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AnkhAscendant

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Everything posted by AnkhAscendant

  1. And crafting arrows without feathers isn't immersion-breaking? :P (I kid. Feathers are way too rare to waste on arrows in this game.) Give me a couple minutes and I will get the stronger version up here.
  2. Have at then. ^^ Craftable at the forge, will only show up on the crafting list if you have firewood in your inventory so as to not clutter things up.
  3. What you're talking about dealing with the blindness effects and such might be useful if you want to actually be an Altmer and pretend you're a Falmer, but because of what Morgwynn reported in his first post it's really the least of the concerns when wanting to make a playable Falmer race.
  4. In my racial tweaks mod I always intended to remove and revamp the racial powers and abilities, because I generally find one-a-day powers useless, intrusive, irritating, un-immersive, and pick-your-own-negative-adjective. I abandoned it for a really long while, but now I've un-abandoned it, and I'm just seeing all the really cool stuff I can do with magic effects... So now I'm having a hard time separating out what I think is awesome and what is actually balanced and lore-friendly. ^^; I need a little input to keep me from derailing my own mod. Here's what I've done, begun, or have planned on. Generally speaking, I want to remove the Powers because A) being able to do something only once a day is pretty contrived, and B) is it not really weird that little Breton children are born knowing how to cast a spell-absorb spell? Or little Imperial children know how to mesmerize anyone they meet, but only 1/day? It's a little too hand-waved for me, so in general I want to replace them with passive constant effects that are just genetically part of their nature or lesser powers that aren't conveniently limited, that are skills they've learned. Altmer --- Their vanilla powers, extra magicka and fortify magicka regen, I already covered back when I tweaked the racial stats. Now they have: a passive 15% spell absorb chance,and a lesser power that lets them sacrifice 10 health and all of their stamina to refill magicka. (With a similar but unimplemented idea for a drain-health-over-time, negate-stamina-regen, superbuff-magicka-regen concentration spell...)I'm concerned that latter one's not incredibly lore friendly, and maaaaaaybe a bit OP. :tongue: (It's actually what convinced me I was probably straying too far and needed new eyes, because I like it a lot...) It is a bit in-your-face as well, but I figured if anyone was going to have a natural magic effect, it should be them Argonian --- I removed their Histskin power, but added: waterbreathing (vanilla, actually, not added)resist damage (10) because they're basically always wearing leather armordropped resist disease from (50) to (30)regen health in combat (the only other race that does is trolls) to simulate their Hist connectionweakness to frost (10) because... lizards, hailing from tropicsand I gave them a neat version of Detect Life, which only works at half the range of the spell version, while they're swimming, and if the thing being detected is swimming, and does not distinguish between friend and foe, but does detect undead and automatons - this is basically because they're feeling the movement in the water, nothing more or lessIt seems like a lot, but actually I'm really happy with Argonians - this is about what I wanted. it all feels pretty subtle and right for them. Breton --- Dropped resist magic from (50) to (30)Gave them a constant, passive spell absorb chance (5%) rather than the 1/day, 60-second 50% spell absorb chance powerThey feel pretty useless right now. (Sad, because I like to play them.) I'm pretty happy with the 5%, because they really have very little mer blood and it should not be depended upon, just a nice treat when it happens, but they should have something more. Bosmer --- I haven't actually given them anything new yet. Dropped resist disease and resist poison from (50) to (30)They still have their vanilla Command Animal power, but I don't really like it. It's too contrived.On the one hand, I was thinking of a dynamic passive (constant) calm animal spell like for Imperials (see below), but on the other hand, as I think about it, they're pure carnivores back home... Are they really all that likely to make animals feel at ease? So basically, need suggestions. Dunmer --- I've never been incredibly pleased with them having a Resist Fire natural ability; it's not like they live in a volcano or anything. But it's lore so I won't take it away; maybe I can dial it down so it's more "These people come from a hot place" and less "These people are descended from flame atronachs". The 1/day flame cloak power, on the other hand - while cool - is too intrusively magical, and now gone, perhaps to be brought back as a spell only learnable by Dunmer. I have given them a chance to reflect damage from undead (10%) - called Ancestor's Protection. It's intended to be like their ancestors' ghosts are there guarding them. ^^resist fire (50) to (30)I'm thinking of perhaps another passive ability that when their health drops below, say, 10% there's a chance of an ancestor ghost being summoned to protect them, though I haven't looked at conjuration spells as yet. Being rather a massive Daedra fan, I might like to tie them to Boethiah, Azura, or Mephala... Might be too much. Imperial --- Imperial Luck got left alone; it's the kind of subtle thing I like in their abilities.lesser pacify - I modified the 1/day Voice of the Emperor power into a lesser power which now only works up to level 40 (for now), and if the target isn't in combat unless the target has spoken to them (the player, specifically) before. This is because I see it more as them diplomatically talking their way into places or out of fights, but if they're already in combat they can't just yell "HEY!" and then everyone calms down. Ideally I'd like it to work dynamically, on NPCs x levels lower than the user, instead of up to a certain level then stop, regardless of how puny or mighty the user is. Also perhaps an element of chance - 5% to work on a higher level, 15% within five levels, 50% within 20 levels, 99% lower than that, for instance. I've gotten some really good help, but at the moment I literally cannot create a script without looking at a tutorial, so it will wait until the non-scripty-bits are done. Khajiit --- Night Eye (duration extended from 1 minute to 1 day, so toggle-able)a combined Detect Life and Detect Dead power has been added to emulate their sense of smell. It's half the power(range) of the the spell versions, and currently exists in three forms with Night Eye so Khajiit can use their eyes, nose, or bothunarmed damage boost left the same as vanilla Nord --- Gave them a damage bonus vs elves (10) - methinks that encroaches too much on the player's roleplaying, thoughresist cold from (50) to (30)Battle Cry changed to a lesser power - what, you can only yell once a day? :/ Might add a rally effect for Nord allies, but I haven't adjusted it any yet. Might be kind of neat to dynamically demoralize enemies like the Imperial power above. Orc --- Berserk - this one is one I actually think should be left as 1/day, with the justification that it takes a lot out of them. Orcs clearly need something more. I didn't realize that Berserk was their only vanilla power/ability until I started looking in the CK. Redguard --- Resist poison dropped from (50) to (30)Took away their 1/day Adrenaline Rush power that boosted stamina regen by 10x and replaced it with a passive effect that doubles stamina regen when they're in combat - because of the adrenaline rush. I also gave Falmer a 20% damage bonus against Nords to balance out the racial enmity, but that's neither really here nor there :tongue: I just wanted to share. So now I'm looking for any suggestions or arguments - what do I have that shouldn't be there, what isn't there that should be?
  5. Do you mind if they happen to look exactly like regular arrows? *...not a texture person*
  6. The visual effects probably wouldn't be easy, per se, and might be kind of intensive for the pc, but after things like Predatory Vision I'm assuming that it isn't undoable. ^^ Unfortunately, I am not an animator, so I have no idea what's actually happening. (And currently my desktop is out of commission and this laptop would explode if I tried to actually run Skyrim, so I can't test, but...) if I recall correctly, to first problem was that when you came into the game as a Falmer, you were a pair of floating eyeballs or something :tongue: Falmer don't use the same skeleton as the playable races. Taking a shot in the dark, and standard disclaimer applies, I guess they don't have most of the necessary animations... or maybe it's that the game tries to stuff the Falmer body onto the standard skeleton to make it work? I really don't know. Something something camera bone something? If you want to see for yourself what happens - it's been a couple years since I tried it - the attached file has Falmer marked as playable.
  7. This suggestion has actually been around for years, and I did the very bare bones of trying it in the beginning of my racial tweaks mod (by clicking "playable" on the Falmer race in the CK :P) and the effects were... undesirable. The problem is, I believe, lots and lots and lots of animation issues. Maybe 1st-person mesh issues too? I'm not sure, I just know it was bad. If that were to be fixed, though, then it wouldn't be too hard to give them a permanent "racial ability" or invisible perk sort of spell that forces a filter like Night Eye over everything. And in fact the Falmer in the CK are only set to 80% blind, so they seem to still be light-sensitive. At least it's a good rationalization for not giving the player a black screen.
  8. When you use the Steam launcher, can you open the Data Files selection and activate mods that way? I not, you need to find your SkyrimPrefs.ini file (should be in "Documents/My Games/Skyrim") and add "bEnableFileSelection=1" under the "Launcher" heading. It doesn't like to come out of the box enabled.
  9. Something I've been curious about, but haven't played in so long I haven't checked... If you use Frenzy on guards or bystanders at the wedding to get the bride killed, does it count or fail the quest (because you weren't the one who killed her)? Or can she just not be killed that way? I'm really hoping it works, honestly, because I have the song "You're Gonna Go Far Kid" by the Offspring in my usual playlist, and every time it comes on that's the only thing I think of. That's kinda my goal the next time I have a computer running that can play Skyrim... Death by subtlety. :]
  10. I wouldn't bother putting a script on the magic effect. Create a global that will reference the player's level, then put a condition on the magic effect that it only occurs if the SUBJECT has GetLevel < YourGlobal (check the "Use Global" box to select a global to use for comparison). Then create a simple quest that fires through the story manager and updates your global every time the player levels up. The difference between these two approaches is that using MatthiasSwaag's approach, the magic effect will temporarily be applied until you dispel it. I believe the minimum duration for a magic effect is one second, so the effect would last that long on any target. With my approach the effect would never occur at all. The only script you would require would be on the quest. It would be basically: int n = Game.GetPlayer().GetLevel() MyGlobal.value = n-9 stop() Put the script in a quest stage set to run on start. Wow, you have no idea how much I appreciate your help. You don't even want to know what kind of convoluted steps I was resigning myself to having to do before I posted here... Thank you!
  11. It's Black Death Dungeon. I just downloaded it and ran it through TES5Edit to see; I assume he meant to put that in one boss chest in his dungeon, but I suppose he changed the contents of the base object instead, so every TreasDraugrChest in the game has his loot.
  12. Hmm. Well you can reference the player's level with GetLevel, and you can use GetLevel on the target of a MGEF, I believe. So perhaps (with scripting in your MGEF), if the target's level (akTarget.GetLevel()) is less than the player's level by 10 (if akTarget.GetLevel() <= Game.GetPlayer().GetLevel() - 10) then do your stuff. Thanks. And dang. I managed to script one thing, once, by chopping the script from another mod and hacking it together, but that was two years ago and I've forgotten everything. :P I think now is not the time to wade back in; I'll tweak the Bosmer another way.
  13. I think bare-chested is probably right for Orcs, but then your armor set is missing a cuirass, isn't it? I like the idea of using just the straps and metal plate from the harness, get rid of the underpart. That seems nice and barbaric. I also like the idea of metal shoulderpads; I saw this yesterday and was trying to think of some suggestion for just pauldrons without the 'vest' but they all looked silly in my mind. Didn't think of using just the harness and shoulders.
  14. Nahhh, nobody ever wants god items in an RPG... :P Here to offer services rather than make a request. I made a merchant a while ago as a delivery method for some OP items I answered a request for, and now I thought I'd combine all of the OP things I've done and also expand his inventory. Note I'm not going to be making any new textures or meshes; vanilla only. However, if you want some wicked stats or enchantments, I can do that. Currently he has is: 1 ring of Night Eye1 ring of Detect Life & Detect Dead1 amulet of night Eye & Detect Life / Deadmassively overpowered conjuration potions - potion effects last one day, summons last... an untestedly long time. (Spell magnitude was set to 1 million, so they're near-permanent.)1 pair boots (clothes, not armor) of 100% muffle (the regular enchantment I believe only gives 50%)1 each amulet and ring of immunity to frost1 each amulet and ring of immunity to shock1 each amulet and ring of immunity to fire1 each amulet and ring of immunity to magic1 each amulet and ring of carry capacity + 10001 "archmage ring" - reduces cost of spells in all magic schools by 75%------------all are disenchantable------------mod also includes crafting and tempering recipes for a new set of armor, which isn't particularly godlike, but was requested (Skyforge Steel with the same stats as ebony) so with new equipment I can include recipes as wellYes, I know, they're absurdly OP. I don't really use such things but they are easy to make for those who want them. ^^ If anything wants anything along the same lines I can chuck them in his inventory.
  15. This is a magic question. I had foolishly thought that it would be relatively simple to make a magic effect that would grow with the character and always, for instance, calm animals of ten levels or more below the player's. I thought there would be a LevelOffset function, however, I do not see one and now realize I was hopelessly optimistic. So, my quick question, just to make sure: that needs a script, doesn't it?
  16. Loot or Wrye Bash would at least approximate the correct load order so you wouldn't have to worry as much (since trying to guess and do it all by hand is more and more a gamble the more mods you have). Anyway, with your small selection there, you just want to make sure that the Unofficial Patches are loaded directly after their official counterparts (the "official counterpart" for USKP counted as Update.esm).
  17. This can be done; I made Falmer and Hagravens (and Giants too, if I recall correctly) pickpocket-able in my Racial Tweaks mod. I did not think to include Draugr. There was a problem with it: I turned the humanoid races into NPCs instead of creatures because I found the classification offensive (I'm a Snow Elf/Falmer fan :tongue:), but this meant that when they triggered killcams in battle it was a problem because it didn't actually damage them any. (Probably something to do with mesh skeletons or animations or something I have no idea about.) That part's now in an optional standalone version. As a sneakmage, meaning I'm basically never close enough that they could kill me because of a failed killcam move, I never found it unplayable... and it sounds like if you're a pacifist it wouldn't really affect you any. If you are interested and don't mind the other (mostly but not entirely cosmetic) changes, it's here. Edit: Turns out, looking at the latest release file, I did make Draugr pickpocket-able, I just never mentioned it in the notes, I suppose because that was the only change I made to them. So that works. I'm doing Dragon Priests now.
  18. This sounds frankly pretty amazing. For some unknown reason I'm a jewelry hoarder in Skyrim, and this really appeals to me. (I admit I clicked on the title thinking "how can jewelry be 'immersive'?" About the time you start talking about equations, I agreed with you. :P )
  19. You seem to be missing the meshes for your clothes (or bodies, I suppose, if those people are supposed to be naked). Check your Skyrim directory and make sure that "Skyrim/Data/Meshes/Armors" and other "Meshes/[subfolder]" haven't been accidentally doubled. (So they don't go "Skyrim/Data/Data/Meshes/Armor", etc.) I you mean you just installed a body mod, pay attention to "Data/Meshes/Actors/Character/Character Assets", which is where your bodies should be.
  20. Well, it's not quite that simple. If you just change the enchantment effect to do something else and rename it something else, then you have about a hundred, hundred-fifty base items that in-game are called "[thing] of [degree] Alchemy" ("Ring of Minor Alchemy", etc) but do something completely different, and are probably duplicates of things that already exist. That said, I think I'll do this, because it's not really difficult, just a little time consuming the way I'm doing it (I've started on it), and I've been away for so long I can use something relatively simple to remind me how to do things in the CK. OP, I think I'll leave the unique or hand-placed items alone, just make them non-disenchantable so that they're special and the effect is very rare.
  21. I believe that this means it would replace the flames texture, and this is the process for what (I presume) you want to do, apply the different-colored effects to a new spell.
  22. Is it Reiko Senjua? She has a sister named Neji and it mentions a diary, so it sounds like it could be. (Neji seems to have her own mod as well, if it's her instead, linked on that page.)
  23. A crash right after the Bethesda logo means one of your mods is missing a master file. It's probably Deadly Dragons; the mod page says it requires Dawnguard, which you don't have. If it happens again you can find out which one is the problem by deactivating them one at a time and trying to load, and the one where it doesn't crash is your problem. Then at least you'll know which file is missing its master. Edit: For that matter, I'm behind the times... Instead of trial and error, you can try one of the methods in this video tutorial on fixing your load order:
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