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Wyrade

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Everything posted by Wyrade

  1. You should probably send them (ian) a mail through the adress they give you in the readme Is that where we should send requests/suggestions as well? Do Ian (and the others) not read this forum topic?
  2. While I dabble, I'm not really a mod creator, so I don't know the particular workings in the background well, but: Is it possible somehow through SKSE to add more equip slots? Like the ones where 35 is the amulet slot, 36 is the ring slot, 33 the hands and so on. I know it's not a current feature, I'm asking whether it is imaginable at all to extend the code of SKSE to improve that. With many mods enabled it does sometimes happen that two mods have unique or hidden items they try to equip, and try to do it on the same slot, effectively making the mods conflict. Example of such a mod is the Bandolier mod which adds equipable pouches and the like, which take up extra equipslots, and there are a few more mods like that which eat up equip slots like candy. There are mods where you can set which slot the mod's specific item(s) should use, but for example in my current skyrim all the available slots are occupied. It would make fixing this issue possible if there were extra equip slots to which these items could be allocated through MCM. I assume its not doable with the available modding methods, or someone would have done it already, so I assume it requires deeper editing, which SKSE is, though I'm not sure whether SKSE touches or can touch those parts at all.
  3. You should wait of the official version SkyUI 5.1 for SSE Read this: https://www.reddit.com/r/skyrimmods/comments/6zlgxk/skse64_200_alpha/dmxr24u/ shlangster wrote this on the SkyUI nexuspage yesterday: "FYI the SE port is basically done: https://cdn.discordapp.com/attachments/232170049413185537/359018830971797506/20170917183358_1.jpg I found a crash with the map menu though, so I'll wait a bit longer with the release until things are more stable."
  4. Wyrade

    SKSE

    Just came here to say Thank You! =) I just randomly checked the skse website, as I sometimes do, and was very happy to see a public alpha version at last :) SkyrimSE will start to actually live now, I'm sure. Oh, the hours (days-weeks) I'll spend modding. >< It's finally time to get a better gaming pc, my current one is getting a bit old. Thanks again! =)
  5. BUMP! I would be thankful as well if there would be a solution to that. ><
  6. Shorter summary: Core idea: - recharge daily 1/5 - many staff-spells available - stronger spells need skillevels - shortcuts to set in MCM - execution: script rotates different staffs Other: - apocalypse spells - staff color changing based on spell - low chance to defend user - knockback / magic negate - cooldown and delay on bigger spells for balance - barrier spell - bubble around caster, sustained like ward Recommendations on execution and expansion are welcome. :)
  7. Hi! The Staff of Magnus, hyped item as it is, could be made much better and interesting. I feel the vanilla version boring and underpowered, and te only mods I saw to exist were either ~doubling its power or just model redesign. "My" idea (I put together parts from other people's ideas on the net) is that it be more similar to the Staff of Magius, which they probably originally copied the idea from. http://www.forgottenlance.com/artifacts/magius.htm - useful for spell ideas as well. The point is, it should be able to shoot many different spells. Maybe it could recharge part of its max charges daily (like 1/5?) automatically. I thought the technicalities over as much as I could, and I believe I saw every necessary function in existence in other mods, so it should be possible. I have no scripting and rather minimal programming experience, that's why I post this here instead of creating it - it needs scripts as far as I can tell. The core idea in a bit more detail: - staff recharges daily for a small amount - different spells can be used with the staff - spells available depend on magic levels (and max magicka?), like you need 75 in destruction for some spells in the staff - (?) MCM to set shortcut for spells (better spell-management idea someone?) - possible execution: different staffs which are changed-equipped by script - script initiated on pickup and drop, making sure no accidental duplicates are created (I saw check for similar in other mods, should be possible to do properly). I assume charge can be transfered somehow as well. The original staff-efect would be in the mix, thus not breaking quest compatibility. - another possibility: haven't seen this yet, but if possible to simply change the effect of an item, then that could be done as well. maybe having a script as an effect of an item and the script deciding the effects afterwards? doesn't feel like a good solution, feels like it would be more script-heavy this way. Other, miscellaneous / less important ideas to add later / if not too complicated: - apocalypse spell package is both popular and the one I use. even if there is a vanilla version of the magnus mod I think there should be an apocalypse version - different color of light emanating from staff depending on equipped staff-spell - low chance to defend user with burst of magic onhit(?) - like pushing enemies away, or negating a magical attack - if possible to do, cooldown/delay time on bigger spells (is it possible?) - so for example if the staff is capable of summoning a meteor, it should not be able to summon another meteor for say one minute, and should not be able to cast any spells for 5-10 sec? would be a nice thing for balance reasons if it could be implemented. - if someone can do it a staff exclusive barrier spell could be added, sustained like a ward, but all around the caster as a bubble, similarly how the eye of magnus barricaded the college It would be nice if someone could pick this up. I appreciate any recommendations / ideas as well, both as an addition and to recommend practical ways of execution for the existing ideas, in case I decide to try making it at a later date. Thanks anyway and have fun!
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