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jefthereaper

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Everything posted by jefthereaper

  1. Basically trying to find some help on identifying a mod I found years ago (like before 2011 sucked up years of my life with Skyrim) Reason is that I remembered a mod that had a ward like spell for Oblivion, even before Skyrim came out. Up to now I thought I still had it in my mod folders, but apparently I must have deleted it a long time ago/lost it. I really want to check out this Oblivion mod again for various reasons, but can't remember anything but a few details. So I hope other people who might have used this mod or encountered it in the past might help me identifying it. what I remember is that it did not add a lot of new magic (just one or two spells, cleverly interwoven in a quite complex system) one of them looked like a multicolored beam, while the other looked a lot like a multicolored version of Skyrim's ward (can't recall it if it also worked the same, but it was a shield of some kind, but did not attach on the characters arm, but instead floated in front of you after casting) Another defining part about the mod was that it had a quest that described the spells as "secret" and "newly created" magic. meaning none of the NPC's in the game actually possessed this one (or two) spells. And the quest further elaborates that you can choose to either keep the magic all to yourself, or share it with the world. choosing the later would ensure that other mage NPC's in the game would eventually learn these spells too. (what was quite a big thing back in Oblivion when it came to modding) The harder part is I'm also sure I got the mod from just somewhere on the web, not the Nexus (just to complicate matters) But it was all in English, so don't worry about some obscure sites nobody ever heard about. I remember getting to the mod via a video on youtube (I can no longer find due to not even remembering what the name was) so at the time it would not have been such a obscure mod. Its very little info to go on, but I really hope somebody actually knows what mod this was, and where I can find it again. Much appreciated if you can inform me when you know what mod I'm talking about. EDIT: After many years I finally found it. "Duke Patricks Combat Magic II"
  2. Can't wait to finally get my hands on this! A shame the ini still needs to be edited tough, that pretty much confirms a lot of flaws are still going to be in the CK, hoping some stuff was fixed, or some new functions are added.
  3. Basically, I've been working on a mod for a long time, but at the moment I ended up at a minor barrier while trying to recreate past spells of earlier games. Mainly the problem falls to in what school of magic I should place these spells, so I was hoping by sharing and listening to the community here I could figure out where those spells would fit the best. Currently in Skyrim within the TES timeline, the magic schools have apparently completely abolished Mysticism and Thaumaturgy, while dividing the spells of those schools over the 5 left remaining. Alteration, Destruction, Illusion, Conjuration and Restoration. For most spells I've been recreating, the new category's are fairly obvious. Spells that increase your resistance to physical damage or magical damage are Alteration (altering the caster's/target's biology to resist a certain effect, similar to spells like Oakflesh for Physical damage) Spells that fortify any of your ability's are Restoration. Spells that *temporarily* damage a target's stats are Alteration (with the exception of a few spells that belong in Illusion instead) Spells that *permanently* damage your target's stats are Destruction type's of magic. (tough not direct physical damage, they do "destroy" specific parts of your enemy, like speed, strength or others) And spells that restore damaged stats on you or a target are for the Restoration type of magic. (if you were hit by a destruction based spell that reduced your stats, these spells will restore that damage) However, two types of spells are not that obvious to figure out. the Drain and Absorb types of spells. (In theory 3 types, there is also Leech, but its effect seems to constantly variate vastly over the games, so I'm trying to re-imagine that one a bit based on what it did in the past games) The problem with these spells is that they are far more complex compared to those above, a "Drain" spell drains a status from your target permanently, meaning it could be part of the Destruction school due to dealing permanent damage to the target's stats, BUT! A Drain spell that drains life, also heals you, so in theory it could also be part of the Restoration class. While a Drain spell that drain's a status like Strength could just as well make it a Alteration type of spell, as it transfer's the status to the caster. The "Absorb" types of spells are the same story, with the main difference being that these are only temporarily and not permanent. Even Bethesda seems clueless to where they need to place these spells as they have constantly changed schools over the course of the game series. I was hoping everyone reading this could share their opinion on where they think (and why) Drain and Absorb spells should be in the magic schools, to help me choose where they would fit. Alteration, Destruction or Restoration? Currently in my own eye's, Drain (permanent) seems fitting for Destruction (despite also healing the caster, it also harms the target permanently.) While Absorb (temporary) seems to fit in Alteration (temporarily altering the reality between the caster and target) Most ideal would be recreating most of the spells and dividing them over all 3 classes: Drain for Destruction, "draining" only 25-50% of the points of damage that are done. (so that the healing/fortifying aspect is only secondary, while damage is primary) Leech for Restoration, "draining" a equal amount that is done in damage, but doing a lot less damage then the drain spells from the Destruction class (but healing/fortifying more as well) Absorb for Alteration, "draining a equal amount that is done in damage, but every increase/decrease done is only temporarily (even health you gain or the opponent loses, but being able to do more damage then the Destruction version and Fortify more then the Restoration variants)
  4. Basically a simple mod for people who have the tools and knowledge. Recoloring the sign textures to the original colors for Yrden and Quen I mean the sign's icon's have the correct color for crying out laud, how did the developer's even miss this? Yrden's effects should be purple not red, while Quen should be orange, not blue. If anyone has the skill, tools and time to do this, please recolor those two sign's effects to the correct color and fix this bug. (I'm simply telling myself its a bug as I refuse to believe anyone would be dense enough to give those two signs the wrong color on purpose, especially considering the icon's have the correct colors)
  5. Functioning just like spell items, a set of items to summon (friendly) npc's to follow and fight for you (from the extend of a simple harpy, to daimon) just a mod for fun purposes.
  6. Dragon's dogma is fun and all, but at this point I just want to skip forced main quest clutter and skip ahead right towards the Grigory boss battle during the main quest. many reasons, one of them being that I was trying to record footage, my memory ended up being full, but the game (of course) automatically saved after the seneschald fight, so my save is now stuck at the part where he asks me to just strike him down, if I want to record this again, I need to do ALL that bull in new game again, all to get back to that point... -_-"
  7. Basically what the title said, really bothered me how most enemy's and bosses pose quite a challenge in the game, especially in the dark arisen dlc content, meanwhile the Seneschal at the end has a big air to him, yet no bite behind all the bark. Would be nice if he would attack more/use his special Seneschal powers a bit more and fight a little harder during the 3de phase of the fight. I mean Grigori was a amazing boss, the Seneschal looked even more promising, but ended up being easier then a dark souls tutorial.
  8. Pretty much what the title is saying the Mabari has been a faitfull companion from the first game on, and now we don't get one? I would suggest (if anyone has the skill and tools) to pretty much take the enemy Mabari's from the game, and make a new unique NPC that has the skin of the Mabari from the trespasser DLC (so the mabari won't look like a blighted mut) and pretty much make it a "spell/skill" that is unique to the Inquisitor's skilltree basically summoning a 5th party member (no visible health bars or anything, not needed in the first place) that will follow you around and fight alongside you, no dialog or event moments, just a simple combat companion you can summon and banish at will (like in dragon age 2, or like the mod "extra dog slot" from Dragon Age Origins) I mean I can't be the only one who really misses having a Mabari, Dragon age 2 has the best solution to the problem if you ask me, simply summoning the dog in your group, and if he "dies" (knocked out), you just summon him again.
  9. Would love a scematic for every armor and weapon really, I hate the fact that so many armor and weapons are "unique" or in other words, pretty much worthless scrap compared to the things I craft myself.
  10. Thanks, I actually found those mods the other day, Its really nice as its kinda dumb how Bioware did not just add them to regular drops in the main game (or at least not so rare) still wish the sigil's would be made a bit better tough, removing or reducing the negative effects a bit to make them more useful.
  11. Right now Sigils are pretty underwhelming, and after playing for a while I'm starting to think they also don't spawn unless you are in the trespasser DLC, so can somebody add the sigils to the main campaign? possibly being sold in shops or added to the list of items you can craft yourself making them a bit better would also be nice by reducing the negative effect by half, or even removing it completely (as right now sigil's are usually just not worth using, as the negative effect usually negates the positive effect completely) as a blunt example, the sigils are like having a armor that is so light it won't hinder your movements, but as a downside also has 0% armor rating (basically having the same effect as just not wearing any armor at all, making it pointless)
  12. As everyone might have noticed, most armor metal looks like plastic. if you take the full set of grey warden armor (for example on Blackwall) and and set all metal to silverite, you will clearly see the helmet has a texture pattern on it, to make it look more "metal" like, while the armor itself completely lacks any texture patterns, making it look brighter and plastic like compared to the helmet if somebody here has some experience with retexturing things in dragon age Inquisition, it would be really nice if you could add those texture lairs on all armor pieces (preferable those that match the helmet metal, as apparently Bioware did give most, if not all helmets a proper texture to the headgear metal, but forgot to add those to all metal on armor)
  13. basically what the title sais, I'm tired of Bioware's/EA's choice to split the game in single player and multiplayer, and keeping both parts completely seperated. I'm wondering if anyone is able to make all multiplayer characters available as companions in the single player campain (yes I know they won't talk and all that, but its just that having them in the team seems nice) (perhaps also if possible add a mabari warhound, I mean who here does not miss that adorable pup you get to drag around all over the game like in DA Origins and 2? I really miss that in Inquisition.)
  14. Nevermind, I found somebody who was willing to make the mod for anyone else who came here looking for a mod that fixes the focus from knight enchanter and necromancer, here's the link to that amazing guy http://www.nexusmods.com/dragonageinquisition/mods/1236/?
  15. a simple request basically I'm sure every mage by now has noticed the bug that Bioware/EA is just not fixing. That the knight enchanter who uses space and time magic, uses Resurgence as focus, that heals party members and revives KO'd party members while the Necromancer who specialises in using the spirits to bring back dead, uses Haste to slow down time even the colour pattern of the spells obviously shows those 2 skills are supposedly meant for the other. I would really like it if somebody can switch those around (for both party members as the inquisitor skill tree) -------------------------------------------------------------------------------------------------------------------------------------------- aside from that it would also be nice if somebody could "fix" the necromancer minion by changing the way it looks (in past DA games necromancy is just a spirit taking over the body of a defeated enemy, so I'm just asking somebody to change the visuals of the minion so they are no longer transparent, but instead remain looking as they do, but keep the strange blue aura/glowing eyes) basically making it visual as if the spirit takes OVER the body of the one you kill, rather then the spirit mimicking the fallen enemy same for the special skill that lets the necromancer "revive" after being killed by being taken over by a spirit (main reason to ask for this fix is that basically the spirit skill makes no sense lore-wise and visually they mucked up to as there is no corpse if the spirit "mimic"s the dead enemy, leave alone if the spirit dies, there is suddenly a corpse of a spirit on the map, what makes no sense whatsoever.
  16. Basically what the title sais, making current incomplete armor or weapon sets complete (for example the abyssial set, giving you also some pants, a helmet and a cape) or also adding a short, long and magical bow for the Ur dragon rewards (unique holy based bows, as there are no bow drops for the ur dragon) and completing various other sets of weapons and armor that are currently incomplete.
  17. No not really, most skills that are the "center" of the class should remain restricted to the class themselves (the strongest spells like bolide should remain sorcerer only, but stuff like miasma and necromancy should be shared among the other staff wielding classes IF they were unlocked in your sorcerer class) basically every smaller skill should be shared, but skills that make the class what they are should remain restricted I mainly came with the idea after noticing how little skills the warrior class has, even tough a lot of skills from the fighter class could virtually work for it to, along with some other skills from the assassin class (like the fast run skill that makes you dash forward like a madman, as a warrior has no air skills, having good mobility would be a blessing) along with that the sorcerer (like in any other game) is kinda low on dark skills, as game dev's seem to think that dark skills are a big no no for hero's for some reason, it would be nice to be a sorcerer with a full set of dark skills, high grapnle included, or the magic archer's shadowshackle.
  18. Basically the idea is that if, for example: you play as a mystic knight and you unlock the Sopor/High Sopor spell for the staff weapon, that this spell will also be available in all other classes that have a staff (even tough you cannot learn the spell in those other classes, if unlocked in mystic knight, it will be available in all other staff wielding classes) making it a lot more rewarding to unlock all classes as some skills carry over from one weapon to another, meaning every class contributes a little towards your final choice. if possible (with time) it would also be nice if skills from similar weapons would carry over as well (short-bow and longbow skills, sword+shield skills for 2-handed weapons) like doing backhand slaps (without a shield) if you are wielding a 2 handed sword, or using High grapnle with a arch-stave instead of a staff. (with the exception of some skills from the hybrid classes (magic archer, mystic knight and assassin) some of those should stay restricted to that class alone as they are the embodiment of that class.
  19. Agreed to this to, I had my follower's carrying a lantern until I found out quite fast a follower with a lantern is as effective as a child's nightlight while my lantern was a blazing beacon in the night. Kinda annoying.
  20. I agree with just having no limit at all, when you reach level 200 the fights in-between area's become kinda pointless unless you need materials, (and with the tidlewave of money you get by that point you can buy enough portacrystal's to place one at every major quest location) when you reach that kinda level you deserve to insta teleport to every location as you have backtracked enough for one lifetime.
  21. Totally agree on this, its a shame the warrior only has 3 slots available, If possible it would also be neat if the warrior would "block" while holding down the secondary skill set button (like the fighter and mystic knight do with there shield) tough obviously the warrior's blocking should only reduce the damage by a %, as he/she's blocking with a thin weapon, not a shield wall.
  22. I don't think anyone still has it, even so, its a bad idea all the same. Making a mod to give a torch dynamic shadows is super easy, but the Skyrim game engine is not that big on lighting effects. (tried this myself) the game only tolerates x amounts of lights it can generate in one area. Light sources with shadows make you able to use even less lights in the same area. usually this courses one or both light sources to glitch, disabling the light on the ground or your character. It does not break the game, but its VERY annoying and immersion breaking. Nexus most likely has other mods for torches to cast shadows (just type "torch" and "shadow" in the search box and I'm sure something shows up) But I can't recommend it as (unfortunately) the game engine just can't handle it, most likely why Skyrim has no real dark nights or dungeons, as the system can't deal with enough light sources.
  23. I've been looking around to alter some textures of the HUD from Skyrim and up to now many people told me I needed special programs to Mod the HUD itself, but I was wondering, are the textures for the HUD themselves not located somewhere in the regular files? All I need to do is make them blank so they are still present in the Hud, but invisible to the player's eye. so I don't need to change anything to the way the HUD works, but only turn the texture invisible/alter it. Problem Is I can't find it anywhere, so I was hoping if somebody knew where I could find them, hopefully without needing some special program to alter them. Mainly the idea is to make the enemy's red dot in the HUD compass and the Quest Marker's invisible (transparent) so the game will still acknowledged they exist (for npc's and things like clairvoyance to still work properly) but just become invisible to the player's eye.
  24. I was thinking about that at some point but it made no sense to me considering this line origionally said kmyQuest.CallDragon(dragon, marker1, marker2) meaning the origional script/quest should be named "CallDragon" but the quest itself is called MQCallDragon and the script is called MQCallDragonScript, I've not found a script or quest that's literally named "CallDragon" so It makes no sense to me that its a reference to one of both, unless the script I am working on would have a property setting for the kmyquest, but there is no property setting for it ether, meaning the name literally has to be "calldragon" so I don't really get how this is working. EDIT: Never mind! thank you for telling me, I just noticed along the way some part of the script seemed to have gotten lost/erased during the remaking, the reference for the KmyQuest is missing, so obviously it won't recodnize it no mater what I call it *facepalm* It used to be part of another fragment but I recall deleting it by acident, I restored it but it seems the piece of script that was attached to it was errased and thus not restored after that. thank you for the help people :smile:
  25. yeah I know that part, but the problem is I can't figure out what "kmyquest" is supposed to be, I just copied it form the origional Odahviing script, but I have no idea what kind of property it is, I tried making it a quest property but it was outright rejected by the script, and wiki is not doing my any good ether as wiki nor script tutorials have a list of possible property's)
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