-
Posts
10 -
Joined
-
Last visited
Everything posted by Zalnerath
-
[LE] (Help) How to edit vanilla spells
Zalnerath replied to Zalnerath's topic in Skyrim's Creation Kit and Modders
Ok so here's what I've got so far. The spell I've been testing with is the illusion spell ( calm ) When editing the spell there were two effects, the first is called (Charm - Master of the Mind - Aggression) (#1) And the second is called (Calm : Aggression) (#2) When editing the first effect (#1), it has the magic effect called (PerkMasterMindAggDownFFAimed) The second effect (#2) had the magic effect (InfluenceAggDownFFAimed) So what I did was duplicate these two effects, edited the copies so the delivery option was set to target actor instead of aimed, renamed the copies so they read (PerkMasterMindAggDownFFTarget) and (InfluenceAggDownFFTarget). I figured that all that was left to do now was go to the original spell, edit the effects, and replace the magic effects there with the newly edited copies... and this is where I'm encountering a problem. When I edited the first effect (#1), I go to the magic effects list there and am able to select the new copy I made. But when I try to do the same with the second effect (#2), I find that the copy I made for it isn't showing up on the list at all. I did the same process for both copies, but only one of them worked. So either there's a step in the process that I'm missing, or there's something wrong with the creation kit. Any ideas? -
[LE] (Help) How to edit vanilla spells
Zalnerath posted a topic in Skyrim's Creation Kit and Modders
Ok so recently I thought I'd try to use the creation kit to edit some vanilla spells in skyrim, specifically illusion and conjuration spells. What I want to be able to do is make it so spells like "fury" and "raise zombie" no longer have a projectile effect to them, just point at a target, cast the spell, and have the target immediately be affected. There is already a mod on nexus called "Targeted Illusion" that does this, but I wanted to know how to do it myself so I can make my own personal mod that effects some conjuration spells too. I've tried editing the vanilla spells myself, but the two boxes that effect what I want to change are grayed out and can't be changed. I tried looking around on the internet, but unfortunately no luck there. So if anyone knows how this can be done I would really appreciate the help. -
Hey, I don't know if you'll ever see this (seeing as how the last post was over a year ago) but I was wondering if you could help me with the process of editing vanilla spells. I ask because I've been wanting a mod like this for a long time for illusion spells and some conjuration spells, but I don't really know the process. I tried editing the vanilla spells, but the casting and delivery boxes are grayed out and can't be changed. Obviously I'm missing something, so if you do see this, any help would be greatly appreciated. Edit: Sorry I forgot that you were the one who started this post Faffman I meant to ask Fantafaust for help, wish there was a way to delete posts, or if there is I wish I knew it.
-
I just got dragon's dogma for the pc and I wanted to install some mods for it, but I have no idea how. Some of the mod's info pages say to put them in such-and-such folder and overwrite a file, but I can't find the path to the folders they're talking about. Any help here?
-
- dragons dogma dark arisen
- mods
-
(and 1 more)
Tagged with:
-
Yeah I feel the same way. They really should do something about that drop rate, I mean a little grinding never really hurt, but the gear grinding in dragon's dogma is just ridiculous. Especially with bitterblack isle's cursed items, the way I think that should work is you know exactly what the item is the moment you get it, but since it's cursed you get a stat penalty when you equip it. health, stamina, defense, etc. And the only way to remove the stat penalty is to have it purified. Just an idea anyway.
- 7 replies
-
- dragons dogma
- gameplay changes
- (and 5 more)
-
Since the game came out, there have been a number of things about the game that I thought could be fixed, changed, or added to the game to not only make sense, but to improve the game. (at least in my opinion) So I've made a list of things that I think (via mods) could fix and improve the game. check it out and let me know what you think. Levitate This is a core skill for magic users that needs to be fixed. Honestly I don't know why it wasn't fixed with the release of the Dark Arisen DLC. In the wiki description, it says that it "mitigates gravity's pull, enabling you to safely land from great heights." ..B..S. It doesn't matter if you use this skill at the top of the cliff or at the bottom, the end result is the same. You hover for a few seconds, then you go splat. The way I think it was supposed to work, was that upon using the skill, the game recalculates your fall height. So what started as a fatal fall, becomes nothing more then a short safe drop to the ground. What I was thinking for this skill, was to not only fix it so it works the way it's supposed to. But to change the name to hover and add a new core skill called levitate and have it be available only to sorcerers at discipline rank nine. What it would do is that it would allow you to levitate as the wights do. (you know, those annoying pain in the neck skeleton's that float just out of reach of your melee characters. Although I do have a fix for this problem later on) how it would work is that you jump then press the jump button again to start levitating, you use WASD to move around. And then to go up or down you use the grab and sheath weapon keys. (because honestly you're not going put your weapon away in the middle of a fight. And as a staff wielder you're definitely not going to want to grab on to a large enemy, leave that to the melee characters) to land you would press the key that cancels a charged spell. In the case of xbox 360 it would be the B button and the circle button for the ps3. Now for those who would think that this was overpowered or cheating, just remember, while you may be out of melee range, you're not out of range for bows and projectile spells, not to mention flying enemies, so don't go flying too high. Hack and Devastate This is a core skill and it's upgrade for the warrior class. The only problem I have with these is that you need to hit something with the first swing in order to pull off the rest of the attacks. It doesn't make any sense. why is it every other vocation can fully carry out their basic attack combos without needing to land the first blow, but the warrior can't? Instead, if the warrior misses that first attack, they have to waste time getting their weapon back in the starting position so they can try again. This is something that should definitely be fixed. warrior skill slots Since we're talking about the warrior I'd like to mention this little problem I have with the warrior vocation. They only have three skill slots. That doesn't seem very fair. Every other vocation can have six skills at their disposal, but the warrior only gets three? Why's that? did the developers think that it would be overkill if they had six? they fight with a weapon as big as they are! I'm pretty sure overkill is what they're going for. Actually, while we're on the subject of skill slots, I had an idea for that. What if the player and pawns could have twelve skill slots? so you'd have six primary skills and six secondary skills. You'd be able to toggle between your primary and secondary skills. For controllers it would be on the directional pad replacing one of the call for help buttons (because seriously why do you need two?) For mages this whole feature would be awesome. Because you could have your healing and elemental buffs without having to lose any of your offensive capability. For the other vocations you could set it up so that you'd have a skillset for fighting bosses, and a skillset for fighting small fry. Permanent health damage This is something that has a lot of people divided. Some like it, some don't. What it does is this. When you take damage, a portion of that is permanent health damage. Meaning that when you use a healing spell like anodyne or scension, you'll only heal up to a certain point and will need to sleep or use curatives to heal yourself the rest of the way. personally I don't like the way the health system currently is for two reasons. (1) I don't think it makes any sense that herbs can heal what magic can't. (2) you and your pawns are the only four entities in the ENTIRE GAME whose health works this way. Every other NPC that you escort and enemy you fight can be fully healed by healing spells. So why can't you? Augments There are a few things about the whole augment thing I wanted to talk about. First of all, I think there should be enough augment slots so that you could have every augment from a single vocation (seven augment slots instead of six). Second. that some of the augments need to be changed. Mainly the ones that boost your health or stamina. They only boost it by 100 points so they're pretty much useless. What would make them useful however, is if they were percentage based instead. So if they boosted your health or stamina by 30% (just as an example) it would make them much more useful end game. Of course if you felt like having 30% more health would make the game too easy, you could always use a different augment. (Because let's be honest, who really uses these augments as they are anyway?) There's also the autonomy augment, that poor thing got so nerfed with the dark arisen DLC. Exequy exequy (pronounced eksikwe.. google it if you want) is one of those spells that really need to be changed. For one thing takes way too long to cast on a boss, you end up running out of stamina before you can finish it. The spell doesn't work on human enemies (seriously what's up with that?) and it functions completely different from the exequy spell that enemies use, just doesn't make any sense to me. How I think it should work is that you first start charging the spell. While it's charging a sigil appears on the ground that you can then position. Once it's ready you cast the spell, the sigil starts it's countdown, and then once it finishes removes one bar of health from any enemy that is standing in it. That way you can't insta kill most bosses, just the ones that have only one bar of health (ogres and golems) along with all the small fries. Aimable Throwing items This would be an awesome feature to have in the game. When you equip a throwing item (water flask, throwblast) the camera would move closer to the player and a throwing arc would appear. allowing you to aim it wherever you want. To throw the item you could use the button or key that fires the bow. That way you can solo as a fighter and still be able to deal with pesky floating enemies and magic disks that are normally out of reach. Another feature that would be a must have is when you have a throwing item equipped, you can keep throwing them one after another without having to go to your inventory each time. To help keep track a counter could appear to show how many of that item you have. To unequip, just hit B (xbox 360) or O (ps3) or whatever key the keyboard uses. Multiplayer Now I know that nothing can really be done about this one. But I just wanted to share the idea anyway. The way it would work is that players would be able to invite other players into their game. up to four can play at any one time. meaning that if there were two players it would be you, your main pawn, your friend and their main pawn. if there were three players it would be you, your main pawn, and two friends. With four players there wouldn't be any pawns at all. That's pretty much most of the things I can think of. I'm sure I can think of more, but it's getting late so I'm calling it a night. If there's something you think needs to be fixed, changed, added, removed. Why not say something about it? Who knows, someone might be able to make a mod that can fix it.
- 7 replies
-
- dragons dogma
- gameplay changes
- (and 5 more)
-
As it says in the description. I'm looking for help on making a mod that removes the projectile part of illusion spells and have the spells effect be instant once cast. Because I really don't like those times where I'm in a dungeon, I spot some bandits down a corridor, I cast frenzy, only to have the spell hit an object in between me and the bandit I was aiming at, wasting magicka as well as alerting them. I know it's possible to change it to be instant because I've seen plenty of modded spells that already do so, I just have no idea how to do it myself. So if anyone could make such a mod (or help me make it myself) I'd really appreciate it.
-
There shouldn't even need to be a mod for this, but someone should really make a mod that fixes the problem with the levitate skill. In the wiki description it says (An advanced form of Feather Jump that mitigates gravity's pull, enabling a gentle landing even from great heights) ...yeah right, it doesn't matter whether you use the skill or not, you still go splat regardless. I think the way the skill should work is that the game recalculates your fall height at the time of the skills activation. (at least I think that's how it works) Actually what I think we should do (apart from fixing it) is change the name of the skill to "hover" (or something like that), and make a new core skill for the sorcerer that enables them to fly like the wights do, and still be able to cast spells. you could still be attacked by flying enemies and ranged attacks though so don't fly too high ;) It could be a skill that unlocks only when you reach rank 9 in sorcery and cost a lot of discipline to get. Just an idea (one of many)
-
- dark arisen
- core skill
-
(and 2 more)
Tagged with:
-
Personally I like the idea. It always bugged me that every other npc (npcs that you escort to a location and enemies) can be fully healed by healing spells, but you and your pawns can't. what's the point of having a support character who can't properly support? Plus it's not like it would make things that easy, there'd be times where you may not have enough time to cast it, or your support pawn is down and can't help. you'd still need to use curatives. A mod like this would just help you not waste any in between fights.
-
[REQUEST] always grey health
Zalnerath replied to dwarrior's topic in Dragon's Dogma: Dark Arisen's Mod Ideas
It should be possible. And personally I would love to see a mod like this be made. It always bugged that every other npc in the entire game was capable of having their health fully restored by healing spells, but we can't. just doesn't make any sense to me.