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About Devalut

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conveyor belt is moving but the products not
Devalut replied to Wiwion's topic in Fallout 4's Discussion
I have this same problem Post your mod list maybe we have a double mod -
Hi I've recently gone back into skyrim and I've always wanted to get a damage absorbing spell that essentially extends the caster's life by X amount; however, I've been stumped to find almost none exist, or hide under names I have not seen. For those who've never played starcraft, "provides an additional health bar that must be destroyed before the target will take any damage." So my question is towards scripting difficulty, and whether or not I should bother in the first place. The aspects would be - a variable that can be based off of stats like a skill or magicka amount. - it blocks all forms of damage or certain types (i.e. magic/ranged/melee) - if the incoming damage exceeds the targets health but not the shield they will not die - if the incoming damage exceeds the targets shield but not their health the damage will simply be subtracted from the remaining shield INB4 "USE WARDS"
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- shield
- absorb damage
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Easy peasy, you throw a grenade it spawns a turret, small size to avoid blocking things, explodes after a minute or can be picked up. base it off of couriers level. Don't care much for modeling since there is a working turret model already, but the functions and ease of use within the game would be more satisfying.
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Good idea! Bathing your weapon in souls of fallen enemies that boosts it! Or maybe make it complete overhaul for durability & weapon/armor creation? - hitting hard stuff (shields, rocks, & doors) will have a negative effect - Killing lich's, hagravens, or misc magical creatures will give it either a small enchantment, or a small curse? Enchantments can be cultivated and improved at high level enchanters. -This is a rare thing for a enchantment to "appear" so cost is high and this is not an alternative for enchanting; BUT, it is a perk if you stick with a particular weapon/armor. Removing the enchantment is to simply go to a shrine and select remove enchantment/curse -maybe some curses will require a quest? (kill x here or acquire lost y there) - or even the curses could become double edged, if you take the easy way out by simple slapping some random magical gunk all over it? (taproot sap). -maybe enchantments also get a quest that significantly boost it (ex kill a dragon)
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As the title says, I accidentally set the editor to a broken program and now I don't know how to set it to a different one. Editing preferences shows no source to editors, and right clicking on scripts within CK simple says "OPEN IN EXTERNAL EDITOR" which opens the one I set it to that is broken. Among other options that do not edit the target program. Would gravely appreciate if someone could point me in the right direction.
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Not in the general sense of removing it from the game, just the part when Drawing a bow makes you stagger randomly. I can't aim without staggering, I might as well be stunned.
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LE Detection through closed rooms - Aka PSYCHIC enemies
Devalut posted a topic in Skyrim's Mod Ideas
The most annoying thing and immersion breaking aspect of skyrim is the fact that in a cave applying a oakflesh or making a bound weapon alerts every denizin inside. as well as creatures that INSTANTLY know your location and are in combat mode! is there no mod that removes this? -
Hello! I came to suggest a mod that allows scaling for summoned units! Or perhaps if I'm completely in the wrong and one does exist. Anywho, it goes simply like this, the higher your conjuration the stronger the summon. I found the idea of boosting the duration quite silly, why would I need a level one summon to last ten minutes when it takes less than a second to die? Fights lasts seconds not minutes, The summon is there to buy me time, or if I'm using a necromancer it may be the exact weapon of the fight! When you first purchase a summon spell, and use it, it's stained onto that level that it is set to, i.e. a novice conjuration spell will do Novice damage. That means late game it will be nothing more than a dust bunny compared the the raw power of a high level enemy. What should we do? Buy higher level spells, and this is the same solution for every level. Buying the NEXT best spell is pointless and silly, yes costlier conjuration spells have spell casting Lich's and weapon immune ghosts, but the image of sending a strong skeleton or Wolf into the fray is just a darn aesthetic and I'm terrible at trying to find the NEXT conjuration spell. So overall, the higher the conjuration the stronger the: -Damage -Health -Mana -Stamina Diversity among the few, Maybe spell casters get better spells, and undead might spawn in with an additional buddy. While skeletons just get better weapons and armor. Please no perks! (Unless they work with SKYRE.) Thanks very much for reading.
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- conjuration scaling
- summoned unit
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As the name implies the ward would be concave, therefor when magic (or arrows with proper perks) hit the ward the ward will close on it and hold it in place allowing you to keep holding it to gather more damaging spell, or release it to launch the magic elsewhere! But of course there wouldn't be unlimited gathering, the ward still goes off of it's health and will be destroyed if too much damage is dealt to the ward! Also if you use one ward to block two types of magic it will reset it's element but keep the damage. Alternate wards will consume the magic to either magicka or health if released! (instead of firing back) New enchantments!: Spell magnetism, recently captured spells are poured into a weapon with this enchantment! I.E. You consume a fire bolt that dealt 10 damage, you blocked with the concave ward it is instantly consumed into the weapon for a one hit elemental attack modifier. (Enchanted armors would do the same but as a one time watered down aoe that activates when struck.[i.e. you are hit with paralyze, once struck you paralyze enemies nearby for smaller amount.]) (enchanted shields would create a line blast of the effect in the direction when you bash.) A master version of the ward might be able to hold multiple elements and act as a charged instant cast! (I.E. you absorb five firebolts, you can now cast five fire bolts of the same damage without charging them up! but you are without your ward until they are depleted.)
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Well gentlemen, ladies, what levels of runes do we have? Aoe And more aoe The difference? Types of damage But what if you could make a rune your own? Set up a hallway with multiple spells that wreak havoc at unsuspecting opponents? Well bioshock 2 already had this idea, but we could go farther with it! Much like bioshock's cyclone trap, runes would work the same but with a base rune that grows in power and diversity depending on what you cast on it. This brings into the game a number of runes that will allow you to customize your own traps that suit your situation: 1) Basis Rune: This acts as the staple to rune creation, casting any spell on it will change it accordingly; however, direction plays a major role! - placing a rune on the ground and casting flames at it will make the rune that deals three times as much damage as flames (almost as if you casted flames at them for three seconds) - Doing the same as last time but placing it on the ceiling or walls will cast flames from the rune as if you were there casting it (for a total of three seconds!) - Fire bolt will do even more damage than flames but when cast on the ceiling or wall it will cast a fire bolt in the opposite direction (Fireball will do the same, much stronger if placed on the ground.) - Basis rune also marks the target for 3 seconds with detect life on that single target allowing you to know which trap has been set off! -all matters of magic schools will be similar to the examples with fire magic. IMPORTANT: Basis rune also can be a chain reaction spell, casting basis rune over and over on different places will cause the first rune to trigger the rest instantly So in a sense you could very well have a pressure plate type rune that casts a fire ball! IMPORTANT 2: Basis runes with no spells attached can be triggered by you! 2)Conjure runes: Casting a summon spell such as flame or frost or any of your choosing will spawn that very creature at that location causing the summoned unit to target the victim your sprung it. However! These summons are bound by the magic you drew on the surface therefore they will appear hostile but last for only a quarter of their time or half your conjuration level if it's a permanent summon 3) Alchemical runes: (but really just basis rune!) These require a little more time prep! - placing a potion or even poison and casting basis rune on it will consume the potion/poison into the rune causing those to pass over it to take it's effects in an aoe. - This is useful for spreading potion effects on your allies that you don't have the spells for! - Casting this on the walls or ceiling will shoot a dart loaded with it's poison/potion effect! Runes will also have a new way of being used, there is no limit to how many runes, however each additional rune currently out deducts 5 maximum magicka from your base pool, and this stacks multiple. (i.e. having five runes will deduct 75 magicka from your base pool) However you will not need to worry about runes sapping your magicka as leaving the cell or casting rune consumption will remove previous placed runes SO GO OUT THERE AND START RUNE'EN THE PLACE
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Spells suck, how do we fix them? Take a look at a mage for a second, no look past the pointy hat and silly boots, look in his inventory... Robes - okay that's standard some enchanted ring that does diddly for his magic costs... *yawn* . . . What the hell is this? A weapon? A mace? A KNIFE? You gunna make the nice bandit a sandwich while he slashes your jimmies off? Why aren't you using a staff! Oh staffs are just vanilla spells that fall off quickly... So then essentially you're screwed late game bub. lame, I thought wizards are supposed to be equally feared counterparts to a iron clad knight with a 2x4 pieces of metal. But NOOOOOOO WELL GUESS WHAT YOU NEED SPARKY! A brand new magical tome! (and or catalyst or cursed object!) Have this as your off hand and use it like you would a weapon! However it adds a level of Unique effects when taking up a precious slot as your off hand! The benefits include: - a handy melee range spell, NOT VANILLA SPELL - a FLAT boost to magic damage, slight boost to DOT spells like the starting spells - a unique Perk like augment to a spell class or specific spells! (Burning your targets last longer! or Using frost magic on targets with zero stamina has a chance to freeze them solid!) Of course books are boring by themselves, we need something beyond one gimmick, WE NEED THREE OR MORE GIMMICKS! CATALYSTS Much like the tomes these come in the many flavors that match your character! But these offer a much more specific role in terms of benefits and require something different than mana to fuel there terrible power. These range from powerful Aoe abilities! - Cryptic gaze! Freeze all in a cone for a short time! To even situational stat boosts! - Blood Oath! Running out of mana causes your body to fuel your magic! instantly taking half of your current health to refill your mana! To item gathering! - Soul crystallization! Creates soul gem fragments in your inventory and creates an appropriate soul gem for the the number of soul fragments you have (I.E. Killing petty soul creatures with create small numbers of fragments, and when the number is reached a petty soul gem is created!) But these powers don't come for free! NO, THAT BE TO EASY! These Relics drain souls much like a soul gem would, without the need of soul trapping! but at a very slow rate, not to mention it can't absorb soul trapped targets! Also I forgot to mention, Highly powerful abilities require full power! well that's it, right? . . . Oh yeah THREE GIMMICKS! You go into a dungeon and trip over shriveled preserved warrior raisins that want to use your flesh for a new leather comforter. Whack, slash, burn, and you get to some chest with a fancy enchanted item that everyone and their mother's cat has. Whoop dee doo This is wrong! YOU ARE IN AN ANCIENT DUNGEON WITH SPIDERS AND FLIPPIN WALKIN CORPSES, IT'S TIME THE ITEMS START ACTING LIKE ONE. Yah see sparky, they are guarding not only some fancy wall with some chicken scratch, they guarding some fine booty, but not just any old booty, cursed booty. CURSED OBJECTS These ranged to highly powerful enchanted items that go beyond your petty "Enchanting" as you living folk managed to mumbled together. PAH!, ENCHANTING, no we need some evil stuff mixed with powerful ancient magic that we don't understand on this iron hatchet. The enchantments are rivaled with the tomes & catalysts, and you very well might find a cursed tome or catalyst, which is all the better to search for them! a small taste of cursed effects: - Blood seeker! expending stamina for swings, blocks, & firing arrows consume half as much health as the consumed stamina - Cracked shell! Armor rating is reduced by half - Arcane void! Positive spells are 50% less effective in terms of power and duration But that doesn't mean the few mentions of effects are all to see. Only we can fix Beth's or bedasda or w/e the hell you spell it. Only we can fix their boring system, so get clicking and thanks very much for taking the time to read this! READ GOOD, "TL;DR" BAD.
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Just a simple recipe for the daedra heart: 1)Four human hearts 2)One Horror Shard [NEW ITEM (if possible)] (created as an after math in next recipe) For the gem frag. 1)One troll skull (keeps the mixture intact and crumbles away in the intense heat of the smelter, also a use for the pitiful things!) 2)Three bonemeal 3)Two Nightshade 4)One Taproot 5)black soul gem 20 fragments are created as well as two Horror Shards
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I've seen many ammo restricting mods, I have a few myself, but what makes it silly is the amount of guns you can acquire from going out and killing things! Going through the wasteland you will find one of many things on enemies you kill, a major chunk of these enemies will have guns, ammo, and even more weapons. That's bonkers, No we're in a post apocalyptic world with little to no production of guns except for a handful of people who have barely an notion as to what it was originally going to be! Guns are now RARE, as in maybe one in five people will have it, Major factions are still the same, but their guns are are on the verge of breaking. Clusters of bandits will no longer have four laser rifles, a missile launcher, and a nine frag grenades between them. Guns also come in nearly broken condition, making weapon repair kits and repairing with similar weapons a godsend. Energy weapons are advanced technology that is beyond 90% of the wasteland, any schematics or supplies containing these relics of the old world are treasures themselves. Energy weapons also are afflicted with even more worse for wear conditions upon finding them. My wish is that not only ammo is rare, but weapons too! (And this is not to reduce conditions of weapons, just to reduce the starting conditions of weapons and make them rare!)
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Running out of caps? Down to your last box of bullets? Well then get the Piggy bank Shot! With this perk it unlocks a strange mystical occurrence of the piggy bank headed enemies! Or just a 5% chance when dealing a fatal blow (which also happens to be a head shot) you'll notice a sparkling fountain of something other than gross bits of brain and bone! Currency! That's right you can get a number of caps, bills, or legion coins based on your level! This doesn't mean you'll be finding this on the body of the target, but the ground around your target, the currency will literally BURST out of their head when it happens! also you won't have to worry about picking up 100 pieces off the ground, only nine or fifteen will be present with stacks on each of the individuals
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I found vats to be horrifyingly overpowered in almost all aspects, the fact it PAUSES the game, the panic to constantly dote on it when something comes to surprise me, and lastly the disappointment's when a gun fight gets turned into a slaughter because I shot everyone. Vats was boring, it paused the game, ruin the immersion and was a god effect only given to the player! Basically spread out the damage for VATS, I.E. if you vats one target, you'll deal 120% damage, while two targets will result in 60% damage each(and so on and so forth)! Also for added effect and to ensure that vats isn't trashed, the shots between targets are INSTANT! The damage pool would be in displayed, actively subtracting itself for each target Also vats is used for EVERY first encounter, lets add some diversity and risk/reward flow: VATS is damaging to weapons!, weapons can't handle the speed in which VATS caused the player to fire, when using VATS your weapon's condition is reduced as if it were being fired 3x per VATS target! Also adds three perks! Focused sensors - When targeting only one enemy in VATS, the damage pool is increased by 30% (The bonus is lost when selecting additional targets!) [THREE RANKS ] Ochlophobia - You're terrified of large crowds, therefore VATS dmg pool is increased by + (5/10/15) percentile per additional targets. (I.E. hitting two targets would initially give you 60% damage between the two, but with Ochlophobia it turns into 70% damage for each! When targeting three targets it normally gets to 40%, with SD it becomes 65%! higher levels are DEVASTATING to multiple targets!) Sociopath - You've shot too many people to remember their faces, now you've forgotten how much ap you used to kill them! When using VATS your ap usage per additional target is reduced by 20% (max -60% cost) Closing note: I understand this is a bastardization of the classic fallout VATS system, but times have changed, fallout 3 and NV are no longer turn based! With these changes, VATS will still be useful, very deadly against single targets, and with the perks manageable with multiple units! ADDITIONAL NOTES: The instant factor of the Revamped VATS does not slow down enemy units, therefore your reload time is very deadly! Be sure you have enough ammo for each target!