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paradoxnrt

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Everything posted by paradoxnrt

  1. Well, then you need to open the Creation Kit and make duplicates of weapons/armors + alter their stats as you see fit. Then update the leveled lists so they show up at merchants and on NPCs. .....of course, I doubt you'll spend any time/effort figuring out how to do this for yourself. You seem to be very demanding + picky for someone who doesn't want to contribute at all!
  2. What you are looking for already exists....BUT, does require a little bit of work to install in order to match your requirements. The Skyrim SSE Mod is called 'Equipment Durability System'. I use it myself. 1) Installation: This is pretty straightforward. Follow the instructions + make sure you have SkyUI and SKSE installed. 2) Having it function to your requirements: This involves editing the 'EquipmentDurability.ini' file in your Data/SKSE/Plugins/EquipmentDurabilty folder. 3) Once you have the 'EquipmentDurabilaty.ini' file open, you need to make some changes: -DisableDegradation = true *items will no longer degrade...since you seem to not want that. -DisableDynamicTemper= False -TemperChance= set to whatever % chance of finding equipment that already is enhanced -BossTemperChance = set to whatever % chance you want for bosses having enhanced gear (I put this one higher than the general 'temperchance', since Bosses would be far more likely to claim higher quality loot). -DisableWidget=True Since you don't want the widget -BreakChance section = make sure all % chance of equipment breaking is set to 0% So, in the end, you'll end up with found/looted/sold weapons/armor having a chance of being pre-enhanced. These items won't break, and won't degrade. *the level of enhancement is tied to your level = you won't find a bandit carrying a Legendary War Axe when you are at lvl10, for example.
  3. That won't work, it'll reset if you use 'setav'. You HAVE to use modav! So you type 'player.modav healrate -0.65'.
  4. Well...No Stacking Enchantments doesn't actually REDUCE enchantment power....but it would provide a Lore Based reason why you don't see NPCs with 4x stacking enchantments that increase their attack damage, or reduce their casting cost to 0, or give themselves 500HP....... AND it would put the Dragonborn on a more level playing field with the rest of the NPCs/Actors.....
  5. ....that's actually a pretty good idea! ...harder to do than what I as planning on doing, but still... I would try to avoid SKSE...so that leaves enchanted items for their gear..... Hmmm....but then the problem becomes how much $$$$$$$$ the player will make selling all this gear after they kill even simple bandits.....grrrr! .....so maybe I'll stick with the 'wearing magic items increa.... Oh Damn! I just realized that there is already a mod that (partially) addresses what I'm trying to do! NO STACKING ENCHANTMENTS! https://www.nexusmods.com/skyrimspecialedition/mods/40279/?tab=posts This mod actually reduces the power of enchanted gear considerably.....so it makes more sense that NPCs simply wouldn't bother with a bunch of enchantments....since they can't stack = they'd only stick with a few powerful enchantments....
  6. Hmmm, but Harkon only carries 2 pieces of enchanted gear.....that said, Miraak and the Ebony Warrior are packed with enchanted gear..... Oh well, part of me wants to do this simply for the enhanced difficulty.....put the player on a more even playing field with the NPCs/Actors. *An issue with using the Effect+Keyword way of doing my mod are items that contain more than 1 enchantment! So, an item that contains 2-3 enchantments would result in 2-3 instances of that keyword = going nuts with dual enchanting (which most players do) would result in some crazy levels of magic resistance weakness.. .....or maybe this is how it should be lol!
  7. Yeah, I agree to some extent....but that doesn't explain why the rich and/or powerful NPCs don't use enchanted gear (or only 1-2 pieces). They clearly have access to it....for example, you often get enchanted gear as rewards. Becoming Thane will give you an enchanted weapon in each Hold. .....so why do most rich/powerful NPCs NOT use enchanted gear (or only 1-2 items)? Anyway, my mod will be a fun attempt at giving a Lore based explanation.....with a fun 'reward vs punishment' balance choice. Haha, I LOVE making mods that introduce 'realism + increased difficulty' themes! NOW, the question IS THIS! Do I make a separate mod....or do I go the easier route, and just bundle the necessary changes into my 'Classic RPG + NPC Perk' mod? ....simply because I don't want to waste time for a mod few will use, I'll probably just add it to my existing mod.
  8. Well, I could use Spell Perk Item Distributor to assign the conditions->effects to all NPCs/Actors. It's easy to do. Your suggestion (while doable) would confuse some players who want to use the mod....or maybe I'm underestimating players who would want something like this..... All that said, thank you for the input! Merry Xmas!
  9. Well....what I want to do is EASY.....but I was hoping for a more efficient way that doesn't modify so many Effect entries....I'm worried about making other mods incompatible! Basically, the only way I can see to do this is to: 1) add a Keyword ('Enchanted' for example) to each Enchantment linked Effect (there are about 40 of them). 2) add a perk to all NPCs/Actors + a quest spell (given at game start) for the PC! 3) in this Perk/Spell, have a magic resistance weakness effect abilities assigned based on how many magic items an Actor has equipped....using a condition function like: -WornApparelKeywordCount 'enchanted' = 1 ----> linked to 2% magic resistance weakness spell (ability) -WornApparelKeywordCount 'enchanted' = 2 ----> linked to 4% magic resistance weakness spell (ability) and so on, so on, so on. So...it's pretty easy to do....I just worry about all those modified Effects and other mods.
  10. Hi IsharaMeradin! Maybe I should have explained first what I was trying to do....that usually helps lol. I've always thought it strange that so few NPCs use magic items/armor/weapons....with the exception of a VERY FEW specific actors, most NPCs have 1 or 2 magic items max. I can only think of Miraak and the Ebony Warrior who use more than 2-3 magic items! So my mod is an attempt to introduce a reason for this in a Lore Friendly way. So, each enchanted item results in a penalty to the actor/player MagicResistance. Planned penalties are: 1 Enchanted item/armor/weapon = -2% MR penalty 2 Enchanted item/armor/weapon = -4% MR penalty 3 Enchanted item/armor/weapon = -8% MR penalty 4 Enchanted item/armor/weapon = -16% MR penalty 5 Enchanted item/armor/weapon = -32% MR penalty And so on! ....so while magic item enchantments give you amazing bonuses, they also weaken your resistance to magic. The more enchanted items you use, the more susceptible to magic you become! THIS is why I am trying to create a way to count the number of enchanted items an actor is using!
  11. Sigh, unless somebody else has an idea = I'll have to add a keyword (i.e. 'Enchanted') to every enchantment effect in the game. Then use 'WornApparelHasKeywordCount' to implement my mod. I was hoping that someone had a better idea....adding a keyword to every Enchantment Effect entry could lead to incompatibilities with several other mods.
  12. Maybe I can somehow use 'EPTmperingItemIsEnchanted' to make this counter?
  13. If anyone knows the answer, it would greatly help me with a mod I'm trying to create. Basically, I'm trying to figure out how the game would distinguish between a 'steel sword', a discovered/bought 'steel sword of burning' and a steel sword that the player added a fire damage enchantment to it.
  14. I assume it would involve using the Condition Function 'WornApparelHasKeywordCount'....but it's here were I run into trouble. While 'daedricartifact' and 'magicdisallowenchanting' are possibilities....the problem is there are other magic items in the game that DON'T have either of these keywords! I also suspect that player made magic items (crafted at enchanting table) aren't assigned the 'magicdisallowenchanting' keyword. While Smithing Tempering can check to see if any item is enchanted (regardless of daedric/unique or player crafted) via 'eptemperingitemisenchanted'.....I don't think this is a condition check that can be applied to 'WornApparelHasKeywordCount'. Maybe someone knows how to use 'eptemperingitemisenchanted' in a way that would enable a 'equipped magic item counter'.... Maybe it'll help if I describe what I'm trying to do.... Mod idea = I want to make a mod that adds an increasing 'Magic Resistance PENALTY' for each enchanted item you wear. So, for example: -wearing 1 enchanted item = -2% Magic Resistance Penalty. -wearing 2 enchanted items = -4% Magic Resistance Penalty. -wearing 3 enchanted items = -8% Magic Resistance Penalty. -wearing 4 enchanted items = -16% Magic Resistance Penalty. -wearing 5 enchanted items = -32% Magic Resistance Penalty. ...and so on. The idea is that I am trying to make a mod that EXPLAINS IN A LORE FRIENDLY way why everyone else (besides the DB) seems to only wear/use 1 or 2 magic items.
  15. Also keep in mind that the 'PerkDisarmEffect' will ONLY work against enemies who are PowerAttacking! That's hardcoded. *You might be able to use 'VoiceDisarmEffect' instead if you want the effect work against opponents, regardless if they are powerattacking or if you are unarmed! Let me know how this turns out. :)
  16. My mods also get around 5% endorsements.....heh, here is a funny story! I worked hours for some guys who wanted custom changes....posted the update. After a while, I get a response in the comment section....one user loved the mod, but wanted me to spend a few additional hours adding more content/changes. I pointed out that I did hours of work for them + this one guy wanted even more work done for a mod he clearly said he enjoyed.....but this guy couldn't take one second to endorse my work. It was around this point that I realized that most gamers are sociopath punks! ....I still post for the 10% or so percent who are decent people, but it really shakes my faith in humanity that so many gamers are so selfish/self-centered.
  17. The Stones don't work for everybody....in fact, they might only work for Dragonborn (Shard/Soul of Akatosh) AND/OR Shezarrine (Echo of Lorkhan)....which works out well for you, since your Character is actually BOTH simultaneously! You can find a book about the 'Watcher of Stones' somewhere in Kodlach's Quarters....it's a story about an adventurer who dedicated his life to the stones, but could never activate them because he was simple a normal mortal.
  18. I just noticed NOBODY actually answered this post question! Answer = 1) Open up the last mod in your mod load order using Creation Kit. 2) Go to 'Actor' section, select 'Player' actor. 3) Go to 'Keywords' tab. 4) Enter into the Keywords List 'ActorTypeUndead'! Congrats! Your character will now be recognized as Undead, but NOT a Vampire/Draugr. Necromage will now effect you!
  19. I've released several mods....my best guess is that between them, I have about 15,000 users! Of that FIFTEEN THOUSAND, I have only around 400 Endorsements.....so less than 3% of Gamers bother to leave Endorsements! WORSE YET!!!! I will get Gamers asking me to do extra work for them (adding or adjusting stuff to my mods JUST FOR THEM).....and they can't be bothered to take 5 SECONDS to Endorsement my work!! THE NEW GENERATION OF GAMERS MOSTLY ARE SELF ENTITLED, SPOILED BRATS!!!!!
  20. ONLY ~3% of gamers actually thank their modders by leaving an Endorsement! WTF!?!? I slave away for days making mods for players.....they download my mods by the thousands.....and I get 3% Endorsements, which are free and take a second to give! I think my days of modding might be over....
  21. In Skyrim Special Edition, I'd like to insert 2 lines when the character is killed. player.removeallitems COC windhelmtempleoftalos Can anybody please explain to me how to go about this? *Trying to make a lore based mod that gives players an alternative to reloading when killed.
  22. ....there might be a couple of exceptions to the 'Enchanting = evil' rule. It might actually be OKAY to Soul Trap Atronachs + Daedra + creatures already in the Soul Cairn. This would give you Soul Gems for Enchanting WITHOUT harming the Divines in any way!
  23. So, a truely Good Character who worships/respects the Divines wouldn't do any Enchanting. Nor would they even use Enchanted Items/Artifacts!
  24. BUT....the souls of all Nirn's creatures (evil or neutral or good) are simply 'parts' of the Divines. When you send them to the Soul Cairn, you are sending pieces of the Divines to the Soul Cairn.....in case you didn't know, the Divines are what created you, blessed you with a Dragon Soul and they love all of Nirn and its children. So, sending even an evil Necromancers soul to the Soul Cairn = one more tiny piece of the Divines lost forever = EVIL!!!! Also, since Cows are in the Soul Cairn + the Soul Fissures are full of souls that can fit into White Soul Gems = it seems that ALL Soul Gems send their souls to the Soul Cairn! To Sum Up: Enchanting is bad! ......kind of makes sense when you stop and look at the Enchanting Table...pretty evil looking!
  25. This is an old topic....but here is the accurate info. White souls and regular soul gem usage doesn't seem to send souls to the Soul Cairn. However, Black Soul Gems DO send souls to the Soul Cairn. Why is this a problem? Well, the world is created out of the Aedra's 'bodies'...they donated parts of themselves to create Nirn. When people use Black Soul Gems, they are sending tiny pieces of Nirn's 'essence' to the Soul Cairn (forever lost). It doesn't matter if the original soul was a good or evil man/mer = it still results in an erosion of the Divines themselves. Of course, the Divines aren't too keen on the idea of Oblivion slowly stealing away pieces of themselves....that's why Arkay works hard to prevent the creation of Black Soul Gems and why they are forbidden by the Divines.
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