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CredibleJoe

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Everything posted by CredibleJoe

  1. all your games are belong to us
  2. Hello, I love you Won't you give me free games~?
  3. Thanks for the giveaway!
  4. Hello, yes, I am here for giveaway. I am proficient in give, and away, and am look forward to giving and awaying.
  5. gibe mony plox Also, thanks for the great community. Mod on.
  6. Thanks for the give away!
  7. 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.
  8. 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!
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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
  14. A dawnguard vampire hunter just exploded like a magic anomaly and disintegrated into a pile of ectoplasm when I killed him.
  15. >Walking along to Winterhold, level 16, a quarter of the way through college quests. >Turn up the path opposite of the nightgate inn, ganna cut through the pass. >Hear death throes of a bandit horrendously dying. >An ax tumbles down the hill by itself. I turn as I watch its fall, slightly bemused. >Ready stoneflesh and a bound sword. Ganna kick some arse. With me, Jenassa? >She remains unconcerned. >Actually get a view up the hill. >Two sabre cats, just chillin, using the bloody remains of an eviscerated possey of bandits as a cushion. >I can feel them daring me to approach. >Level 16 pure necromancer on master difficulty with Dynamic Injuries mod, and low first aid supplies. "Shortcut? I never said anything about a shortcut. Let's just stick to the road." >Jenassa communicates her opinion about my masculinity with a glib stare. >Wordlessly agree. Continue journey. Less WTF, more... Immersive. I felt like sharing.
  16. ...I guess I wrote badly. Yes, that's what I'm asking for. The color change to be applied to the rest of the body, not just the head. The fix is floating around somewhere in the modding community. I can't find it. Any help, please?
  17. Okay, I KNOW I've seen it somewhere. Steam, nexus, whatever. A mod that fixes the incomplete skin color change when turning into a vampire. That pale skin change that inexplicable stops beneath the adams apple. I would vastly appreciate it if someone could direct me to it. It also has to work on NPCs. Running Better Vampires, turned some followers into friends of the night. Please and thank-you. This little problem is driving me crazy.
  18. So... In my game, the transformation time for vampire lord takes anywhere between twelve seconds to two minutes. I've been fiddling with my load order. It was worst when I was running Belua Sanguinare, but then I switched to Better Vampires. For a while, the transformation was smooth again, a little under five seconds. But right now it's ridiculous. I'd hit the powers button, and just stand there for about ten seconds. Then the bass sound effect and screen blur would kick in, and my character would continue to stand there for another twelve or fifteen seconds. Then the cringing animation would play, and he would get stuck, in his cringe, for about five seconds. Then, he'd finally burst out of his form, but would be naked. Another five seconds, his clothes load, then another twelve seconds, his spells load. It's driving me crazy. Any suggestions? Anyone else with a similar problem?
  19. As I understand it, this is extremely difficult to do with Skyrim. In oblivion, there were a relatively few amount of general effects, such as fire, fear, and healing that could be mixed, and have the target, range, and power changed, all of which the Hero had access to. In skyrim, there is a finite number of spells that are just hard coded into the game. The only way at the moment, to add spells, is to go into the CK and manually add a new spell tome. No sliders, no general effects. Think of it this way: In Oblivion, "Enemies Explode" was just a variation of the basic fireball, which every character starts with. The damage and explosion radius was changed. In Skyrim, the "Flames" spell and the "Wall of Fire" spell are distinctly different from each other, the way the game interprets them. They're like items. The only conceivable way at the moment, is to add EVERY possible combination of range, damage, and effect into the game in a crafting system, manually. Even with vanilla magic, that's way more combinations than I care to estimate. As I understand it. I'm not a modder. I have a novice understanding of general programming. Feel free to correct me and insult my intelligence if I'm wrong. In any case, I have a problem with that system. I find it very immersion-breaking to be the arch-mage of a damned college, and NOT be able to craft spells. Everyone else is doing it. J'zargo made flaming undead spell, the other apprentice lady was experimenting with some weird shape-shifting spell. Tolfdir invented the Dragonhide spell. Why is the Dragonborn the ONLY character in game that can't wrap his head around creating spells? It makes me frustrated. >:C
  20. I play this game for the role-playing aspect. I have mods that expand magic, combat, and clothes for my game to be as personalized as possible. And overall, I'm content with the setting and story this game offers. I have several different characters, all in my own timelines of events, and I have far too many hours logged into this game. However, the hack n slash spell slinging is getting a little dull. I do enjoy the more intricate quests, such as blood on the ice, but one quest I've been looking for, yet haven't found, is a quest introducing a truly challenging adversary. Here's what I have in mind: Some sort of mage, or sorcerer. He'll be squishy. Pitifully weak. However, his talent is in the creation of extraordinarily powerful minions. Similar to Alexander of Brenenburg. However, these minions will be a thousand times more powerful than the gatherers. They will be undefeatable. Even for the Dovahkiin. And they will be everywhere... Relatively speaking. Similar to Dragon encounters. A special variety of music will play. They will bellow their challenge, and proceed to give chase. Their heartbeat can be heard, pounding from a league away, and increases in volume and intensity as they get closer. They could even have powers of fog, to cloud their prey's vision. The only option is to run. Whether you slow them with frost magic and make your escape, or hide in the shadows until they lose interest, there will be no defeating these monsters. The questline will center around the Dovahkiin tracking down and stopping this mage. There will be interrogations, clues, allies and enemies, cloaks and daggers. All the while, the terrified citizens of Skyrim become increasingly desperate to end the terror of the... Mistwalkers. There could be random events concerning these Mistwalkers. Terrified victims, fleeing the predators, to be happened upon by the Dovahkiin, who could then either trip the hapless victim, or offer himself up as bait, to rescue the innocent peasant. Thoughts? This mostly centers around the idea that there's nothing in this game that the Dovahkiin can't just cut to pieces or incinerate. I think the idea of a less... Flammable enemy would be very entertaining.
  21. You know what I want, that I'm pretty sure none of the games have? A rival. I want a humanoid, in depth character to clash with on my adventure. To encounter him or her multiple times on my journey. I want our hate and respect for each other to escalate to poetic levels. He or she needs to be a challenge, the most challenging humanoid fight that we'll ever experience in game. I want the conclusion of the rivalry to be bittersweet. ...Yes, I am a fan of the pokemon games. But damnit, I feel so alone on this whole adventure. There are no NPCs in game that can match or challenge the power of the Dragonborn, or the Hero of Kvatch, or the Neravarine. The only things that come close to being a consistent challenge are Dragon Priests, mainly due to my main's vampirism and their favoritism of fireballs. I had to download a mod to make dragons a threat past level ten. I guess this could be summed up in a desire for more character development, and more challenge.
  22. I miss spell crafting. Seriously. I can't figure out why Bethesda is satisfied with vanilla magic losing all effectiveness past level 35. Can't raise dead. Can't use illusion. Can't Banish undead. Atronachs lose all credibility. I just.. Miss it. My game is bogged down with magic mods, to the point where there's about a 10-1 ratio of mod to vanilla magic. And I still can't craft spells >_<.
  23. What. The Hell. I uninstalled the ACE and Crafting mods, installed a corpse cleaner mod, and waited 11 days to clean up all the loose items. My save file jumped up to 225 MB. Every single time I save, even if I do nothing but stand after just starting up the game, five or six megs get added to the size.
  24. I'm having similar problems, only my saves got bloated to excess 100 MBs, almost 200. http://i792.photobucket.com/albums/yy207/voltage_joe/massivesavesize.png This happened spontaneously, after 39 levels of clean and smooth playing. Now I'm dealing with hanging lag and stupid loading times. I tried corpse cleaner, but it barely did anything. Maybe a meg or two. I can't figure out why my save file suddenly bloated, or how to fix it. I was saving this character for Dawnguard -___-.
  25. I was unaware that DSpSoB included staves. Thanks a lot. Friendly advice; in the future include a link to whichever mod you're directing the requester to. People who don't follow the sight regularly might have trouble tracking down a mod based solely on description. In any case, the request is still out. A sheathed idle of characters holding staves like walking sticks would be greatly appreciated.
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