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cajofor

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  1. I tried looking for this in the Nexus files with "attribute", "epic" and "level" strings, but couldn't find the mod I want to go with AV Uncappers, so here is what I'm looking for, in case someone knows it, or could make it if it doesn't exist: Attributes(strength, endurance, speed, etc.) that go beyond 100 could get some gameplay alterations. I was thinking mostly about "slowing time" in combat depending on how much Speed you have over 100, so that you don't get penalized for having too much speed, which hinders your controls. That being said, if higher strength makes you damage your weapons more like it did in Morrowind, it would be only fair that the damage bonus per point of strength beyond 100 be higher, and also apply to bows. Agility over 100 could maybe increase your critical chance. Personality could have a slight percent decrease in (non-violent crime) bounty every 10 levels, and at certain values you make hostile outdoors NPCs neutral(preferably until you enter their dungeon) depending on their level and affiliation(marauders being the easiest, then bandits, conjurers and finally necromancers). I'll try to think of bonuses for the other attributes. If something like this(even if just for speed) already exists, please point me to it, and thanks in advance for the time.
  2. Thanks! That mod is simply amazing! Though I'm not sure if it also scales Sneak multiplier by level, I can still make it increase as I level up.
  3. In Oblivion, the Sneak Attack multiplier increased with the Sneak skill level, which was most apparent if you had an Actor Value unlocker mod, as I did. Well, in Skyrim, at least for now, even if you get 500 Sneak, you won't do more times damage than someone with about level 50 Sneak. I never liked those mods that simply raise a specific multiplier from the start, or just raise the perk multiplier. I think it would make sense that, when you learn to hide better, and get used to it, you get experienced in handling enemies' anatomy, you get less distracted and think quicker about where to strike, you are less worried about being found out before striking, and you have a firmer hand to "close the deal". So, if someone could make: 1) The Sneak Attack perks Multiply the "base" multiplier to reach the vanilla multipliers at about level 70; 2) The "base" Sneak Attack multipliers scale with the player's Sneak Skill(in a progression that could take advantage of Uncappers); 3) The player eventually reach a "Sniper" level multiplier for bows, or a "Coup de Grace" level multiplier for Daggers; That would be awesome, and I think many "Sneaky" players would also like it very much. Thanks to anyone that can take this up.
  4. I just want to share an idea I had(since I can't contribute with anything other than ideas right now) for a mod for Skyrim. I don't know how it could be done, but I liked the Active Skills from ESO, and I think it would be awesome for Skyrim to have its own(instead of spells that try to imitate some of them), some spending magicka, others spending stamina. The SmartCast mod by NeoRunek might give some directions to associating specific powers to hotkeys(via Inventory), if the author doesn't mind. Some Active Skills that would be nice to have, for example, would be: For the Block skill: one where you stop being able to move for the duration, but you provoke enemies(protecting your followers), become invulnerable to damage and have a chance to stagger attackers, and maybe also an area skill to turn the enemies attention to you(also to protect followers that tend to jump on the enemie's swords); For the Archery skill: a Sniping active skill that temporarily increases the arrow speed of the next x shots(where x is the level of the active skill) and grants an even higher version of Steady Hand and Eagle Eye, and a Quick Shot skill that drastically shortens the bow drawing animation and time, but randomizes the trajectory within a certain angle, so it isn't very effective on far away targets; For melee weapons: each skill would have its own Special(stronger than any power attack, but taking longer and spending a lot more stamina), and its own "pull", forcing the enemy closer to you; For Sneak, there would be a Shadow Strike(only usable when sneaking and undetected, and transporting you behind the target to attack with 200% critical), and a "Hostage" skill, that either redirects damage done to you to be dealt on the target instead, or forces the target's position to be in front of you, facing the same direction(human shield position); Light Armor would just have a "Slow Time" effect to make dodging easier, and Heavy Armor would have an effect to increase stat(Health, Stamina and Magicka) regeneration while not walking or running. Thanks a lot to anyone who reads this, and much more to those that give feedback, suggestions, or decide to take up any part of this.
  5. I think it would be better to get a lesser power(shout slot) that uses a scripted magic effect that uses an "Event onEffectStart"(or however you write it) that checks "If akCaster getitemCount(Gold) >= 10000 akCaster.RemoveItem(Gold) 10000 akTarget.DamageHealth <Mag>" Where <Mag> would be the magnitude, A.K.A., Massive damage. I'm not entirely enlightened on how to make it seamless, I don't know how to export plug-ins, and I don't have the CK, but if this helps someone accomplish your request, then it's enough for me. Sorry about not being able to make it for you, and good luck.
  6. EDIT: Instead of using the Perk Tree, it might be better to use the MCM, and make the level requirement configurable(using 100 as general minimum, and 150 as minimum for the top perk, going up to 500). Still very interested in possible ideas, or concept corrections for these suggestions. Also, I guess the custom animations only applying under certain conditions is beyond Skyrim... Ok, so here is the problem: Even if you get the Community Uncapper to increase your skill level limit, you get very slightly more powerful for those levels, and you don't gain any new abilities. Now, there are some mods that make some perks require more than level 100, but those have 2 problem for me: they change the skill tree completely, and they make a level 100 character weaker(against the world) than their vanilla counterpart vanilla, instead of making the level 101+ skill even more awesome. And here is what I thought, that might remedy this, at least slightly: You get all the vanilla perks up to skill level 100, ok. Then, you unlock perks in the skill tree that require even higher levels. Weapon skills get "Style" perks that change the weapon animations while you have the perk, and ASPD(attack speed) perks, that increase attack speed(duh). Armor skills get no-helmet perks(one perk for each tree that makes the "full set" perks not require helmets). Light Armor gets a perk that increases Movement Speed while not wearing Heavy Armor, as well as gets a perk line for unarmored combat(including unlocking the previous perks to work as long as there is no Heavy Armor). Heavy Armor gets a Carry Weight perk, Health, Stamina and Magicka regeneration increases, and Power Attack damage increase(since you put more weight into them). Sneak gets a cool feature: drastically decreases the detection range while (non-sneak)walking, and makes the crime detection range even shorter than the sneak mode(since you don't seem nearly as suspicious). Also, a Blink-like power(preferably draining stamina per use) called Shadow Step, and then another like the "Teleport Strike" from ESO, but using and actual strike, called Shadow Strike(or Hazy Ambush). The most obvious change there might be for Magic Skills would be being able to cast one-hand spells with the shout button, and two hand spells with only one hand(copies of the spells you know, instead of replacers). That being said, it might be nice to make some new spells that are only accessible to those above level 100 in the skill, like huge area spells for Restoration and Destruction, teleportation for Conjuration(instead of making portals linking Nirn to Oblivion, you make portals linking different points in Nirn), domination for Illusion, and physical enhancement for Alteration(increased jump, run speed, etc). Above 100 Lockpicking, it might be nice to finally have powers at the level Mercer had with the Skeleton Key, and then some. First you get to disarm more kinds of traps, then you learn to unlock dragon claw doors, then you get a Dimension Chest perk, that gives you an inventory item that brings up a container when activated, at the highest perk level you get a Dimension Escape, that takes you to an isolated cell and back. Above 100 Pickpocket you get to steal from non-NPC actors(like beasts) and get some of their items(pelts from giants, gold and jewelry from beasts that have them), then steal spells, and finally, their hearts(literally). With Alchemy, it might be nice to be able to process ingredients into versions with a higher potency, and at higher levels, make an extract(make an ingredient with only one effect, at even higher potency, costing 2 or 3 of the same ingredient, but allowing to select the desired effect), that can be used by itself to make a potion or poison. I can't think of any more ideas right now, but I would love to see more suggestions(be it a new idea, a way to make these feasible, or another idea that would be more doable). If you decide to take this up, I would love to help plan the features, though I can't handle anything else in modding, other than ideas themselves.
  7. There is one mod I used once that uses a MGEF on self to release an expanding projectile(like Ice Storm) and expend Magicka when shooting arrows, but that is awfully limited, and has a very short reach. Since Arcane Archers from D&D(first ones I ever heard about) don't imbue on-the-fly, but instead prepare the arrows with a very simple ritual, and since I'm looking for the triggering of the spell on the spot the arrow lands(even if it would normally go arond the caster, like Master Destruction spells), it would be much more simple to have the script attached to the arrows themselves, since there are already arrow-on-terrain effects out there. If I find that mod I used once, I'll edit this answer to include the link or the name, so you can take a look for yourself. It changes a perk tree, though, so it has a high chance for incompatibilities.
  8. I actually was insterested in using this kind of script to add an item that comes with the same mod(I'm working on making it), can plugin item forms also be linked to those properties? If it can, does it get the right item even if you change the load order(considering it's a custom spell)? PS: It's an Arcane Archery mod that will need a huge bit of repetition, and I'll need to be on vacation before starting on it, so if anyone wants to take up the "project", I would gladly share the idea and what I know so far, no credit needed as long as I can play it(I still need to learn to upload plugins anyway).
  9. Hi, I've had an issue with the "Arcane Archery" mods out there, because you can be an "Arcane Archer" without EVER using a single spell, you just make the right(yet limited) arrows at the FORGE(no magic involved whatsoever, you're more of a <al>chemical engineer than an Arcane Archer at this point). I FINALLY thought of a way to remedy that, and would love if someone could actually make it possible(I know where to find the codes for this, I just don't know how to recognize them, and don't have the CK). You just need a bity of patchwork. First, you learn the script to trigger effects when an arrow hits anything(not limited to actors, just like the arrows of these "Arcane Archery" mods). Then you make a "copy" of the vanilla arrows(Iron through Daedric) for each non-self, non-concentration spell(Mage Armor, self-healing and Flames are out). These arrows should trigger the spell as though it hit the point the arrow landed(maybe make it as if the spell were cast from and to the place the arrow landed?), so that any summon, blast or trap-triggering the spell would cause is done at the place the arrow hits(summoned creatures should still be linked to the player). Then you just need to make an "Imbue Arrow" spell for each of the spells added to these new arrows. And this is where the beauty of it comes: The "Imbue Arrow:<spell name>" spell costs as much as the "<spell name>" spell, and uses the "Transmute Mineral Ore" code to replace a standard arrow with the appropriate "<spell name> arrow". But instead of prioritizing among two options(silver to gold or iron to silver), it prioritizes among the arrow ranks(daedric, then ebony, then glass, all the way to iron). These spells should be marked as silent though... EDIT: I took a look at the script for Transmute Mineral Ore, and it actually uses a lot of script lines for just 2 possibilities. Including each arrow material would make the script too long, so it would be better to have separate spells, and I already thought of how to justify this in a lore-like manner. There would be 3 "Imbue" spells for each applicable vanilla/DLC spell, one would be "Arrow Binding:<spell name>", for Daedric, Ebony or Glass arrows, another would be "Imbue Arrow:<spell name>", for Elven, Dwarven and Orcish arrows, and the other would be "Infuse Arrow:<spell name>" for Iron and Steel arrows. The "Arrow Binding" would cost as much as the corresponding spell because Daedric, Ebony and Glass have higher magic affinity, "Imbue Arrow" would cost 110% of the spell cost, because even though they have some magical affinity, they're not perfect conduits, and "Infuse Arrow" would cost 120% the original spell cost, because you would be forcing a spell into a completely mundane arrow. EDIT 2: The Spell Tomes for these spells should be included in the same leveled lists as the original spells they "Imbue", so that you don't get to shoot a spell you wouldn't be able to learn. If they could be auto-added when it detects you learned the original spell, it would be better, though vanilla assets should be changed as little as possible. As for balance reasons about having to spend less magicka for a "stronger" arrow, just remember that these stronger arrows are more expensive, more uncommon, and the spell strength would still be the same(it actually SHOULD cast the original spell itself where or on whom it hits), so the arrow damage would be of little to no consequence.
  10. Hi, I wanted to make some custom actor values(and maybe bars in the UI) for a mod that would add a function to combat, while changing killmoves(not the animation, but the frequency and requirements). What I would need is, at least: A way to set up one or more custom Actor Values(one ranging 0~100, and the other ranging -100~100); A way to GetAV these custom Actor Values; and maybe detect if player has certain perks; A way to make changes to these actor values depending on time and actions(such as gaining by hitting enemies, losing by getting hit or staggered, and depleting overtime); also, timing how long you remain hidden within the detection range of another Actor, or at least the actions that level Sneak; A way to make the script differentiate between in-combat and out-of-combat situations; A way to change the player's Attack and Movement Speed, and Slow Time based on the amount he has of these Actor Values; Maybe a way to set up a "Limit Breaker" of sorts(a special power attack that is used instead of the normal one when you have 100 in the Actor Value); A way to trigger killmoves by power-attacking under certain conditions, instead of the "last enemy" restriction. If someone could point me the right functions, and where to attach the script(s), that would be awesome, but if you are interested in doing it yourself, I would gladly share my ideas with you, no credit needed, because I just want it to exist.
  11. I see... I was hoping that an interuption to walkable meshes would be detectable by itself, but apparently this dinosaur of an engine isn't that flexible... Thanks for the answer, I really wish it would be doable as a function to the game, instead of a characteristic for certain places, but knowing what would be needed is already a world of progress.
  12. I can't believe I already had another mod idea, much less that I haven't found a mod like this, but here it goes: Add a "combo meter" that is used to enable special moves(either killmoves with this restriction instead of last enemy, or limit breakers like in FF, or both), activated either by power attacking or with a different key. It could be something like 100 limit, you gain 5 points for hitting an enemy without being blocked, or 10 for hitting an enemy with a power attack. You lose 2 points for being hit, 5 for being blocked, or 10 for being staggered. There could be differences depending on what armor or weapon perks you have(like not losing points for being hit when you have that stagger resistance from heavy armor, or losing less points for being blocked when you use light armor). Would be cool to get buffs depending on how much combo you have(like attack speed or power, maybe even a slow time effect when above 75 points, and moving as if only the surroundings were slowed when above 90 if not wearing armor, or 100 if wearing light armor), but spending the points to make killmoves or limit breakers. I hope someone can actually do this, because I think that would be awesome to play, like, you immerse yourself in combat, and your perception of time slows down, to the point you have a quicker reaction than you would have thought you can.
  13. Hi, I wanted some form of parkour in TES, so I can make an Assassin or Ninja sort of character, without needing some magical voodoo. The ideal would be to have wall detection to allow climbing them, holding onto them, and wall jumping(also some aerial combat), but that seems like it would be awfully hard. So I thought of something that should be a bit easier, and would still make the player more mobile: ledge grab. Instead of detecting the walls themselves, you detect the floor in front or above the head of the player, and use a key to hold on to it, allowing you to jump over low walls or other obstacles. I would love to see this, as these games have very poor mobility(especially Skyrim, without acrobatics or athletics), but are otherwise very nice to play.
  14. I always wanted to be able to roleplay some sort of blind swordsman, or a demon hunter like Illidan from Warcraft, but it never seemed like something I would find. Until, one day, while playing with the Minor Detect Life spell to train Mysticism, an idea struck me: make an enchanted blindfold that has a blindness effect(a version of night-eye that makes everything besides spell effects black, instead of bluish and brighter) and four detections(versions of detect life with different colors and specificity): Friendly Actors(blue), Hostile Actors(red, or maybe orange while out of combat and red while in combat, if possible), Colision Objects like walls and floor(faded yellow) and Interactive Objects like chests, traps and doors(green). Maybe having different colors for the colision meshes where you can stand(floor) and the meshes where you can't(walls/ceiling) would be better, like a darker shade for the floor. I know that you can see the effect of detect life on an actor even through another actor with the same effect, so I think you would still be able to "see" through walls even if there was an effect shader on them. What I don't know, however, is if the walls would have the possibility of having that gas thing attached to them, or if it would be too heavy on the computer or the game. I was hoping someone would make this mod, or tell me if it exists, since I couldn't find it, but if any single part of this idea gives you an idea for some other mod, please use it. .Mybe having different colors for the colision meshes where you can stand(floor) and the meshes where you can't(walls/ceiling) would be better, like a darker shade for the floor.
  15. Well, I'm thinking about posting this if I can't find this suggestion, but it might interest in your request. It's to make something like Illidan Stormrage's(from Warcraft III and WOW) sight. Couldn't people make a version of Night-Eye, that instead of making everything blue-ish, makes everything completely black(except spell effects), and then add versions of detect life effects for Friendly Actors(blue), Hostile Actors(red or orange), Colision Objects(like walls and ground, yellow), and Activatable Objects(like chests, doors, and so on. green)? Then the mod could detect a specific skill(preferably Mysticism) and increase the perception radius depending on skill(but still be rather short, like starting at apprentice level with 10-15 meters, 20-30 meters on journeyman level, 45 meters at expert level, and up to 60 at Master level).
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