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Oracleofmoons

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Everything posted by Oracleofmoons

  1. So I want a potion that reduces the stamina cost of attacks by X% I tried taking the existing potion for 2hander, and changing the effect from "2-hand power mod", to "2-hand mod" thinking this would do what I want. I juiced up the level to 90% at one point, just to be sure it was not working, and surely, no difference in attack cost. Anyone know how to do this?
  2. Lol I mod for free, because I'm an unemployed waiter, with too much free time. So far all I have accomplished is teaching myself the program, but if I make an amazing alchemy overhaul, I may get a job offer! :D I did actually release a little camp mod that many people enjoyed, so technically, that was free work......
  3. I'm not sure how you would do that, but it sounds pretty easy. I will warn you though, you would need to repeat the process for each type of armor, and 1: It will take time. 2: You will realize you are not happy unless you change something else, 3: You will start to realize how easy it is, and plan a complete overhaul. 4: You will spend a week on said overhaul. 5: You will realize it's not that easy. 6: You will realize the last week was nothing more than a learning exercise, and you whole file is garbage. At this point, it's up to you. Do you quit? Or do you start fresh, and begin f*#@ing up the masterfile all over again. If you have a ton of free time, and patience, eventually it is rewarding. If you have big plans, plan on failing a LOT before you get it right. Good luck, peace.
  4. Ok so, on every damn tutorial video I've seen about Custom NPCs, or Followers, they glaze over one of the points I really want to understand. How in the hell does combat work? We have "race" "class" "combat style" "spell list" "attack data" .......... and possibly I forgot something. Not only do I not understand it, but it's not so easy to test, like a potion or spell. Suppose I want a Wisp, to fight like a Flame Atronach. Or what if I like a particular 2-H Bandit, but I want him to use a shield, and cast frostbite with his right hand? Are things like this really that hard? Or am I missing something? TYVM.
  5. Oh and also unique weapons / jewelry / armor are very simple to throw in. If your story involves a wicked fire mage, you could make a ring, that has "resist fire" and "+fire damage" with a cool name. Another simple way to augment your story with gameplay.
  6. For your first mod, you may want to avoid a lot of NPC interaction lol. I did it a while back, and found it SUPER frustrating. Here is an idea. ------------------------------------------------------------------------------------------- Make a basic Courier quest. Begin your story there, with a lost relative, or whatever. The quest leads to a Cave, or Dungeon, where you fight some stuff. The story continues there, with books, notes, and other creative things you can thing of "that don't involve NPCs" and obtaining a key. You then are led out in the woods, where you find a player home cabin. Inside you find a bit more lore, books, and things to finish telling your little story, as well as just being a cool little player home. ----------------------------------------------------------------------------------------------- Courier quests are quite simple as I remember. For your cabin, first Copy & Paste the exterior of say a Whiterun shack. Then find an interior that matches. Example "Collette's House" Carefully, Duplicate the interior cell. Rename it, and then remove a few things. First Remove Collette. Then turn Markers on, and remove anything that does not pertain to you. For Example, in Collette's little shack, there are markers for some quest. and a chest under the floor. It is important you delete anything like this. You must be careful, obviously playing around with cells the game uses, but I say this because it is 1000% faster than creating a fresh cabin. Same goes for your Dungeon/Mine. I would NEVER start fresh. just Dupe an existing one, and then delete NPCs and such. Change it as much as you desire, and throw in your own stuff. ----------------------------------------- Also, I noticed I would get burned on the CK, then come back weeks later, and rather than sucking, I would be better than last time, and remember all I had learned. Be ready for a long road friend.
  7. Well, the first thing that occurs to me, is take your German Skyrim, and rather than delete it, throw it in a dead folder. Then if your first attempt is a failure, you still have all you German files. You can try again.
  8. Ok so I'm slowly doing an Alchemy overhaul of my own, and one of the awesome things I'm planning is potions that summon NPCs. I won't go into detail cuz I don't want people stealing my ideas! lol :D Here is the problem. IF I take an "Alch Effect X" and change it, so that its summons, yada yada, Then use an ingredient with "Alch Effect X" it works fine. I have tested this. BUT, if I now try and add "Alch Effect X" to another ingredient, it will NOT find the file. Somehow changing it to a summon, removes it from the pull-down. Even if you where to remove it from existing ingredient, then try and put it right back, it's a no-go. I suppose, when the entire mod is finished, I could change those files last..... but that sounds terrible. That means once it is done, those ingredients are stuck in stone, and in a way, the whole file would become impossible to revise. Why is it doing this? :(
  9. Oh yeah, of course. You can only create as many sets as there are lines vertically, before you started getting repeat pairs. Good news is, It was more than enough. I created the data in squares in spreadsheet, 8 squares, stack the squares, and I've got 96 rows. Now that leaves about 10 ingredients. I can use them to make matches where I see fit. Not bad eh?
  10. For my real list I used 48 integers. I repeated the process 8 times, so each effect is represented 8 times total, if I don't change it at all. Any combination, Only happens 1 time. If 5 and 8 are on a single line, I'm pretty sure this pair will not occur again. Thus it will ALWAYS take three ingredients to make dual effect potions. Even if you try every combo. Then the even cooler part is, I can intentionally add dual effect possibilities. Example, if Purple Flower has (#6 Fort HP) and (#9 HP Regen) that would make a great mix. So I can take an existing, (or create) an ingredient with #6 and #9, and when mixed, only the two, will make the dual potion. As far as how many times I could repeat the process without getting repeat pairs, I have no idea lol, But all I need is the eight I made up.
  11. After MANY hours of playing around, I figured it out. I figured out a process, by witch I can get sets of numbers, with no repeat pairs. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 1 34 31 28 5 2 35 32 9 5 3 36 13 10 7 4 17 14 11 8 21 18 15 12 25 22 19 16 29 26 23 20 33 30 27 24 1 30 23 16 5 34 27 20 9 2 31 24 13 5 35 28 17 10 3 32 21 14 7 36 25 18 11 4 29 22 15 8 33 26 19 12 And keep rotating numbers like a slot machine. Its kinds weird.
  12. Sadly, Molding your character for boom boom, does NOT change the games armor files like you might think. For each type of popular body mod, there is corresponding armor packs. I use CBBE normal settings, and it works for most everything. If you use the slider for EPIC boom boom, I know there is armor packs, (cuz I used one years ago) But I think the options are limited. However much you love full sized women, you may want to go with the more standard model, for compatibility purposes. :( I also realized that when my character had too much ass, I couldn't think about anything but sex. ROFL. /facepalm.
  13. Yeah, I had "FX persist" on, because summon spells take time. I could have had it go "BAM Fire", then pause, then he appears, but like you said, I kinda went with the "Fire Gate that remains until he dies" theme, and yes, it did disappear when he died I believe. I's acceptable, especially since you, a gamer, say you would find it fine. However like you mentioned, having the flame cloak effect for 3 or 4 seconds only, would be ideal. Then I got the idea of going with stock summons FX, but changing the color and sound... When it comes down too it, My alchemy mod should be sweet, and worst case here, is acceptable. Lay the potion, FX appear, Creature come out and kicks ass, FX remain at location for duration.
  14. yep, its not simple to overhaul alchemy in this game, that's for damn sure. I think I just created my spread. In it, most ingredients have 3 effects, and a couple have only 2. There is a something in it mathematical, where dual potions will exist, but it is predictable. So in most cases, I can have these occurrences produce a worthy potion that I intended, although not in all cases. Inevitably I think the rare, awkward, useless potion may be possible. I am pretty satisfied with my new spread, considering the challenge at hand. It also leaves room for a fourth ingredient, so once It was all set up, and did a little self beta testing, I could add the rare "secret fourth effect" to a few mats, if I felt a potion type was lacking, or I wanted to see more synergy in a particular type. So I'm still interested in other ideas though guys. If you come up with anything special, please post it!
  15. OK so. I am slowly putting together a complete alchemy overhaul. I'm going to - Rename / Tweak / Swap Out - All of the effects, as well as strip all the ingredients, and replace effects in a more sensible fashion. This is where things get weird. ----------------------------------------- The game has 108 ingredients, (including both DLC) This number I cannot change without somehow raping the game, so it's pretty well set in stone. ------------------------------------------ The number of possible effects from ingredients is not so ridged. I counted 58 "Alch" effects, but the game does not actually use them all on ingredients. After doing some planning, I want my total types of potions between 45-55, but the spreadsheet I need, could be the deciding factor. ------------------------------------------- After making a few spreadsheets myself, just using numbers 1-108, and say 1-48 as my information, I quickly realized it's a mess. I tried first making trends, rather than just random placement, and ended up with way too much synergy, where say "8" was ALWAYS next to "2" and such. So then I tried a more random approach and realized, there may be a reason Skyrim Alchemy is a cluster f*#@. 408 effect spots to fill, with about 50 types. This seems to inevitably lead to "Potion of Healing - Poison Fortify Persuasion YAR!" and I just want my overhaul to feel intuitive, with less awkward potions. --------------------------------------------- I think to make sense of it, it may be necessary to have only 3 effects per ingredient. Or even 2 for goodness sakes..... Having 4x possibilities seems cool in concept, but I think people would forgive me for dumbing it down, as long as the overall alchemy experience was drastically improved. __________________________ So PLEASE, if you are the type who can wrap your head around puzzles and spreadsheets, play around and see what you can come up with. Here is some guidelines. 108 Total Ingredients - Set in Stone 50 possible effects - Can change, 44-56 roughly would be fine. Good representation of all effects, but not necessarily equal. Likely 1,2,3 are basic healing-mana-stam and begin the chart with that in mind Likely 45-50 are high end effects, like invisibility, and paralyze, and begin the chart with that in mind. I would like dual effect potions to be MUCH fewer than vanilla, but to make sense when they do exist. (example Fort Health + Fort Stam) So please intend on one effect possible potions across the board, then intentionally add some dual matches, and make notes of what they are, so I can then decide what effect goes in that spot...... if that makes sense. (anyone smart enough to accomplish this task, I'm sure can decipher my post lol) -------------------------------------------- P.S. This could turn out to be an EPIC Mod, and if someone blows my mind, with a comprehensive chart, I will surely credit you in the description! So far I work alone, but I spent seriously two solid days playing with this, and my brain hurts. TYVM PEACE!
  16. If you do not want the value of the potion to help level you, you can set AlchemyGoldMult to zero I believe. I do think though you will want to gain more xp from making each potion. Otherwise leveling past 20 or 30 will be epic slow.
  17. I'm getting real close I think. I got the file open in Nifscope, I just cant find any reference to color... The one place it says (BSLightingShaderProperty) is greyed out, and says "default"
  18. The one thing I tried was adding "default torch light" as an ability, and saw no results.
  19. Ok so, I am downloading Nifscope. I have seen the .nif files in the CK. How do I open .bsa files, extract from them? An unzip program? I think you have given me almost everything to wrap my head around this. TY again!
  20. I want this fire creature to light up the immediate area like a torch. I know I would add this to special race abilities, but my first attempt failed. Any suggestions, on what type of spell I should be using? TYVM Peace.
  21. Ultima 6 Complete Remake with Skyrim CK, with original music and characters. Nerdgasm!
  22. Yeah you need to load Data, otherwise its just an empty workspace. Loading the data takes a long time, even on good computers, so don't worry if it does. Also, if you want your mod to include DLC stuff, you need to do a few things. Just google "load multiple masters in CK" and you can find exactly what you need to do. Otherwise you can only mod one masterfile at a time., and it's dumb.
  23. Ok, that sounds awesome, but ummm, how do I do that? Are the files located in the CK? What is nifscope? TY.
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