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DrNewcenstein

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Posts posted by DrNewcenstein

  1. No punishment?! You know how hard it is to gather some of those things? lol

     

    But yeah, I'd like to see that myself. Bugs Bunny type stuff, too, just for laughs.

     

    Then again, you're only doing plants mostly, so maybe a gaseous cloud that temporarily paralyzes you, or knocks you out for a few hours and leaves you with blurred vision. I could see explosions if you were mixing elemental salts, though.

  2. Skyrim just isn't as Skyrimmy unless I can yell at other 12-year-olds over the interwebs. /sarcasm

     

    And hey, those "adult" mods are more "adulty" if I know there's a real person on the other end of the line. /more sarcasm

     

     

    ELDER SCROLLS ONLINE! THAT is the Elder Scrolls multiplayer option. And besides, like Valkasha said - Skyrim's engine can't handle it. It can barely handle Whiterun at noon.

  3. Did you load the other mod's ESP into the CK and make changes, then save that mod? If so, your changes will over-write the original ESP's settings for only what you changed. If you somehow managed to make an ESP from an existing ESP (not an ESM), then simply delete your mod and either edit the original ESP.

     

    TES5Edit will remove Identical To Master records, if the ESP has ITMs to the ESM, but I'm not so sure about removing them if the "master" is another ESP. It could get even worse if the original ESP has ITMs to its ESM.

     

    Another option is to rename the references you changed in your ESP, and if it includes loose files, you may want to rename them as well, then re-link everything in your mod (I'm currently hip-deep in a similar issue where I'm trying to run both CT77's Remodeled Armors and the mod it's based on - MAK07's Remodeled Armors. They both use the same naming conventions for the loose files, which causes major conflicts with each other).

  4. Not a problem. Thanks for any help. I'm at werk right now myself, so I won't be able to do much damage lol

     

    I am curious about the quest error when inserting the EPModSkillUsage_IsAdvanceSkill Condition. As well, there are 2 WISkillIncrease quests (01 and 02), which led me to think it's a quest.

  5. No, you have that wrong. There is no quest for skill usage increases. You're so wildly off the mark that it would take too long to explain it right now. I will come back tomorrow and add more detail but I wanted to save you some time chasing white rabbits.

     

    Thanks. A bit blunt, but thanks.

     

     

     

    Trying to avoid lifting other people's work.

     

    It looks like there are SkillIncrease Quests, though I'm not entirely sure how they're linked to Skill Usage. Probably an internal function if you pick certain options in a Magic Effect (School, Skill required, etc.)

    I did get an error about being unable to find quest data when I was adding a Skill Increase Condition to a Magic Effect, so that's what led me to believe there's actually a Quest for skill usage increases. Just have to poke through hand-cast spells until I find the link.

    You don't have to TAKE his work, you can poke around the code and use it to UNDERSTAND how he did it. Understanding how they did it by poking through lets you learn and improve. Possibly improving your own code in the process by finding better ways to do something.

     

    So understand how someone did something, and then create your own. That's how I improve my coding (in other coding languages that is).

     

     

    True, but then if there's only one way to get something done - only one way the words can be strung together to form a sentence, so to speak - then seeing how someone constructed it is fine, but if it can be done a different and equally compact way, then if the issue comes up of "hey you lifted that from such-and-such, you should give credit/you're just copying other people's work/etc" I have a legitimate stance to say "I have no idea what you're talking about." I'm not opposed to giving credit if I do learn/glean from someone else, but there's a difference between catching a fish and taking a fish.

     

    As well, figuring it out may take longer, but it's a skill increase rather than simple parroting.

  6. Trying to avoid lifting other people's work.

     

    It looks like there are SkillIncrease Quests, though I'm not entirely sure how they're linked to Skill Usage. Probably an internal function if you pick certain options in a Magic Effect (School, Skill required, etc.)

    I did get an error about being unable to find quest data when I was adding a Skill Increase Condition to a Magic Effect, so that's what led me to believe there's actually a Quest for skill usage increases. Just have to poke through hand-cast spells until I find the link.

  7. Decided to tweak the Staff of Thunderburst a bit more. NOW it's a bit of a pwner, but then it's intended to be a high-level staff. Still doing a massive bolt projectile instead of setting up a mini-Storm Call, but it's a winner. First shot hits the target, followed by self-spawning shots that throw the carcass around. Aiming's a bit tricky, and it's not good for CQC, and it doesn't have great range. A Staff of Fireballs has better range. But, I was able to take out Krosis at level 1, and he only got one shot off. Backed him against the Wall and the residual strikes drilled him a new one. 3 shots from me, 9 from residuals.

     

    Might leave it as-is for now and move on to another one. Also thinking of making the Level 2 Storm Cloud staff with 1st-word Cyclone Shout and a weak form of Chain Lightning, if I can get the Cyclone projectile to throw bolts. Gonna require Dragonborn at that point.

     

    And STILL no Skill increase, even though I've painted half of Skyrim with this staff and Krosis' staff of Fireballs. Still working on that. Once I get it working for one staff, it'll work for all of them.

  8. So the Staff of Calling Down The Thunder is being troublesome. I set up the Storm Call (Shout) script to not-really use the actual Storm Call (I wanted an indoor version, and obviously you can't do that), so I tweaked the options to get as close as I thought I could. Outdoors, I do get the swirling storm clouds overhead for a few seconds (duration of the spell), and the bolt coming out of the staff is a friggen MONSTER, but not quite what I was going for. I do want it to fire from above, like Storm Call, but in a smaller version, not just spit out a heavy-duty Thunderbolt. I'll poke it a bit more and see what I can get out of it (damage would be a nice start, though energizing whatever it hits is a nice touch).

     

    Gonna move on to another staff for now and come back to this one later. Maybe I'll stumble across the right answer while working on those.

     

     

    Still not seeing skill progress, either. Could be a hardwired gimp.

  9. I got distracted for a few hours lol so development on the Shock Ball staff has slowed down considerably, but I'm looking into it again.

     

    My own modding skills do not permit me to make a staff that levels up with the Mage using it, so if anyone wants to tackle that once I've got the other staff made, I'll gladly pass it your way.

     

    On that subject, and going back to the idea that base spells can be focused into more concentrated forms, I'm thinking along these lines (similar to what I posted above, but more refined)

     

    -There would be 3 base Staff types:

    Staff Level 1 - Flames, Frostbite, Sparks. These are the weakest forms, and are basically a quickly-depleting spew. As you level up in Destruction (or if there could be a separate skillset or subtree specifically for Staves, then your progress in that tree would have to apply), you learn to concentrate the spewing stream into a burst, which then leads to the second level:

    Staff Level 2 - Fire Burst (same as Yol - good for spider webs and skeever and mudcrab, but doesn't do much to people), Ice Storm (Freezing Whirlwind), and Storm Cloud (a weak Lightning Cloak-style projectile). As your Staff or Destruction skill increases, you learn to concentrate weaker single bursts into one larger burst, but it lacks the control and focus and thus affects crowds, and get the staff to Level 3.

    -Staff Level 3 - Fireball, Ice Mortar, Chain Lightning (there's no 15-foot-radius Frost effect projectile, so I guess I'd have to make one - thinking about basing it off the first word of Ice Form since it can handle crowds, but making it the result of an exploding Ice Spike projectile to go along with Fireball's effect). As your skill increases, you learn to generate a larger yet more focused shot, and you get the Staves to level 4.

    -Staff Level 4 - Incinerate, Freeze, Thunderbolt - Freeze would use the Icy Spear projectile, but upon being hit, the target is encased in ice as if hit with a 3-word Ice Form. As you further increase your skill, the staves evolve to level 5.

    -Staff Level 5 - Fire Storm, Ice Age, and Storm Call. Fire Storm would just be the Spell/Scroll effect - huge fiery explosion centered on the caster. Ice Age would be the same thing, except it does Ice Form in all directions. Storm Call would do a version of the Shout of the same name, where anything on radar gets a bolt in the head, except it would work in interior cells. Maybe with an additional effect of a related Cloak for just a few seconds as a secondary effect that radiates from the player.

    Though it would require a completely new animation, I'm thinking you would set these off by slamming the end of the staff into the ground, or by pointing it upwards rather than forwards. Maybe if the pose of the loading screen kid with the wooden sword could be adapted into an animation sequence. At least that's vanilla.

     

    I'm thinking the staves could be limited to 5 levels, and those levels are independent of the player's overall level. On one hand, a level 30 player could have a staff that was basically level 50, but on the other hand, a level 50 player could end up with a staff that was basically level 30, depending on how much work they put into it. One could obtain those spells in hand-cast form more quickly, but for those who role-play as stick and poke (staff and dagger), it might add something to their experience.

     

    As I said, my current modding level is not enough to get all that done, so if anyone wants to collaborate, I'll get the new spells/magic effects attached to the staves and then send it your way. Otherwise, I'll just make a bunch of different staves and drop them randomly into the world :D

  10. Get BodySlide and Outfit Studio (Caliente's CBBE page should have a link). Open Outfit Studio and select New Project, select the body file you're using (Existing Slider Set - just pick the NIF in your Data/...Character Assets folder)), then select the armor. It should load both your body and the armor (as well as it's default body shape body, which you may want to right-click and delete).

     

    Then you can tweak the armor using the increase/decrease volume brush to fit your body. Once it looks good enough, click Slider/Conform All, then go to File/Export Current and put it where it needs to go. If you overwrite the original mesh, then you don't have to change anything in the CK.

     

    Thanks to NerdOfPrey for the tutorial.

  11. Ok, well, I did make a staff of Flame Burst using the "Yol" flame breath magic effect. It works pretty well. Roasts mudcrabs in a flash, but doesn't do too much damage to people, as would be expected. It does some damage, but doesn't turn them to BBQ in a flash. You'll have to fight for it. It appears to level with you - first test was a COC from the main menu at level 1 against a Thief. She got bored from chasing me around and only a little crispy around the edges.

     

    Second test was a save-load of my level 50+ character, where Saber Cats took 2 hits, and Bandits took about 3 or 4. So, as a leveled low-powered staff, it seems to work.

     

    Not sure if it's affecting skill level though. Silly me didn't check my Destruction progress. I did get a level up, but I also got a Sneak increase about the same time, and I was too busy watching the action to notice if I got a Destruction increase as well.

     

    I looked at an existing Staff - the Staff of the Healing Hand - and its Magic Effect has a Skill Usage Mult of 1. I took one of those in the game and found someone to use it on, but again, I didn't check my Restoration progress first, so I don't know if it added anything. I didn't get a full level up, though.

     

    More testing to follow. Hopefully I can come up with a Staff of Shock Burst to go along with the Flame Burst and Blizzard/Ice Storm while I'm at it.

  12.  

    I got skill increases with staves of fireball, and going through the CK, Fire spells do have Skill Usage Multipliers, and these are the only ones linked to staves (that I can tell). Most other staff spells show 0 Skill Mults when linked to staves.

    So to make a mod that gives exp from staff usage all you'd need to do is change the skill multiplier for staves? Or is it more complicated than that? I know very little about the creation kit

     

    If what I'm seeing in the CK is correct, then yes, you simply need to link hand-cast/skill-increasing spells to their appropriate Staves. Or rather, replace the more generic "xx Staff" spell with the hand-cast version. Same with scrolls, I'd imagine.

     

    I'll poke around for a bit and see what I can see. I've also got an idea to make a new Staff type. We've got Ice Storm, which is a slow-moving freezing whirlwind, and is fairly weak, but not one for Fire or Shock that does the same thing. I'm thinking of putting Yol on a staff to serve as a Staff of Flame Burst - weak and slow-moving, like Ice Storm. But there's really nothing similar in the Shock catalogue. The weakest spell is Sparks, and there's no rolling-cloud type like Ice Storm and Yol, except for maybe the Lightning Cloak, but that's a different spell type altogether.

     

    Maybe something that casts a harmless projectile (light ball) which uses the Lightning Cloak effect as its art? But then that would have to cast a weak form of Chain Lightning with the magnitude of Sparks, which I guess could be done.

     

    This may go into Veritas but

     

    Counter Offer: I don't think using a staffs spell should increase your own prowess because your using the staffs magic not your own (Just look at that random encounter with the Nord who found his grandfather's staff) , what I do think would be good however is wielding a staff will increase the magnitude of all spells from that school by 10%, wielding say the staff of Magnus should grant you the ability to absorb 10% of all incoming spells (Src: tx12001)

    On the other hand, the Aspiring Mage says the staff is all used up, but when you get it from him, it's fully charged.

     

    But I do see your point - the staff contains the power, not the mage. A staff can be used by anyone with the will to do so (let Lydia get her mitts on a Staff of Chain Lightning and watch a True Nord fall in love with magic :lol: ), but instead of getting any sort of Magic bonus, it should be treated as a projectile weapon (if it's a Destruction/Elemental staff), but then that really can't apply to Archery, which is basically all the Marksman skill tree covers.

     

    Perhaps in a mod where new skills are added or Marksman were expanded to include projectile staves? In that event, a Staff of Chain Lightning could, through skill increases in use of said staff, evolve into a Staff of Thunderbolt. The wielder learns over time to control and focus the staff on one target, rather than simply blasting into a crowd, and as such, Chain Lightning becomes Thunderbolt - same power, more focus.

     

    Similarly, a Staff of Ice Storm could eventually be developed into a Staff of Frostbite (a single burst becomes a focused blast), and then Ice Spike (the sustained blast is focused further into a compact, single shot) and then Icy Spear (multiple Spikes are focused into one Spear).

     

    A Staff of Flames could evolve into a Staff of Fireball, then Incincerate.

     

    Scrolls would, of course, remain as they were scribed, with no option to evolve as there's no repetitious use - the scroll is consumed upon use, so no deeper understanding is gained, even when using multiples of the same scroll.

  13. Wait, what? You want to use the "dead is dead" play style, but when you do die, you want to start a new character without having to go through the whole thing again? That makes no sense to me at all. If you're playing dead is dead, then dead is dead. You die, you start over, you do everything over again until you can get through it without dying. That's the core of an immersive play style.

  14. "Akaviri - Citizens of Japan" lol

     

    There's no "Japan" in the Elder Scrolls. There's no Europe, no Africa, and no America, either.

     

    As for getting the mod to work, try ECE and Apachii Sky Hair only. Seems to work, according to one of the posts.

     

    You might also want to look at load order to fix the crashing.

  15. As far as I know, ENBs are still using the DX9 drivers, which are old. The current spec is DX11. Since this is your core graphics processing system, that will affect performance.

     

    As well, the more powerful your GPU, the better it will handle the increased output and even activation of certain graphics options that ENBs focus on.

     

    On top of that, a laptop video card is not as powerful as a desktop card, unless you dropped $1500 or more on it, and even then there's no guarantee the card can handle the increased processing demands to get all those snazzy visual effects. Features like that were put into the DX drivers so devs could make their screenshots look better than the actual gameplay, and their gameplay footage is typically recorded on extremely high-end systems with these options cranked so you'll look at it and drool. They were not intended to be used for full-time gameplay. Now you've got hobbyists tinkering with these options and everyone is under the impression that any computer can handle them as easily as running without it.

     

    You'll just have to tweak your ENB settings to balance your performance with the visual enhancements.

  16. Ultimate Follower Overhaul allows you to access your Follower's inventory easily.

     

    You won't find a way to do it in-game without scripts. The perceived simplicity of a given act is an illusion.

     

    The first step in fixing neck seams is to use body replacers that don't get too far beyond the vanilla bodies' dimensions, particularly around the neck.

  17. They dropped support of Skyrim to put everyone on the launch title for the XboxOne because Microsloth cracked the whip on them.

     

    Fallout 4 was never guaranteed. While F3 and NV were good, I'd rather not wait til 2021 for another ES installment simply because they're expected to do another FO. If they're only doing 1 new CE game every 5 years, and they keep adding titles, we'll never have a complete picture of Tamriel/Nirn.

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