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peregrine111

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Everything posted by peregrine111

  1. Forget the tiny armor boost, I'd like to see the Tech-aligned implant bonus to be something like "0.02% thermal and electric damage per stat point" AND/OR "0.05% grenade blast radius and damage" For the weapon ideas... I have no idea why CDPR decided against thermite weaponry for 2077. Because cyberpunk universe has plenty. Thermite charges.. Thermite grenade launchers, etc. Heck back in 2020 they put thermite into shotgun shells lol Not sure why CDPR nerfed thermal damage so hard. I mean, get this - IT'S NON LETHAL. You BURN PEOPLE UNCONSCIOUS. Ridiculous, Absurd. Immersion-breaking. 2077 Incendiary grenades are a party trick that barely hurts the lowest of mooks. and even then it's non-lethal. WTF. Guess they didn't want to make a damage type that would force NPCs to either straight up melt into a charred pile of burnt meat/metal sludge or roll around on the ground trying and failing to douse NAPALM and failing horribly, ending up as charred piles. tl;dr: - make Tech implants buff thermal/electric damage and/or increase grenade damage/blast radius instead of Armor of all things.. - make thermal damage LETHAL as it should have been all along. No PG-7 burning people unconscious. That's some One Piece level bullshittery - THERMITE WEAPONRY. At least a goddamn grenade launcher and a grenade. Realistically large blast radius and damage and at least some 30 seconds duration for sake of napalm realism (even tho real napalm burns for up to 10 minutes, but Thermite is supposed to burn fast and EXTREMELY HOT - melt Smasher-level borgs to slag type hot) with the whole blast area persistently burning for the duration (which would balance the killing power, as you need to think when you can safely use thermite without cutting yourself off for like half a minute just standing there and waiting till the corridor stops being ablaze lol)
  2. It's REALLY getting on the nerves how cameras STILL detect you even if you turn off the CCTV system directly from their PC. I get that the DAEMON should be time limited (3/6 min by default), but lord allmighty, if you kill everyone in the building and turn off the CCTV system from their PC, why the heck do the cameras swtich back on before you're even finished looting the place. Or is this hardcoded somehow in the game? I see threads mentioning this oddity since literally the launch of the game but so far I can't find anything fixing (or changing) it. Tho I've seen someone type that it's because the computer "turn off" does literally the same thing the daemon does, which is why it's on THE SAME time limit. Anyone got reliable intel on this? I don't think I've seen this on each of my characters... is the perk an "F YOU" one which literally gimps your gameplay, switching indefinite "turn off" for perk "turn off for 3 minutes" if you play netrunner?
  3. I have no idea why, but on my latest playthrough I started experiencing VERY weird graphical glitches. My entire screen starts flashing extremely bright white (to the point there's sometimes less than 10% screen is non-white). This happens when near "glowing" enemies, as well as some robots. From fiddling around the robot workbench, I can say at the very least it's caused by the Sensor Array, the Stealth Field, Resistance Field and Regeneration Field. It doesn't even happen as soon as they are on screen. No. It happens when I get closer than some ~5 meters maybe? I've tried verifying the game files but it seems nothing was corrupted and it does the thing anyways. Tried turning off NAC (which is probably the only mod I have that should even affect graphics in this way) but it did nothing as well. Turing off the ENB only dims the blinding whiteness by about 5-10%. Stripping all gear does nothing either. Weird thing is, when I load a different character and spawn a glowing enemy or fiddle with robot workbench, I'm not getting those flashes (even through the mods loaded remain the same, which makes me think it might be vanilla issue..... if not for the absolute lack of info I could google). It seems it's specifically on this last character I made.. Which is weird because I think I'm using the same damn build and gear lol. I'm assuming one or more shaders related to a mob giving off an ambient glow got messed up (or something on the player character related to RECEIVING AoE buff/debuff aura's effect), but WHY it only affects that single character is beyond me. For now, I can at least pick a different mod on Ada so she's somewhat usable, but some enemy robots, as well as all "glowing" enemies are a problem, if they decide to attack in melee... I literally can't see enough to do anything so I just VATS and hope for the best. The effect waves away a second or two after such enemy dies or I leave their proximity. Anyone got any insight?
  4. Wasn't power armor supposed to grant you inhuman strength? Yet any wee bit of recoil instantly makes you lose your target... I'd love to see a mod that cuts recoil while inside any PA frame by some 50-75%, if not eliminate it completely. I really don't know what some authors are thinking, making guns that kick like a horse, when your character can supposedly hold a minigun perfectly steady even outside PA.. Dunno if it's possible to do this tho, haven't found anything on the Nexus so far, just a couple mods that eliminate recoil on lasers (which... DUH). Won't do a thing for an SMG that can't hit anything past point-blank because the recoil kicks it around so much that by 2nd bullet the spread is worse than sawn off shotgun's
  5. I've seen this done in Skyrim in a video, but it was never explained or even hinted at where to get... (or if it's even real or just my eyes playing tricks on me with a combination of right gauntlets, usual vanilla shaders and some modded ENB lighting). Anyways, here's the video I spotted the effect in (1:51 - 2:17) The desired effect: When casting frost spells, or channeling frostbite, the character's hands (including gauntlets) gradually turn into ICE. The first stage is a frostbite-like shader, second stage makes the skin darken and gain reflective appearance (as if the hands were made of dark blue frozen-over opaque glass) and the last stage ramps up the "ice" look (semi-transparent light blue (and or glow)).
  6. BDOR Lemoria by Team TAL is a great looking armor (aka metal looking like metal, not rubber), it even has a few smp accessories dangling from the waist... BUT: - it's made for ultra slim characters, so unless you play a loli, it seems a bit weird - not even the vanilla weight slider does anything to it It has a breastPLATE so it doesn't need breast physics, but at least converting it to CBBE (or 3BA) would be much appreciated. SMP not getting destroyed would be a cherry on top.
  7. When moving character (and or camera), my shadows bug out - on sunrise/sunset I get shadows drawn TOWARDS sun, instead of the correct direction, during the say it appears the source of light is BELOW ground and everything within range of shadows (fShadowDistance) is covered in one gigantic solid shadow (though sometimes the shadow is a solid circle in fShadowDistance radius during all times, even sunrise/sundown). It looks friggin disastrous, especially since it keeps flickering between normal and bugged shadows every time I move/stop moving. Perfectly still: Moving character/camera: I haven't managed to pintpoint WHAT or WHY, but this is what happens in my game. Starts randomly. Persists through save/load, game re-launch and even computer restart. Randomly disappears as well, seemingly randomly as well - sometimes when installing mods, sometimes when uninstalling mods, sometimes when changing ENBs.. no real common thing between them. I've tried different ENB/Weather/lighting mod combos I've tried running the game without any ENB/lighting/weather - IT STILL HAPPENED (obviously with vanilla shadows it was less pronounced) I've tried updating GPU driver My inis are done with BethINI. It's happening on and off for almost 3 weeks already. If I didn't have so many mods I'd effin delete whole Skyrim and start from scratch. Right now I just want to delete it and not touch it ever again.
  8. Nobody? I'm still getting this randomly, and when I do, it's helluva hard to get it working again. I've tried different ENBs, different lighting mod combinations, different weather mods.... nothing seems to have a real effect. It just randomly appears and randomly disappears between game sessions...
  9. It's happening on and off, never seem to have the same conditions to appear - otherwise I'd pinpoint it already. I can play for 12 hours straight, but if I change ANY setting, the next time I turn on skyrim sse, the shadows are glitching out like this. Removing and reinstalling ENB seems to fix it - until I change (and save) anything - then the next time I launch the game it does this. So I'm thinking it might be one of the ENB settings that I'm turning on that doesn't actually update in a running game, but rather when you restart it. Anyone got tips? Well worst case scenario I'll just keep turning them on one by one till I find what's causing this - unless it's a COMBINATION of 2+ options, then I'm not sure Edit: well.... last 3 times the issue was fixed (for a couple hours at least) when I reinstalled ENB. Now, not so much. The shadows (AND light) are glitching out like mad, and sometimes all shadows are cast in THE WRONG DIRECTION (aka shadows facing sun, lighted parts are facing AWAY from sun ffs) or there's just that big-ass 10k radius shadow over everything. I'm getting ready to fcking delete the whole clusterfck that is Skyrim and never touch it again with a 10m pole. Edit2: FFS! I removed ENB completely and launched game. Guess what? Shadows still flicker - when I'm still, they look normal, when moving, they face the WRONG DIRECTION (as if the sun was on the opposite side - so in the morning/evening shadows are cast TOWARD SUN, while during the day EVERYTHING is in shadow because the sun is apparently UNDERGROUND. Oh god wtf, which effin mod reverses the direction of sunlight? :S
  10. I don't know why, but it seems that when my character is moving (or when camera is moving as well), instead of my character's shadow, under it, EVERYTHING in the radius of fShadowDIstance is in one giant shadow. When the character and camera are perfectly still, everything renders normally. As soon as I move in any way, BAM, 10k radius of darkness. I've tried pretty much all settings for ENB ingame and none did anything with it, which makes me thing it's either faulty INI settings (which is weird because I'm using BETHini), or some mod that's causing the effect. Mods affecting camera in my load order: 3PCO Customizable camera Mods affecting ENB/lights: NAT Natural Realistic ENB (for NAT) Skyrim Particle Patch for ENB SSE ENB Light To see the effect, here are some screens Perfectly still: Moving character/camera: I've run BETHini again just to be sure but it's still there. Tried stripping my character of all equipped items, tried disabling ENB Light, changing weather, ingame time, ENB settings, save reload, restarting game, zoning in and out,... it's downright unplayable with this bug. I think I'm gonna try a different ENB preset or different ENB version next, but after that I'm out of ideas...
  11. Wrong forum, nvm. It's HERE if you can help: https://forums.nexusmods.com/index.php?/topic/9085288-shadows-severely-bugging-out/
  12. I'd love to know which nutjob launched the SSE CK like this and haven't patched it for YEARS now. How do you MISS A BUTTON? Especially one that was there for Oldrim CK? Has anyone found a workaround to change weapon UnEquip Sound?
  13. It was not only the word wall. it was everything east of a certain point (even hugging the south side of the Riften's mountain, I couldn't get more than few steps east of the burial mound). I eventually traced it to INTERESTING NPCs SE (I had version 4.0). One of the added NPCs in that corner of map (likely the one in the burned down house or somewhere close to it) must've been bugged and caused instant CTD the moment it was loaded (I have render distance for NPCs set to max, like most people I think). Uninstalling Interesting NPCs (3DNPC) fixed the problem for me. But since that leaves Skyrim kind of bland, I activated it again and downloaded the 4.1 update for Interesting NPCs, and here's hoping that patch fixed it.
  14. Dunno, but I found this thread because I keep crashing in Chillwind Depths. So gonna try going through that CTD corridor in 1st person view. If that doesn't work, I'll try walking backwards or just switching collision off and walking through the damn walls.
  15. I have blocked the updates for Skyrim, still using the... july, was it? version. I've managed to overcome this stupid CTD after about 30-something crashes. I walked towards the Word Wall a bit, then used tfc to fly camera to it. Switching back to character and getting closer, back to tfc and getting to the wall, back to character, killing the dragon, moving closer, tfc again, and when I finally walked to the word wall with my character, it didn't crash for once. Dunno why the hell that worked, maybe it was a combination of a different weather/time (aka lighting conditions) or something else. If I never get this bug again, it will be too soon. Spent more than half a day yesterday trying pretty much everything.
  16. Anyone has something similar? I was fine for AGES, I literally didn't have more than 2 crashes the entire time I played SSE. Until TODAY. Funny thing is, I didn't change anything in my game, and it still has updates disabled, so there's not really anything that should be different. I'm yet to test the other word walls, (because I ran Bleak Falls yesterdays and was completely fine), but now: I am crashing EVERY SINGLE TIME I get close to Lost Tongue Overlook's word wall. Thought it was messed up scripts because I deleted Vivid Weathers this week and continued with the same character, but when I tested it with a new character, I still crashed at Lost Tongue. The one time I managed to get closer to the wall than 10m without crashing, I got several messages about learning the Fear-Dismay word from it. It appeared that the wall was teaching me the same word over and over and over but I eventually crashed. Can't be the only thing though, because most of the time in that place I crash before even getting close enough to get the word. As far as I know, I have no mods affecting word walls at all. Literally the only thing that comes to mind is that effin Vivid Weathers. Can it be that using NAT+PRT enb instead of VV some lighting now causes CTD with outdoors walls? Last thing I'm gonna try is re-installing NAT and PRT to see if Vortex didn't delete some of their files by taking away Vivid Weathers, but if not even that works, then I'm at my wit's end. EDIT: went to a different outside word wall and that one worked as usual. I have NO IDEA why (after that I returned to LTO and crashed again, so idk). I clear Lost Tongue Overlook on every single playthrough and this is the first time I have CTDs there (or anywhere for that matter).
  17. Here's the situation. I've been playing a mage character for a while, but the game started to CTD quite frequently on fast traveling to certain zones (100% on High Hrothgar, less on Riften, etc). I haven't found any problems with the zones themselves, but it was REALLY bothersome to FT to Throat of the World and then run down to the monastery each time I went there for the main quest... so I started a new game. I thought that since I didn't plan on touching any mods or anything at all, it might have the least chance of messing up my saves, but SURPRISE here, it crashes on almost every autosave the game makes (aka entering zone, sleeping, waiting, fast traveling and leaving menu (after being there a long time - also affects merchants and crafting stations). Manual save works just fine. Hell, the game creates a WORKING autosave BEFORE it crashes, so I don't lose much, if any, progress, but it's annoying me to the point of wanting to destroy my computer since it happens literally on 80%+ autosaves. I've read some articles about it and the most say it's the fact that normal saves pause game (and therefore most scripts), while autosaves leave the game running. I've opened a normal save and an autosave to check for active scripts and this is it: NORMAL save: WIDeadBodyCleanupScript dunFolgunthurBossBattle WIDeadBodyCleanupScript - I find it weird that it has one script twice and one that should've been gone at least 2 days (as I'm in Ratway Warrens and Folgunthur's been cleared long ago... unless the script runs until I finish the Gauldur Amulet), but whatever - it's been crashing since Helgen anyway, that was before I stepped foot into Fulgunthur. AUTOSAVE (one of the ones immediately followed by CTD): XPMSEWeaponStyleScaleEffect mt_quest_npcframeworkscript WIDeadBodyCleanupScript dunFolgunthurBossBattle XPMSEWeaponStyleScaleEffect XPMSEWeaponStyleScaleEffect XPMSEWeaponStyleScaleEffect WIDeadBodyCleanupScript - which means nothing to me, except that XPMSE is probably not the cleanest mod. Also, both normal save and autosave have no orphaned scripts. Anyone got any insights?
  18. I wonder if any modder capable of making animations is still active these days... now that there is FNIS PCEA2 out, it should be a golden age of animation. Instead, there's nothing. Like EVERY gameplay overhaul adds new types of weapons, and they mostly can do well enough with classic 1handed/2handed animations, BUT there are two that are different - Battlestaff and Spear (Pike, Partisan or whatever else they're called by different overhauls). The closest I could get to a skilled staff user was installing Kick Bash animations, but I still hold and swing my battlestaff like any other 2hander. None of the animation mods I've seen so far would make it look any better. Because: - staff or spear is held around thirds of the total length. Any mod I've seen grips staff like a... well... baseball bat - for staff, you attack with both ends, not just one. Spear is a bit different from staff, as it can cut as well with one end... I suppose some 2handed animation mods could just barely be okay with a spear. I'd love to one day see battlestaff animation pack that would be ready to just plug into PCEA2 and activate ingame if you use a staff. Here's a video of fighting with staves for reference (tho most of the time they're just playing around with choreography, but they demonstrate plenty of attacks, idle stances, block stances, etc to make a complete pack of animations out of it)
  19. There are a few mods messing with this, like Morrowloot or Secrets of Steel, but I don't like going to such extremes (and also love some modded armors, which break these mods, or these mods break them). It's just bugging me that there is no kind of RPG-ish level progression in gear. Fur, Hide and Iron are absolute trash even at the absolute beginning, as you can already easily get Leather and Steel. And so on. So I'd propose this: lvl 1 - 15: Hide, Fur, Iron materials lvl 16 - 30: + Leather, Steel materials lvl 31 - 40: + Studded, Steelplate materials lvl 41 - 55: + Elven, Dwarven materials lvl 56 - 70: + Glass, Orcish materials lvl 71 - XY : + Daedric, Dragonbone or stretch them even further... and it's only a chance to spawn the better tier material. Not like every single bandit would be equipped with full glass armor as soon as you hit the level cap.. (and most importantly work with materials, so it would work for mods too) It would be the best if those level caps had only about 5% or less chance of spawning a random enemy with a tier higher piece. It kind of breaks you when you are level 3, walk out of Whiterun and at the barbar camps to the west of it you have a guy in full Dwarven or Vanguard (immersive armors) already. It's enough that you can grab steel Legion armor right in the tutorial (if you start game without Live another Life) Right now, in my Skyrim installation (with loads of armor/weapon mods, Perkus Maximus, remains of SkyRe modules that work with PerMa, etc), even though I set Uncapper to only give me 30% of the usual SkillUps to Level progression, I'm STILL leveling too fast to keep up with leveled lists, and I'll have to take up enchanting sooner or later. Hell, I'm wearing dragonbone material heavy armor already (which for some reason is still highly conductive as it made of metal, as per PerMa changes) on level 29, which is already kind of retarded.. thankfully due to other mods, I still have hard time fighting (it's kinda joke, I wanted to start as a wizard, but found it impossible as you run out of mana even if you mod it to start with 300, before you even kill a wolf, but said wolf can still 1hit you from full to death despite you having Stoneskin on you... whatever, now I'm all-purpose killing machine with heavy armor, 2h sword, longbow and an array of destruction, restoration and alteration spells...)
  20. yes I did (already wrote that in the post I think). I really think it's the issue with that leftover spine2 bone. Those pauldrons technically moved a bit - I tried moving one up and one down on Z axis, and they ended up both way above the character, distorted, but one was higher than the other by a bit (and the closer they got to body, the more distorted they became). If the model of the pauldron was not distorted by it, I may have been willing to try 100 times to find proper coordinates for it to fit, but being distorted like a screw, screw that.. I tried exporting the nif as obj and open it in newly installed Blender... but that turned out even 100x worse as I can't even figure out basics of Blender without watching X videos... the only 3D programs I've worked (a little) in were Rhino and SketchUp, so.... If not for my love of armor mashups, I'd give up on it all a long time ago..
  21. Hello guys! I'm trying to make some changes to Pauldrons _ Morrowind Style mod... I wanted to switch female draugr paulrons (which are ugly af) with the male ones.. which was a simple matter of overwriting files. But ingame, they are really too large and sit too high above the shoulders, so I tried to edit it with nifskope. The problem is, no matter what I try, at most I end up with a bit distorted (like a screw) pauldron that sits about a metre above my character's shoulder. I've tried simply editing the pauldron block's Z axis coordinate and applying. Same result. Then I tried using the scaling, and first scaled Z to 0.9, applied changes, changed Y to 0.9, applied. Same result. I'm starting to think the issue is somewhere else... like, the pauldron block actually contains one bone (or whatever it is.. it's named "Spine2"), so each time I do the scaling, I'm actually scaling that thing too. But I don't think I can separate the two in nifskope... do I need to get Blender or something and try in that?
  22. RESTORATION SCHOOL - 1handed casting heals target (on touch), dual casting heals user - Healing - elementary rank, heals minor wounds. Has no effect when used under 50% HP, otherwise heals to full over several seconds. Advancing in ranks increases mana cost and makes it heal to full faster. - Shrine Healing - advanced rank, heals major wounds (= even if you are bellow 50% HP). Heals to full over several seconds. Advancing in ranks increases mana cost and makes it heal to full faster. DETOXIFICATION SCHOOL - since poisons and diseases in skyrim aren't divided into categories, this is just going to be a single spell.. - Detoxification - elementary rank, clears poisons and diseases. 1handed casting detoxifies target on touch, dual casting detoxifies player. Has no additional ranks. BARRIER SCHOOL - Magic Shield - elementary rank, creates a magic shield around user while channeling. Absorbs up to X (flat) damage (physical or spell) per second, renewing each second (like a skyrim's ward). Advancing in ranks increases mana cost and absorb amount per second. - Anti-magic Barrier - saint rank, deploys an anti-magic barrier in target location for several seconds. Anyone inside it's radius can't use any spells. Advancing in ranks increases mana cost, duration and radius. SUMMONING SCHOOL - Summoning cannot be cast normally - as a magical circle must be drawn before attempting to do so, the player actually only learns to craft magical scrolls from books. And use those scrolls to cast summoning spells. - Summon Guardian Beast - summons random beast as your permanent guardian (until they die). Strenght ( = type) of the beast depends on your maximum mana, but spell itself uses only 10% of your maximum mana. - Summon Spirit - a group of spells that summons various helpful spirits temporarily (mana costs vary), to help you fight (combat spirits), shine in caves (Spirit of Light), etc. WARRIOR BALANCEMENT - as to not make mages superior in every possible way, warriors (or just anyone specializing in STAMINA) can "wear" Fighting Spirit: - Fighting Spirit - seasoned warriors (let's say any character that reaches 200 BASE Stamina pool = ignoring gains from enchanted items) gain a toggle power - option to "wear" Fighting Spirit (no visual effect), making their bodies more durable - ignoring 1/4 Stamina damage (which means that the very weakest Fighting Spirit will make wearer take 1/4*200 = 50 less damage from all sources - attacks that would do less damage than that obviously deal zero damage) - the more the wearer invests in Stamina, the less damage he takes. (basically you can walk into a wolf pack, take no damage from them and easily brush them off..) - obviously giving option to use Fighting Spirit to all humanoid characters as well... as to.. well... think twice about going to kill a dungeon boss who has let's say 400 stamina so he would ignore any attack bellow 100 damage, if your best attacks would maybe deal 110 damage if you're lucky.. it would take forever to kill him, and you'd be dead almost instantly if you can't use Fighting Spirit already as well.. - also, warriors are expected to temper their weapons a lot to get enough damage to penetrate enemy Fighting Spirits.. WANDS AND WAND CASTING SYSTEM - I'm guessing this cannot be done in Skyrim as you can't actually cast spell with a hand that actually holds an item, as it's the same slot.. but at least I'm gonna write it down anyways. - wands are weapons for mages. They aren't necessary for casting and they themselves can't cast anything, but they can amplify spells of various schools (that depends on the material used to create wand and it's magic stone). - basic wands are just small sticks, better "wands" are basically staves of same height as mages - base material used to create wand slightly decrease mana costs (let's say 2% per rank of material) - gem (and it's quality used) slightly increases damage of respective school of magic (let's say Ruby for fire, Sapphire for water, Diamond for air, Amethyst for earth, Emerald for restoration and Garnet for barrier, though it would be much better if there were enough stones of "mixed" colors that boost 2 schools at once..) - so one of the most powerful wands would for example reduce mana costs by 10% and increase damage of Earth and Water schools by 10% each.
  23. After reading through the epicness of Mushoku Tensei, I want to post some ideas here.. but I do know this would be a terrific amount of work if someone did want to make it.. - in the world of Mushoku Tensei, maximum mana capacity was thought to be determined upon birth, and cannot be altered. In addition to that, using magic required long incantations - the more powerful the spell, the longer was the incantation (therefore most mages were not really effective and most of the world just focused on swordsmanship). But it was discovered that maximum mana capacity could be extended by emptying mana reserves each day.. though for some reason this was only effective under the age of 10. (Same could be said for chantless casting - if the child did not grasp the principles behind chantless casting before the age of 10, it was impossible to learn later in life) To port it to Skyrim, I have these suggestions: MANA ISSUE - character starts with randomized amount of mana - let's say between 20 and 100, with higher being considerably rarer. - mana ONLY REGENERATES WHILE SLEEPING (~1/8 max mana per hour) - can no longer increase mana pool by investing into it when leveling up - mana capacity rises by expended amount each time character sleeps (this means if you have 50 mana capacity and go to sleep with 2 mana remaining, when you wake up, your maximum mana capacity will be 98 - if you slept long). To prevent potion/1hr sleep/cast/repeat loop, it would be best to only increase the capacity if you were sleeping for minimum of 8 continuous hours (=100% mana regenerated) UP TO CHARACTER LEVEL 10. Which essentially means that if you want to be a powerful mage, you'll need to practice (even without targets, as long as you expend as much mana as you can without hitting "rock bottom" - see effect bellow.. it's a math magic :D) as much as you can before reaching lvl 10. - effect: Mana Deprivation (optional effect, could be fun) : under 20% pulsating screen, under 10% halved movement speed, bellow 2% hair turns white temporarily (turns back over a few days), attempting to cast spell that WOULD put you bellow -5% mana makes character faint (which is instantly fatal when "enemies are nearby") =forced sleep for a couple of days - and turns hair color white permanently (unless you did just commit suicide by running OOM in fight) - to make the system a bit more realistic, it would be better not to use spell absorbtion effects or potions whatsoever, and ONLY regenerate it by sleeping. But we know players, they cheat anyways.. SPELL SYSTEM - spells are divided into schools: FireWaterEarthWindRestorationDetoxificationBarrierSummoning- spells are divided by their "difficulty" (read Mana cost) and area of effect into ranks: Elementary - very basic spellsIntermediate - more powerful spellsAdvanced - powerful spellsSaint - combined spells that affect large areaKing - same as saint, yet even stronger effect, capable of obliterating most common bosses in one shot, or affecting large areaEmperor - same as king, yet even stronger effect, capable of obliterating armiesGod - cannot be attained (they are simply too damn OP), as they are spells capable of erasing continents- since there are practically no "new" spells above Advanced rank, spells of higher ranks are refined versions of originals, or their combinations (= dual casting with different spells in each hand). - spells have a capacity to exceed their original rank by practicing them, so after practicing enough it's possible to fire spell you've learned as Intermediate rank with the power level (or mana cost, but generally power level) of Emperor rank. For example Rock Bullet (Intermediate) could become Rock Bullet rank 8 (Emperor) - ofc with power level of Emperor rank and appropriate huge mana cost. - using spells of power level beyond Saint would make game seem extremely easy, unless you play with mods throwing really hardcore enemies your way, making them far more numerous, smarter, or whatever else. So if anyone turns this into mods, I'd really advise playing a robed mage with extra low health, without tempering or enchanting gear. That way you'll be offensively a god, but defensively most likely dead after getting hit once or twice, to balance it somewhat... OBTAINING SPELLS - basic spells can be found in respective books - once character practices the spell 100-times, he will automatically learn enhanced variant (or a few of them, but original spells all stay in spellbook to allow even non-mages to use them), for example casting Rock Bullet 100 times grants Rock Bullet rank 2 - which would have just higher projectile speed/damage/manacost and Stone Cannon - which shoots much larger "bullet" with different effect - this time knocking back (on higher ranks ragdolling) targets hit. - advancing rank twice increases power rank (aka raising Elementary rank spell to rank 2 makes it equal to Intermediate spell in firepower. Raising Intermediate rank spell to rank 2 marks it as Advanced. etc. Not hard, it just takes a lot of practice shots (100) to increase spell's rank. OFC that means spells level up painfully slow at start while you still train your mana capacity. Also using rank 1 spell 200 times won't teach rank 3 spell. You have to use rank 1 100 times, then switch to newly learned rank 2 and use that another 100 times to get rank 3, and so on. No cheating! WATER SCHOOL - Water Ball - elementary rank, creates a ball of water and shoots it. Extinguishes fire (torches etc). Very low damage, slow projectile, slight stagger. Increase in Water Ball rank (by repeated use) increases mana cost (obviously), damage, projectile speed and stagger chance. When advancing Water Ball to Intermediate rank (let's say that would be Water Ball rank 2) you also get it's better variant: - Water Cannon - intermediate rank, basically just Water ball with a bit faster projectile and a large chance to stagger (or low chance to ragdoll). Increasing ranks further increases mana cost, damage, projectile speed and stagger chance - Water Shield - elementary rank, by channeling creates a barrier made of water that negates X% damage of fire spells of up to Advanced rank, ineffective on higher rank fire spells (functions like skyrim's Wards, but only to fire spells). (Optional effect - fire spell destroys Water shield and creates fog - optional because it would only blind you, as enemiy AI is stupid and ignores line of sight.. unless walking in fog also made you invisible). Increase in ranks increase. Advancing in ranks by usage increases fire damage reduction and increases cost. After let's say after advancing it to Advanced rank you learn a better version: - Water Wall - advanced rank, by channeling creates a wall of water in front of you that absorbs all damage from fire spells (after reaching absorbed threshold, water wall breaks into fog). Advancing in ranks increases absorb threshold and mana cost. (let's get to the actual point of water magic - aye, glorious ICE: ) - Ice Strike - elementary rank, creates an icicle and fires it. Relatively fast projectile spee. Contrary to basic ice spells in skyrim, this deals small damage and inflicts slight bleeding (unless target wears heavy armor) that stacks. Increasing in ranks increases the number of icicles created (cost = base cost*number of fragments, bleed stacks = number of icicles that hit target). After reaching Intermediate rank (Ice Strike rank 2), you also get a modified version: - Icicle Break - intermediate rank, returns to single icicle which in turns shatters in all directions upon impact (small radius AoE) and inflicts bleeding like a frag grenade. - Frost Nova - advanced rank, after short charging, temporarily freezes solid all targets (that are not immune to freezing, don't expect freezing Dragon or a Frost Atronach) in frontal cone, which is extremely effective when you're expecting to get overrun with fast small fries like wolf packs. Advancing in ranks shortens charging speed, increases mana cost, damage and freeze duration. After reaching Emperor rank grants modification: - Absolute Zero - emperor rank, instead of frontal cone it freezes everyone in radius, dealing very high damage (turning most "normal" enemies (wolves, humans etc, well most of which is not considered at least a "boss") into frozen corpses instantly), and also temporarily freezing Dragons (though they have mostly high enough magic resist to avoid most damage of it). Cannot advance further, as it's already emperor rank. (I was about to make Lightning cast by casting Cumulonimbus in both hands, but since Cumulonimbus does nothing but create rain clouds, it's kinda useless, so just Lightning: ) - Lightning - king rank, must be dual cast and takes a bit to charge. Can hit (and kill) player if used too close to himself. Charging creates rain clouds above targeted location, releasing fully charged spell makes lighting stike ground for very high damage. Advancing in ranks increases mana cost, damage and area hit. Ideal for long range sneak attacks against nesting dragons. Using Lightning for the first time teaches player: - Electric - saint rank, miniaturized version of Lighting - shoots weaker lighthing bolt from hand, which damages target and paralyzes it. Can bounce to nearby targets like chain lightning if the target is wearing metalic (or just Heavy for simplicity) armor. Can damage and kill user if used in close range and it bounces back. Advancing in ranks increases mana cost, damage and paralyze duration FIRE SCHOOL - as elementary fire spells are useful just for the likes of setting candles on fire, let's not use those - also, while fire is very effective against majority of enemies (unless you're fighting fish in water, flame atronachs or dragons), it's effects can not be contained too much and therefore there is very large chance of friendly fire or self-incineration from it's AoEs. Therefore DO NOT use in buildings and other enclosed places. Also vulnerable to interferences from wind magic (who likes getting flames blown back in your face?). Therefore highly double-edged school. - Fire Ball - intermediate rank - throws a small fireball. Flies fast, hurts a lot, sets target on fire and also deals AoE damage on impact. Increasing ranks increases AoE damage and radius. After reaching Saint rank player learns modification: - Flashover - saint rank - throws a fireball at a targeted place. Fire spreads like... well... wildfire (aka like a bigger version of oil casks in Draugr-filled dungeons). Useful for incinerating whole forests with the user still in it. Very dangerous to use. Also burns pretty long.. Throw far or run like hell. Advancing in ranks increases damage per second. - Flame Pillar - intermediate rank - conjures a flame pillar in target location, charring enemies close by (damage increased by proximity - most small fries won't survive crossing it directly). Pillar stays as long as you channel (pillar stays in the same place though). Advancing in ranks increases it's mana cost, size and damage. - Flame Slice - advanced rank melded magic - created by dual casting Fire Ball with Wind Slicer. Deals higher damage than Wind Slice and sets targets in it's line on fire. Behavior depends otherwise on rank of Wind Slicer. - Nuclear Explosion - god rank - created by dual casting two emperor ranked fire spells....... I'm just kidding. Who'd need to Annihilate whole city from a nearby mountain? :D Even Skyrim's engine wouldn't do anything with that kind of distance and power. WIND SCHOOL - deals physical damage rather than magical - here comes the lamest school of them all.. in terms of damage at least. - I really doubt it can be implemented to deflect fire spells by blowing wind, so the best use is already out I guess.. - Wind Slicer - intermediate rank - compresses air into a blade and launches it. Deals damage to targets in line, causing bleeding. Useful for narrow corridors in dungeons.. or it would, if only Draugr could bleed, right? Advancing in ranks increases mana cost, damage and bleed damage. - Wind Blast - elementary rank - fires a ball of compressed air to ram target. Deals very small damage and ragdolls very small animals (rabbits, chicken) and staggers small animals (wolves, skeevers, ...). Advancing in ranks increases mana cost, as well as making it ragdoll/stagger progressively bigger enemies like Advanced rank would stagger human bosses and ragdoll anything lesser.. Emperor would stagger dragon and ragdoll smaller. - Hurricane - saint rank - creates hurricane at target location for a couple of seconds. Gale winds would considerably slow enemy movement while passing through it and making it impossible to use fire spells inside it. Advancing in ranks increases mana cost, area of effect and duration. Can only be used outside. - Shockwave - saint rank - fires an omnidirectional shockwave, pushing everything away (FusRoDah). Deals very low damage, but there is always a possibility of fall damage AND getting those annoying small fries away from you! Also allowing "double jump" when cast in air (you push yourself away from ground with it). Advancing in ranks increases mana cost, radius and "second jump" strength. EARTH SCHOOL - this school just plays around with dirt/metals, so it deals physical damage rather than magical - Rock Bullet - intermediate rank - fires a small rock projectile shaped like a bullet. Has a chance of penetrating target(s). Advancing in ranks increases mana cost, damage and penetration chance and allows you to learn it's various modifications at advanced and emperor ranks: - Stone Cannon - advanced rank - larger variation or Rock Bullet. Cannot penetrate but has high chance to stagger (ragdoll on last ranks) foes. - Rock Cannonball - advanced rank - hollowed variation of Stone Cannon, on impact explodes into fragments, dealing AoE damage. Advancing in ranks increases mana cost, explosion damage and radius. - Railgun - emperor rank - high mana cost, fires compressed Rock Bullet (with projectile speed close to instant), with very high damage that penetrates targets in a line. At this speed armor is useless (ignores armor). Cannot advance further, as it's already emperor rank. - Earth Fortress - advanced rank - creates a stone obstacle for several seconds. Useful for blocking narrow passages for a while - like doors in dungeons - to allow you to get a slight break in fights. Advancing in ranks increases mana cost and duration.
  24. I couldn't use Vilja or Caerwinden because their custom voices were really bad/annoying for me. Sofia has a pretty good voice.. I mean, it's no Tricia Helfer, but Christine Slagman is pretty okay I guess. It's just that Requiem patch for Sofia broke down functionality of Sofia's affection meter so it's stuck at 10, but oh well, there must be some workaround.
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