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Everything posted by CredibleJoe
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all your games are belong to us
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Hello, I love you Won't you give me free games~?
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w00t
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Thanks for the giveaway!
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Hello, yes, I am here for giveaway. I am proficient in give, and away, and am look forward to giving and awaying.
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gibe mony plox Also, thanks for the great community. Mod on.
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Thanks for the give away!
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Thank you, I guess, but I think you didn't read the topic. I'm sure you're just trying to be helpful, but none of those are pertinent to what I'm trying to accomplish, which is to cast the players' spells through an equipped staff for a bonus in duration, magnitude, and spell cost. And correct me if I'm wrong, but isn't this the section for CK advice and discussion? I might not have been clear above, but I was just looking for ways to get started making this. Thanks for replying, though. Due to scripting reasons. I could not find a reliable way ot detecting when a staff started a concentration casting and stopped it. If one would poke at it for some bit it might be able to be solved. The staff is a weapon. When you use it it detects this via animations, when the right animation event is triggered it casts the last spell equipped to that hand. So It is neither one. Oh wow, that is super simple. Props man, seriously. And thanks for replying. So, does that mean that whenever you switch spells on the hand holding the staff, that it un-equips the staff, requiring you to re-equip it for the switched spell? Or do you have a script that auto re-equips it upon switching spells? Or does it just stay equipped on its own, allowing free switching between spells? Ideally, I'm ganna go for the latter. Even if I need to script it, I don't think it should be all that complex.
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Morning modders. Quite a while ago, I posted about creating a small staff overhaul Here. I'm finally motivated to get started, and I'd appreciate any help or advice. I wanted to start by bouncing some pseudo-code around. See if what I had in mind was viable before I dove into the CK. Duplicate a vanilla staff, and re-classify it as armor / jewelery (find some open equipment slot to equip it to-- I was thinking shields, but that might make things more complicated) Do (Boost magnitude of magic school x spells) While (staff is equipped) Spells will be able to be equipped to the same hand as the staff, but not other equipment (shields, torches)That's the bare bones of what I want to accomplish. I was considering equipping them to the shield slot, but that would classify them as shields-- and as I understand it, it's nearly impossible to equip a spell and a shield in the same hand. Or, if I'm wrong, and that's completely possible, this mod just got a whole lot simpler. Either way. There are a couple of other mods that kinda sorta do what I'm trying to make: Staff CastingCast any spell through the staff, at the cost of the staves' charge instead of player's magicka.Doesn't work on concentration spells-- I'm not sure why.This guy figured out how to equip an item, and equip magic at the same time. OR-- He made a script that generates a new staff / wand to match whichever spell you try to equip, and puts it on your player model. I really hope it was the former, because his is open source and would be a great starting point for mine.Morahirs Staff OverhaulEquip a staff, and get a boon that empowers spells from its school of magicThis guy didn't figure out how to cast and equip at the same time-- the staves are cosmetic and don't do anything other than apply their enchantment. Really frustrating.I would appreciate any and all help and advice. Cheers!
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Aspiring Mod Creator, looking for Learning Resources
CredibleJoe replied to CredibleJoe's topic in Skyrim's Skyrim LE
That sounds good. Definitely interested. Dude. You're awesome. Thanks! I do have a bit of programming knowledge. As a student in web design, the code I deal with is never as tricky as Papyrus, but I think I can make it work with a little patience. -
At this point, I'm just hoping to be able to get the new staves into a different equipment slot, AND have the player be able to cast with it equipped. I've encountered mods similar to this on the Nexus-- they get the staves to work like equipment, but you can't cast with the hand it's equipped to. After I get that fundamental aspect of the mod working, I'll look into giving it proper animations, and additional features. What you want could easily be done by changing it to a two-handed weapon, for instance. But I definitely won't consider that aspect until I'm sure the casting and buffs are working.
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Aspiring Mod Creator, looking for Learning Resources
CredibleJoe replied to CredibleJoe's topic in Skyrim's Skyrim LE
I never said anything about staves on back. Maybe I wasn't clear. But I meant for the player character to simply hold it in hand as they're idle, walking, or running and sheathed. Like a sheild. In any case, that's polish more than anything. That'll be last of the last if I ever manage to get this to work. I want to alter the vanilla staves in-game, add the new equipment-style staves, and get casting work work with the staff in-hand. Details. Those are my fundamental goals. -
Aspiring Mod Creator, looking for Learning Resources
CredibleJoe replied to CredibleJoe's topic in Skyrim's Skyrim LE
... Really? There's nowhere I can go to find basic syntax, at the very least? I mean, I'm a novice programmer, but I know enough to make functions, methods, and classes play nice together in Java and C++. Basic stuff. There's gatta be somewhere for me to find the basics. I'd be astonished if there was nothing. Edit: A quick google search yielded exactly what I was looking for. Now all I need to do is figure out what to apply it to, and how to apply it. -
Aspiring Mod Creator, looking for Learning Resources
CredibleJoe replied to CredibleJoe's topic in Skyrim's Skyrim LE
@67Stations Thanks for the links. I'll look those over once I'm at home on my work station. Are there any resources you know of for scripting and Papyrus? I think some light scripting will really make this project work, but so far I haven't been able to find any solid resources for that. -
Aspiring Mod Creator, looking for Learning Resources
CredibleJoe replied to CredibleJoe's topic in Skyrim's Skyrim LE
What kind of new object? Placing veggies in basket maybe? Staves. As I mentioned in my request thread, I plan on taking vanilla staff resources, and using them to add a new classification of staves entirely-- Staves that equip to shield or torch slot, won't prevent casting in the hand they're held in (default left), and provide enchantment effects like a ring, necklace, or other piece of clothing. -
I want to preface this by saying I plan on making this mod myself. I'm linking to this post from a sister post in Mod Talk, where I want to start a discussion on learning resources that could pertain to the changes and additions I want to accomplish. That thread can be found Here. Just for the sake of avoiding a massive wall of text and pertinence to their respective forums, I'll keep the threads separate. This mod will be a staff overhaul-- but will do little to alter staves that are already in-game. Vanilla staves, and all staff-type weapons will be scaled down slightly, and have "Staff" replaced with "Rod", or "Wand". They will retain their classification as a weapon, and will function more or less exactly as they always have. After that, new staves will be added into the game and leveled lists, classified as equipment instead of weapons. They could easily fit in the shield equipment slot, and will function as any other piece of clothing. They will have enchantments that increase the magnitude of spells, as opposed to reducing the cost. They will have varietals ranging from novice to master, and will buff whichever school of magic they're associated with. Those are the bare fundamentals I wish to accomplish with this mod. With patience and time, however, I do have quite a lot of polish and stretch goals I'd like to accomplish. Craft and Enchantment of staves / rods / wands, at an arcane enchanter, as opposed to Neloth's Heartstone enchanter. This also means a true master enchanter would be able to craft a staff aligned with multiple schools of magic.I plan on Stave enchantments requiring multiple grand soul gems-- as opposed to Neloth's enchanter which will only require a Heartstone. Making his quests actually worth the time.Appropriate animations for casting magic through your staff-- Including new dual casting, and ritual spell animations. I imagine something quite similar to Gandalf's famous moment at the bridge, facing the Balrog.Idle animations for walking and standing with the staff. It'd look kind of silly wielding it combat-ready in the middle of the market, or college courtyard. Also, I'm tired of staves vanishing into the nether upon being sheathed.
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Greetings fellow modders. I am a newbie in search of some direction, and would greatly appreciate some help educating myself in Papyrus, CK, simple model edits, and manipulation of vanilla resources. I have a particular project in mind: Classical Staff Overhaul, which I posted to requests Here. All the details of what I wish to accomplish are there, and it is very ambitious, especially for a fledgling newbie like myself. So, like I said, I'm mostly looking for some direction. Even with my blinding enthusiasm, the mod creation scene is daunting and I'm not sure where to start... Which is why I outlined a project to work on. CK Tutorials. These should be super easy to find on my own, but might as well start here.How to edit vanilla objects and resources-- Staves in particular. I really just want to scale them down and replace a word in their naming convention.How to add new objects using vanilla resourcesHow to edit leveled and vendor listsAnimation tutorials-- for polish, more than anythingSCRIPTING. Need to alter them magic magnitudesI would greatly appreciate any and all advice, and especially discussion. I've finally dug up the gumption to do this, and I plan on finishing it, one way or another.
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Starting off, if this is the wrong place for site suggestions, could someone kindly direct me to where I should post this? I would appreciate it. I understand the NMM has a download queue feature, but has a download queue been discussed as a site feature? A simple green "Add to Queue" button, and the queue itself being similar to tracked files as a list that can be sorted by file size or alphabetically, or most endorsed, whatever. Files can be downloaded three or five at a time, just like NMM. Maybe with options such as "Download All : Manual / NMM", in case some files aren't NMM or MO compatible. Or checkboxes to indicate which files should be included or excluded in the mass download. "Download all checked", "Download all unchecked" for both manual and NMM. I was just thinking of how convenient a feature like this would be whenever clean installs become necessary, requiring downloads of entire mod orders. It's pretty disorganized having thirty or fifty tabs open to mod pages-- sometimes in batches of two or three if the shopping list is really big.
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Question-- Will Lichdom be obtainable if you are a vampire or a werewolf? Either case is pretty overpowered, but I was just thinking about how you can't contract both Lycanthropy and Vampirism simultaneously. Stands to reason that Lichdom would behave similarly, but I have no idea how your approaching this-- if it's a technical race change like vampirism/lycanthropy, or if it's a separate effect all together.
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I do so enjoy wielding a staff, as a mage. They are a tried and true symbol of power, and knowledge. Except they aren't, in Skyrim. I've been poking around, on and off the Nexus, looking for a good staff overhaul mod. Staves of Skyrim is okay, but I'm looking more for magic gameplay changes, rather than combat changes and retextures. Primarily, a good, standalone staff scaling mod would be great. There are magic scaling mods, some of which include staves, others that do not. Empowered Magic includes staves, but his conjuration mechanics just aren't what I'm looking for. I'm running a myriad of other mods that are what I'm looking for, but would most definitely conflict. But that's just my Occam's razor suggestion-- Relatively easy (Based on it's success in other mods), and satisfactory for gameplay. What I would -really- enjoy, is a complete overhaul. I don't want a single spell taped onto my staff, to be evoked without skill or elegance. I've always thought of staves as focus tools-- implements designed to empower magic being cast through them. Any magic. To that end, I think that staves shouldn't be classified as weapons, but as clothing. Weird-- but from my very basic understanding of the game mechanics as they are, it's the only way to accomplish what I have in mind. They'd equip to a slot made just for staves-- to be gripped in the hand of the player/wielder, probably left since that's what hotkeys default spells to. (Ideally, they would also stop vanishing into the nether upon sheathing, but that's another request for another time). Staves would be organized as they are now-- Destruction, restoration, alteration, etc-- but with Novice - Master variants of all of them. And once equipped, the staff would Increase the magnitude of the respective school that is being cast through them. Novice, a 20% increase, apprentice 40%, Adept 60%, Expert 80%, and Master 100%. For instance-- A basic flames spell focused through a Master Staff of Destruction would double in power. A Dread Zombie spell focused through a Master Staff of Conjuration would almost hit the level cap for raised summons. Mage armor focused through an Alteration Staff would be more powerful. Illusion spells would be valid at higher levels. Now, I greatly regret not taking the time to learn how to use the CK. I've got fifteen credit hours occupying my time now, or I'd wade through all the tutorials just to do this one mod. Maybe I'll take it up over the summer. But for now, All I can do is post this, and hope that a capable modder, or a friend of a capable modder sees this and gets some steam behind it. Thank you for the read. I appreciate it.
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One of my mods fixes the absorbtion issue. Thing is, I have ten or twelve different magic mods, approximately three of which affect summoning and necromancy. I'm on a tablet, so I'll double check later, but either Soulmaster Unlimited, or Invested Magic are the two most likely that I can think of.
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Mod that prevents reanimated from dying on cell change
CredibleJoe replied to Acrimonus's topic in Skyrim's Skyrim LE
There's a mod combination I use that makes necromancy more than viable, if a little overpowered. Apologies for not having the links, I'm on a tablet. I'll post them later this evening. 1). Invested Magic -Creates an investment of magicka, rather than a cost for most of the spells, and makes them permanent. 2). Soulmaster unlimited -Removes cap of summons. While this does require some self-nerf and/or restraint (infinite atronachs woo hoo), With the combination of the magicka upkeep (Which is significant) and permanent raised dead, Necromancers are forced to manage their magicka levels very carefully. There you go. Viable player necromancy. -
As I understand it, one of the primary features of the K9000 Cyberdog gun is to detect nearby threats by growling. Well, mine is very good at it's job. Any time combat starts, the sound will play about a hundred times a second, overlapping and being way too loud. It even hits my frame rate. Been looking around for a fix to this, but haven't found one. Anyone know what's up? Any known conflicts with OWB? I have project nevada with its patches, but not many other gameplay changers. Messed with a few possibles already, came up with nothing. Any help would be greatly appreciated.
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Downloaded ASIS quite a while ago and started a new character, but only just now bothered to read the instructions and actually run the patcher. Now I get a CTD on save file load. Looked around, found the DeadlyDragons INI tweak, written in that mod's description. Tried it, didn't work. Trying to figure out if it's a conflict, or if ASIS just doesn't work with a save game. Any advice? My game works perfectly without it. I just want NPCs to have better perks and apocalypse spells. LOAD ORDER --->[x] = unloaded Skyrim Update Dawnguard AoachiiHair MagicDuel BrandSheiPrisonFix EbonyBladeFixedPlusDamage KeeningFix [x]killthemgenerals Magnus20 [x]Magnus50 [x]Magnus100 Proudspire Manor Bug Fixes Unofficial Skyrim Patch Unofficial Dawnguard Patch Realistic Lighting Economics of SKyrim boss dragonsoulstoperks [x]fixedfolowers improvedskillbooks SkyrimsUniqueTreasures autounequiparrows bound weapons redux Cloaks [x]Cloaks - player only [x]Cloaks - No Imperial crossbow_Basic_Collection_LListed_EN DwarvenPowerArmor Dwemer Goggles & Scouter Northborn Fur Hoods Space Wiking'sDwemer Exoskeleton Sunnie_NG_Set [x]colossus KRZ - Better Archmage Quarters Nightingale hall Run For Your Lives Acquisitive Soul Gems betterarvak Predator Vision ToL_Core_By_Brevi Apocalypse - The Spell Package markrecall DeadlyDragons MiningForMages Upgrade Leveled Items Spell InvestedMagic CuralmilsPhial EnchantmentCleanser IPutASpellOnYou The Dance of Death Racial Traits Improved [x](Like, 6 variations of Training Costs) training_costs_5x2x3 [x](another training cost variant) followers keep up UFO -UltimateFollowerOverhaul UFO - Dawnguard [x]Specialized Followers Alternate Start, Live another life [x]Bounty Quest Fix ProperRobeEnchants Soulmaster Unlimited [x]Savaghost's pack o tests (wtf) [x]spellsgalore (<--No idea what this applies to) [x]archmage spellcrafting hoodlessmaskistruecirclet Soulfire Invisibility Eyes Fix [x]ASIS
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A dawnguard vampire hunter just exploded like a magic anomaly and disintegrated into a pile of ectoplasm when I killed him.