law (and not getting caught or weaseling your way out of it), doing whatever is possible for power. This class measures and rewards ‘moral’ actions, with powers and a unique crafting system. Priests, paladins, even characters that just have a slight religious bent will be much more feasible. The Way of the Wolf This classpack will deepen the werewolf experience, allowing you to take your character from someone who has a werewolf power, to being a character defined by their werewolfiness. This happens all without changing the core Werewolf mechanics. Classpack FAQ Will I have to download all of the classpacks together? No, the classpacks will be modular. How will I add these new perks to my character? Each classpack will contain their own perk-tree menu, hopefully integrated seamlessly into the level up dialog like existing perk-trees. I have extension knowledge of SWF and most of my time leading up to the release of the Creation Kit will be based around understanding how they interact with Skyrim. I am also hoping to either make or be a part of whatever ‘universal’ solution will come out to make all these new perk-trees and their menus play well together (because I’m certain I’m not the only one going to be doing this sort of mod). Will these conflict with other perk mods? Probably not - Again, the only seemingly troublesome area is modifying swf dialogs to allow for extra-perk trees. Hopefully I (or someone else) will figure out a data-driven solution for making these all play nice(or the CK will have a solution built-in). Can I help? If you are a skilled modeler, animator, or 2d artist, get in touch with me. Currently I am planning on doing all of these parts myself, but it is time consuming. Any parts I can offload I would consider. Will these perk trees require the use of the SKSE or Script Dragon? I love those tools, but if I can avoid using them I will (the more external tools you use, the more you shrink the mod audience). I may make ‘vanilla’ and SKSE versions of classpacks if there is a power that really only works with the extender.
  9. Well, the neat thing about interpolation is that you can technically interpolate with values less than 0 and greater than 1. (I have done mesh interpolation and this very act before, although not in skyrim). Yes, it probably gets janky at extreme values but if the CS lets you put in more extreme values (or if the script extender does), it should have a noticeable effect.
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