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BlightRaptor

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  1. The more I play around with mods and dabble in making some for myself, the more I realize there's weirdness happening under the hood for vanilla Oblivion. Intelligence in practice doesn't really have much to do with how "smart" your character is; it's just "use me for a longer blue bar." It indirectly makes your character better at casting spells by giving you a deeper Magicka reserve, but all that Magicka doesn't do much for a character who uses Alchemy and no other Magic skills. A total dunce makes just as potent potions as a genius as long as their Alchemy skill and Luck are the same. Those are some interesting perk ideas, Rycka. As a little bandaid for myself I made a tiny mod for attributes to give "natural resistances" so they can all be useful in some tiny way across classes. They're a bit of a reach though. INT makes you more knowledgeable about diseases in the world.. hence grants you a smidgen of Resist Disease.
  2. Yes but the same wiki article explicitly says that the attribute Intelligence does NOT affect potion creation potency: "Alchemy's governing attribute is Intelligence, but Intelligence has no effect on the potency of the potions that you make (this is very different from earlier Elder Scrolls games such as Morrowind). Furthermore, boosts in Alchemy caused by enchantments (potions, spells, or equipped constant effect items) have no impact on the potions that you make; the Altar of Alchemy in Frostcrag Spire is the one exception, which will improve your potions."
  3. I was wondering if there were any mods that changed the formula for potion and poison creation so that Alchemy would actually factor in intelligence. My understanding is the game's formula only uses skill and luck. I've perused the many fine alchemy mods on here, but didn't see anything in the ReadMes about such relations.
  4. Thanks. That change worked quite well. I'd been trying the second example of syntax from the wiki( [ref.]IsClothing ) , but to no avail.
  5. Thanks, man. It saved after I removed that part, but in-game the script doesn't seem to fire off anymore. With my old example I saw the spell effect added, but with the clothing check not so much.
  6. Thanks for explaining those, Mixxa. Though for this line: If Clothing.getisid != 0 && Clothing.IsClothing == 1 CS spits out "Missing parameter ObjectID" when I tried to save.
  7. This is my first attempt at some scripting with a modicum amount of success. The aim is to have an outfit that uses the Upper and Lower slots add a spell to the player (maybe any actor later). Works so far, but I also want it to check that the equipped item is also considered clothing and not armor. GetObjectType or IsClothing seem relevant, but my experimentation was fruitless. Not really sure where to go from here... scn MEHClothingULQuestScript float fQuestDelayTime Begin Gamemode set fQuestDelayTime to 1 If Player.GetEquippedObject 18 Player.AddSpellNS MEHClothingULeffect endif If Player.GetEquippedObject 18 == 0 Player.RemoveSpellNS MEHClothingULeffect endif end
  8. I see what you mean about restraint. Since I don't trust my future self, I'll give scripting a stab.
  9. Let me preface by saying this came to me when pondering over the fact that, as far as enchanting goes, robes are less optimal than pants and shirts for magey types. Sack cloth and pants have twice the magic potential over an unenchanted set of robes. That's a bit daft. So, I was wondering if this could be done with some scripting. A player (or actor) equips an outfit (that isn't Light or Heavy armor) that takes up the Chest and Leg slots (like most robes) and gains a passive effect geared towards casters (like Spell Absorption). Similarly, an outfit that takes up multiple equipment slots (like Mythic Dawn robes) could provide additional passives abilities. Any help or input would be most appreciated.
  10. Yes, I've seen that one. Looks amusing, but it's got a bit too much going on for my tastes. I get the impression that the jail skill and attribute losses are hard coded. Would a script to circumvent this be possible?
  11. Have a loot at Av Latta Magicka . It adds alteration spells to add elemental damage to weapon attacks and also don't apply to enchanted weapons.
  12. Divine Blessing sounds like a good way approach it. Initially I was looking at disease spells, but I wouldn't want psychological afflictions to work like that especially if someone has a mod installed that changes disease behavior. I personally have always loathed the quirks with the PC level cap system and have been slowly trying to eliminate it. I don't really intend to bring characters up to ludicrous levels especially if it involves using a feature in an un-immersive way.
  13. I haven't found anything that does something like this, but there's a mod that already covers it point me towards it. I'd like to a tweak to how serving jail time punishes the player. Instead of lowering skill levels (which monkeys with leveling) maybe serving your sentence could have you leave prison with some sort of affliction. For example a trauma that damages willpower, or poor meals have damaged fatigue, or isolation has damaged personality. All of which could be curable or maybe just have lengthy duration. If no one's up for it, I wouldn't some suggestions on how to approach it.
  14. So I've been searching a while and haven't found any mods that addresses this nitpick of mine. I could have sworn I saw one years ago, but can't for the life of me remember. Anyway, I was wondering if there was a mod that added more distinction between the melee oriented skills and their perks. In vanilla the only real difference between Blade and Blunt is how fast they swing, but essentially are identical in purpose and functionality. What I'd like to see is something that adds a little more flavor to the melee skills, giving them a time and a place. For example, perhaps Blunt could be more capable at crushing armor, or Blade could apply a bleed effect, or maybe even give them varying degrees of effectiveness on different creatures. Something like that would give a warrior character more incentive to be mindful of what weapon type they're wailing on an enemy with. An example of an existing mod for Skyrim would be SPERG. Thanks in advance to anyone who can point me in the right direction.
  15. The darkened strap is a separate object from the horizontal strap. The horizontal one is actually part of the torso, while the other is by itself entirely. Update: Well, I found a different export of the same edit, and this time updating the tangent spaces fixed everything perfectly. I just kinda wish I could remember the differences between the 2 exports...
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