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Xzenowulf

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  1. STILL why has nobody done this yet? (sry to necro from years ago but it is still a valid question and if not necro than i'd just make a post asking the same thing.)
  2. I don't know for sure, but i think that because each item is a "new" item and its technically a target for a magical effect, you would likely have to keep selecting the object, though i could see at least keeping the type of soul gem (like ingredients) and the enchanted effect selected.. at least as long as the soul gem has the same size soul in it (so if you select a greater gem with a common soul in it, you'd only keep using your greater gems with common souls.. it wouldnt switch to a greater gem with a lesser or greater soul in it). but i could be wrong in all that.. its just my thoughts on the matter.
  3. So i was thinking that the dragon age origins-awakening's Keeper spells would be awesome for a druid type character... not sure what else to say about it. Heres a list of the spells https://dragonage.fandom.com/wiki/Keeper#Spells One With Nature https://dragonage.fandom.com/wiki/One_With_Nature?file=One-with-Nature.jpgSustained Range: Personal Upkeep: 80 Fatigue: 10% Cooldown: 10s Requires: Level 20 The keeper's bond with the earth creates a defensive shield that immobilizes the keeper for as long as this spell is active, but inflicts nature damage and a penalty to movement speed on any enemy that enters the field. Thornblades https://dragonage.fandom.com/wiki/Thornblades?file=Thornblades.jpgActivated Range: Personal Activation: 60 Cooldown: 30s Requires: Level 22 The keeper calls roots from beneath the earth to inflict physical damage on all enemies within the field created by One With Nature. The roots also knock enemies back unless they pass a physical resistance check. ReplenishmentPassive Requires: Level 25 No living thing can escape the cycle of life; all who fall return to the earth. The mage now regains some health whenever a keeper spell inflicts damage. When an enemy dies within the field of One With Nature, the body is consumed, giving the mage a large bonus to health regeneration for a short time. Nature's Vengeance https://dragonage.fandom.com/wiki/Nature%27s_Vengeance?file=Natures-_Vengeance.jpgActivated Range: Personal Activation: 100 Cooldown: 60s Requires: Level 28 The keeper summons gigantic roots from within the ground to attack all enemies in the area, impaling the opponents for a short time unless they pass a physical resistance check. *note: "thornblades", "replenishment", and "nature's vengeance" all require "one with nature" to be active, so that's an interesting mechanic to use in skyrim.** i can see changing "Replenishment" slightly to soul trap targets instead of restoring health when enemies die.. if that'd be easier to create.
  4. Ok so i've got two ideas for new runes* i wanted to create but i seem to be having issues getting them to work properly so i was hoping to get some help in figuring them out (or finding out if they are or are not possible) *i say runes as they both look like runes, but only one would act like a rune.. The first one is i'd like a rune to explode and then leave a pool of damage behind... basically like a "rune of fire + fireball + wall of fire." The second one is only a rune visually... i was trying to create an enchanting table summoning spell where the enchanting table is actually a rune..(obviously this wouldn't explode or deal any kind of damage or function as a standard rune) any help or instruction on how either/both of these can (or can't) be done would be appreciated.
  5. I find it funny you felt the need to show pictures of Cerberus... but yeah, i'd like to see this done too (and am surprised it hasn't yet). i know this post is over a year old but i wanna see if some good modder can find this and do it anyway soooo necrobump?
  6. So i've been looking into this more and the one thing that keeps crossing my mind is having to actually modify the mesh itself..... I'm hoping this isnt the case sense I really dont know how to do that..... anyone have any better suggestions, or willing and know how to modify the mesh to make it larget? really need help with this. thank you for your time in advance
  7. If it helps: the projectile I'm trying to enlarge is the "dlc2DBConjureSpectralDragonProjectile"
  8. Or is there a way to set a spell to always duel cast so that the duel casting modifier always takes effect? that would also work sense I would then be able to just modify the duel casting size and that'd work just fine....
  9. ok.. here is my issue.... found a projectile I like and want to use for a cool spell. BUT its small. I want to make it bigger WITHOUT duel cast modifiers... how would I go about doing this? thank you for your time.
  10. I may have kinda found part of your answer if you're still looking for it. I've been working on a mod similar and instead of using the actual eclipse script, i discovered that if you modify the "call storm" ability (you can remove the lightning bolts script) to make the script run on a new magic effect and activate the eclipse instead, it should be easier to deal with. now, also.. i was having an issue with the original eclipse weather effect, so i ended up duplicating it.. i think the original might be scripted into the "day cycle" thing. finally, there is a "clear magic upon inactive" (i forget the exact name) that is running on the eclipse magic effect... idk if its needed but i added it to my new effect and everything seems to work fine. so if you duplicate the eclipse effect and have a new magic effect running the call storm weather script as well as the clear magic upon inactive script, it should work.... it doesnt remove the vampirism's sun damage nor does it stay at noon, but it does last only as long as the spell effect. hope that helps
  11. Ok, so i've been working on a mod idea that sounded really cool. I thought it'd be cool to get a beam to shoot out from the bow instead of a regular arrow. Basically: Shoot the thunder bolt spell from a bow. I did a some testing with different modifications to projectiles and arrows, as the bow would still be using "arrows" as ammo. I got the visuals to work.. a shocking beam shoots from the bow and can kill my target. But the problem is this: no magic effect. The enchanted shock damage doesnt get used when the target is hit and therefore it just counts as a regular (unenchanted) bow and arrow. Here is the run down of what all i did: Made the enchantment for my bow and attached it (worked fine with normal arrows) made a new projectile and put it's type as a "flame". (the reason for this is because using the "arrow" type would make it shoot like a missile and not a beam. same with the "missile" type. and setting it as a "beam" type made the animation last too long) to make it easier to test, i cloned the bound bow spell and made the second spell summon my new bow and arrow set. in game, i tested the enchantment with regular bound arrows, the enchantment worked and it delt the shock damage to my target. then i attached the new "beam arrow" to the script to make the new arrows appear when i summoned the bow. in game i tested the new arrows from the summoned bow, and the beam worked fine (using the flame type projectile.. tested the other projectiles stated above but they had the issues listed above). However, the beam visual did not use the shock damage enchantment (i tested it by low damage and long duration of the shock damage. this was to see if the damage over time would work, to see if the enchantment worked. it did not.) another test I did was to add an explosion to the projectile to see if i could bypass direct damage and make it deal damage based on the explosion. i set the radius and the "inradius" to 1 (idk if changing these to a little higher would make it work. have not tested). I also attempted to change the enchantment delivery type from "contact" to "aimed" hoping that instead of needing the "arrow" to make contact with it's target (assuming the beam wasn't registering direct contact), that it could just be aimed in an area and deal the enchanted damage that way. this did not work either. My theory as to why the enchantment is not working on the beam is this: the flame type projectile is used for spells that carry a direct damage type from the spell mechanics, whereas arrows do not have magic effects and so the flame type beam isnt registering the bow enchantment as it's source of magic. So this brings me to my issue as stated above. Does anyone know how to make the enchantment cast from a beam looking arrow? If it is a script that is needed, can someone write it and pass it my way (or make the mod i've been working on and post it so i could download it.. that'd be fine too. i dont even care for credit for the idea/mod..) Please assist, and thank you for you're time. Update: Did a little more looking into things. the enchantment only casts if the projectile is "arrow" (missile and cone didn't work, though didn't try "lobber" but im assuming it is to the same effect, and it doesnt help the original issue either way). So there are 2 ways i can think of making this work. 1) script an "on hit" effect to the arrow/bow, or 2) Model a new "arrow" image to project a beam like thunder bolt. Preferably the script idea, as I believe that it has more chance of success and it would allow to use any beam-type spell animations to be turned into arrows.
  12. I know this thread is old and no one has answered... but i'd like to see something like this done as well. i was thinking something as simple as use the crossbow animations from dawnguard but have it a magic based casting weapon like the staff... that way with some of the nice gun mods out there, they can be made to cast beams of lightning or turned into ice shard blasters, ext...
  13. ok, my shout works, still no luck with the other two abilities. anyone have an idea?
  14. I think I've figured out how to do the shout (havent actually worked on it but i saw some things while working on another idea i had for a seperate personal mod) but still have no idea on how to get the other two to work..
  15. Hello, So I started working on a mod (mainly for myself but i will attempt putting it on the nexus when finished). I've got most of it completed, but i've come across 3 issues: 1) Im trying to force a spell to cause a simple animation during it's duration. More specifically, Im wanting to make a meditation spell. I've got the spell all worked out, just dont know how to make the dovahkiin go into the graybeard's meditation stance. 2) I'm wanting to make a new shout.. and Im hoping to use the of voice of three words already in game. I've not even attempted on doing this, as I have no clue where to start. I'm probably over-thinking this, but I'm still afraid to try it. lol and 3) I'm trying to make whirlwind sprint into a lesser power... (also tried to change the vampire lord "bats" power but it wont activate the dash in human form but will in vamp-lord form.. ) any ideas? I'm thinking the answer to the first one lays within a script, but i'm lost into writting scripts.. v.v
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