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cajofor

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Everything posted by cajofor

  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).
  16. I'm not sure of how it works, but it would be nice to be able to use different armor parts OVER clothing like in Morrowind. Maybe each slot be associated with a few body parts, and each body part have two or 3 equipment slots(except hands and feet), besides the accessories. Then set a priority of rendering(robes override the appearance of other amor parts, including arms and legs, but not the feet, hands and head; armor overrides the appearance of normal clothes for each area, such as torso, forearms, arms, shoulders...). All you would need then is to make chainmail of even lower priority than clothes for what you want. I don't think there is something like that already done, but if it's possible, a modder might get to know of this suggestion and decide to make it.
  17. If I'm not mistaken, it also depends on the intensity of light on you, and maybe when standing running or walking still makes a difference even after Expert at sneak. But I don't see any reason to not sneak when you want to go up to the enemy undetected, since you get the sneak attack bonus. Though it would be nice to be able to chain attacks while sneaking like you can while standing.
  18. Well, sorry for disregarding your ideas on magic, but it's quite rare to see people willing to tinker with the basis of the magic system, and I've had a few ideas of my own, and I think you may like them or give useful feedback. First, it would be to disassemble the skills under the mage aspect, so that the skill-tree slots would be free, and the spell archetypes could be reassigned. Then, make new spell schools, each with it's own skill-tree. These would include: * Spellbinding(mostly like enchanting, but also "unstable" quick enchants to use on the fly, with a limited duration, and other things associated with binding spells to physical objects, including oneself, or creating golems by placing a crafted Core into a compatible mineral or wooden body); * Dimensional(would cover teleportation, portals, summons and time-warping); * Mindbending(basically Illusion, but with some differences. the effects would be "on the mind" of the target, like making someone ignore your very existence, enhancing your mental capabilities, "reading minds"[get a boost from the target's highest skill], mental links[those that the conjurer uses to control the summon, there would be Mindbending perks to have the summon automatically serve you, while normally you would need to subjugate it], mind control, and mind blanking[maybe deplete all magicka, or basically Calm, or even outright killing them, or three different levels, each unlocking one of these]). Invisibility and muffle would be on Elemental magic. Also perks and spells to control the summoned creatures, and Charms to raise the target's disposition, or lower the difficulty of Persuade or Intimidate checks; * Life and Death(not only healing, body enhancements and plant growth, but also the domains of death, disease and decay, each having a branch, of course. Reanimation would be here, but the reanimated corpse would be a hollow husk unless you summon the deceased's spirit, so it wouldn't cast magic, moan or groan. Also rituals to create permanent Undead by embalming a dead body, using its heart to bind the spirit, and that to power its movements); * Elemental: would cover manipulation of Earth/Metal(including transmutation and magic smelting), Water/Ice, Wind/Thunder, Fire/Light(considering the Ayleid belief that fire is just a lesser and impure form of light), and pure Force. Would also involve rituals to shape Earth, Metal or Ice structures, and spells to manipulate weather. Invisibility(on the caster) would be here as well, since it would be the manipulation of light, as well as Muffle, which would fal under the domain of Force spells; * Magic Weaving: would be responsible for manipulation of magic itself. Although it wouldn't be the skill responsible by any spell(just powers granted directly by its perks), it would be the most generally important skill. The levels would decrease general spell cost, the perks would be necessary for even setting up a ritual, and would give lesser powers, for things like extracting magic from a ritual-made structure, connecting with nature to replenish magicka, or, in a higher level, "use directly nature's or the star's magic"(no cost for the spells that can be cast in this state), while not moving and preventing the casting of certain attack spells. All effects on spell-casting(like silent casting, dual casting and reduction or nullification of armor penalties) would also be here. Most, or all, trees would have multiple branches. Life and Death would have a Life branch, a Disease branch, and a Undeath branch. Mindbending would have Perception(changes what target sees), Emotion(changes what target feels, thus would have calm, fury, fear, etc.) and Cognition(changes or hinders the thought process, debuffing skills or difficulty checks) branches. Dimensional would be split into Spatial(teleports on Nirn, portals linking two places, etc.), 4th-dimensional(Manipulation of time, branch off from Spatial at higher levels) and Planar(bring from or banish to other planes, a.k.a. Oblivion). Elemental would be split into those 5 elements. Spellbinding would be split into Armor, Weapon, Self and Object(this would cover the staves, instead of Weapon, because the staff has the spell stored within it, instead of flowing from its strikes). Magic Weaving would be split into Magical Studies(would basically cover the ritual levels, and maybe extra effects), Magical Practice(effects on casting or interferences) and Magicka Manipulation(powers that allow to absorb magicka from objects, enchanted items and enemies, or burn the enemies magicka, thus causing damage). Spells WOULD be learned from Spell Books, but only after you learn the perk for its effect, making it so that you DO NEED to look for places to learn the spells, but you also need the experience and ability to actually use them, or else you wouldn't even understand what you're reading. NOTE: The Rituals mentioned here are no like the ritual spells from Vanilla Skyrim, instead you would spend time preparing yourself and or the environment, and would go through some dialogue boxes to decide the type and objective of the ritual. Please, if any of this seems interesting to you, but the rest doesn't, disregard the parts that don't interest. Unfortunately I have no idea on how to implement this, although with the help of someone who is used to make new spells and magic effects(like the person who made Midas Magic, or the one who made Apocalypse spells), and the only person I've seen completely rewriting skill trees and names, and reassigning the activities under these skills(T3nd0, maker of SkyRe and PerMa), it should at least give some insights. Since I don't have all that much experience with modding(got stuck in my first objective before even I could use it), and couldn't find tutorials that actually covered what I was trying to do, I am asking more experienced modders for advice, so if you have any advice on how to do this, or modding in general, I would be very thankful. Good luck with this project!
  19. Well, you could also try to make it so actions DO break invisibility, and it takes some time for it to kick in again, and maybe require the light level on you to be less than something. That wouldn't be overpowered, more like the shadowmeld from warcraft 3, and would be useful for traveling and sneak attacks. If you could make things like robbers and bandit tolls ignore the player, it would be even better. Might even check magicka value, and drain some magicka to restablish the invisibility immediately, or do what you suggested to be done to health, but to magicka instead, and turn off the invisibility when you reach 0 magicka, and only start again after you get back to 100% magicka.
  20. Actually it should be more like each NPC has a special item, with their name on it, that when placed on another NPC's inventory it triggers a theft, or murder if the owner was murdered, bounty on the receiving NPC. Would be even better if it only sterted to count once the guards received a tip about the receiving NPC.
  21. The problem is that the Skyrim development was obviously hastily finished. There are many characters with obvious references to their backstories(Sapphire, who says she might tell you more about herself in the future, Rune's search for his origin and the meaning of the rune found with him, that has even a note, but that doesn't go further, Jon Battleborn and Olfina Graymane, which have a hidden relationship, but there is nothing to get deeper into the subject, just the letter you pickpocket from Jon, the wives of the Orc chief of the stronghold near Windhelm(I think it was Largashbur), but when you try to pry deeper there's just a dead end. Rune might be from Atmora, we'll never know Glover Mallory's daughter's real name, just her alias Sapphire, the dispute between Battleborns and Graymanes will never be resolved, we'll never know if Jon and Olfina drift apart, keep dating in secret(though I never saw anything besides the letter that even hinted at them dating, so they know very well how to keep a secret) or elope, Aicantar is just the nephew assistant of Calcelmo who experimented with a dwarven spider control rod and left it lying around. You don't go deeper into stories that should obviously be there. How do you expect contextual sex, if you don't even have characters, only actors? Damn, Fjola(from Mistwatch) and the bandit chief from Pinewatch are more like characters than most NPCs! If you want contextual sex, first you'll need a mod to expand the backstories of all faction named NPCs and make quests so that you can learn and be a part of it, and that will not be canon, so you can't say it's lore-friendly, which I think beats the purpose of contextual sex for vanilla characters.
  22. Feedback: That's an awesome idea. It covers the main or sole function of each of many mods out there in a single plugin, allowing you to choose your prefered setting, even custom. But there is always room for concept improvement, and extra functions, so I think the "this is not an idea or request thread" part makes it basically a publicity thread("Hey, look! My mod exists!"), and stunts the convergence of similar or compatible ideas, since people looking for immersion and different attribute handling ideas for use in their mods would take a look here and find nothing to use. My suggestion is that, if in the future you(or your team) feel like updating this mod with new functions or make a new mod along these, you should probably make an edit opening it for suggestions. Sorry if I overstepped my boundaries, thank you for the work on this amazing idea, and best of luck with your present and future projects.
  23. Since when you devote too much thought into complicated matters along the day(such as scripting, as I was doing when that occured to me), it gets harder to focus on thoughts, even if your body isn't tired at all, and since in most fantasy scenarios casting magic spells is a mental task, I started thinking about a different approach and way to handle spell cost and magicka pool. After thinking about what would happen after mental strain, I came to this list(which probably should be revised and rebalanced): lose focus(vision gets darker around the edges, with a gradual progression, depending on magicka pool treshholds), difficulty to concentrate(magicka cost increases by a percentage, also gradually, depending on treshhold), losing conciousness(pass out if you abuse your magicka, getting to a REALLY low treshhold, something like, perhaps, paralyse so you fall to the ground, and pass some game time), decreased mental skill(mage-stone related skills,obviously, but also speech, alchemy and smithing) effective level(gradual debuff to these skills after going below each or certain treshholds). Besides the consequences to your general character performance, I felt that I had to elaborate ways for it to not be too limiting(c'mon, you cast one or two spells and already kiss the floor?), and so I thought up some tweaks to vanilla values so it would be playable, and reasons for them: multiply magicka pool and increase per level(like 30x normal, instead of decreasing costs, so you could use mod spells, and have to alter just one thing for this part; besides, with a larger magicka pool, along with consequences for excessive use, it becomes something way more strategic, and encourages you to leave those 900-like cost spells for emergencies or to clear a place in one go), certain skills should make you be more used to mental strain, as well as make it less heavy on you(restoration controls life forces, and alteration controls magicka flow, so at least these should, if possible, lower the treshholds), magicka regeneration should be extremely limited(mental strain is something that you recover very little from without sleeping, so much so, that school has periodic breaks like weekends, so the strain and stress should pile up along the day, instead of being gone after waiting for one hour), and also affected by skills. I know there are script functions to modify actor values(like skills), to evaluate actor values(like current magicka), to compare to set numbers(e.g. While GetActorValuePercent(Magicka) < 90), but I don't have enough experience to know how to use them for this(I just set up Notepad ++ to compile, and the only script I made was a magic effect that *should* modify health by minus magnitude if target has keyword Undead, do nothing if target has keyword daedra or dwarven, and modify health by magnitude if non of the above; still to be attached to objects in CK, and then tested), so if someone with more knowledge and experience could consider making it, using the idea in another mod(preferably modular so you could get just the magicka system modifications), or helping me with tips on functions, properties and syntax to use, it would be a great addition to Immersion mods, and I would be really thankful. Hope it's not too cramped and hard to read. EDIT 1: If you know any mod that does something like this, please point it out to me for me to check it out; EDIT 2: If you know, want to make, or have balance tips for a version of this for stamina, having the treshholds affected by the armor skills, greatly affecting weapon skills, and to a lesser degree armor and stealth skills, smithing skill, carry weight and maybe move and attack speeds, please comment; EDIT 3: Please point out if this thread is redundant, and if there is something unbalanced or impossible among the suggestions. EDIT 4: Would something along these lines work, or should I change something? Scriptname MagickaHandling extends ActiveMagicEffect import Actor Float Property MagickaTreshholdA Float Property MagickaTreshholdB Float Property MagickaTreshholdC ; | ; | {To define current magicka percentages depending on conditions} Actor Property exActor{make exActor be the effect target, no idea how besides OnEffectStart} Int Property ActorRestorationLvl = exActor.GetActorValue(Restoration) Int Property ActorAlterationLvl = exActor.GetActorValue(Alteration) Int Property TotalAltAndRestorLvl = (ActorRestorationLvl + ActorAlterationLvl) ;While exActor.GetActorValuePercent(Magicka) < 100 ; RegisterForSingleUpdate = 5{update every 5 s if Magicka is not full} ;EndWhile {Not idea if it is needed or adequately written, much less if it's the best way to make it check multiple times} Event {don't know which event I should use so it re-checks every 5.0 seconds} If TotalAltAndRestorLvl >= {number representing how used to mental tasks actor is} MagickaTreshholdA = {set a value for each treshhold} If exActor.GetActorValuePercentage(magicka) < MagickaTreshholdA {commands to make view darker(maybe Imod), increase spell cost by percentage, and debuff magic skills, alchemy, speech and smithing} ElseIf {compare magicka percentage to each treshhold} Else EndIf ElseIf {compare TotalAltAndRestorLvl to another number} MagickaTreshholdA = {repeat previous with different values} If {same conditions as above} EndIf Else EndIf EndEvent
  24. Thanks! I will try to take a look! I was thinking of making a magic effect setting "If" conditionals to to behave differently for living(activating the RestoreHealth or AlchDamageHealth magic effects), dead(activating SunBane or RestoreUndeadHealth magic effects), or daedra and automatons(not activating any effect), but I don't actually know how to call a magic effect...
  25. I tried to make two spells with two effects each: one aimed delivery spell with heal undead(under conjuration) and unspecified damage(but not to undead) based on Warcraft 3's Death Knight's Death Coil, and one target-actor delivery spell with healing(living only) and sun damage(undead only), based on Warcraft 3's Paladin's Healing/Ranged attack spell. The problem is that even though the sun damage doesn't affect anyone besides undead(conditions are that subject has keyword "actor-type 'Undead'"), just like Sun Fire(in fact is a duplicate with changed delivery), it either makes the target living actor aggressive as well, or doesn't turn the living nor the undead targets aggressive, even if it takes more than 3/4 of their life. Likewise, the "Death Coil"-ish one, either doesn't make the target undead aggressive no matter how much damage you deal, or makes NPCs aggressive as well even though they take no damage. Since Sun Fire is simply resisted by any target except undead, and doesn't make them aggressive, I was wondering how to make it so the Sun Damage effect of my new spell would be resisted by living targets(not making them aggressive), but still make the undead targets aggressive, and the other spell to do the opposite. NOTE: After some tinkering(putting the restore health effect first), I got the Paladin one to heal the living and not make them hostile, but then the Undead simply resisted it and didn't take any damage. Also the DK one made the undead aggressive without dealing damage(now that I think about it, I didn't check if it would heal or not, but it worked properly on living targets at least). Does anyone have an idea on how to work around this? I started this because I couldn't find these spells that I wanted, but now even if I find a mod with them, I've gotta at least finish what I started, so a bit of help would be really appreciated(and credited should I ever publish it, though I don't have any plans to) Sorry if this is something already on another topic, but I looked through all the topic list pages up to number 5 and couldn't find anything about this...
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