Deleted3765355User Posted August 25, 2013 Share Posted August 25, 2013 Excellent, I look forward to testing your hard work! Link to comment Share on other sites More sharing options...
KelbornPendragon Posted August 26, 2013 Share Posted August 26, 2013 Next weekend? So awesome! Can barely wait!The statue looks great btw. Link to comment Share on other sites More sharing options...
Tykiii Posted August 26, 2013 Share Posted August 26, 2013 Yay!! :3 Can't wait to play it!! >:3 Hmmm... I can already see the archeologist build (dwemer scientist+nordic grave explorere aka shout mage) ;) The new statue looks awesome... and the trees behind it... mmmm :3 Link to comment Share on other sites More sharing options...
MDiddy Posted August 26, 2013 Share Posted August 26, 2013 This is awesome. I can't wait. Which of your packages is next then, Enai? I'm too damn excited for all of them. One of my favorite if not favorite, modders on the Nexus when it comes to Skyrim. Link to comment Share on other sites More sharing options...
ryanshowseason2 Posted August 26, 2013 Share Posted August 26, 2013 Probably way too late in development but a while back I had a script that made some really fundamental changes to shouts and how shouts were used in game. It basically put each shout on its own individual exclusive cooldown, so you could do an ice breath shout then immediately cook it with fire breath and then further use the earthquake shout from your own mod within a few seconds. Basically the goal was to subsist on shouts alone. And yes it worked with any dlc and user created shout including ones introduced by your shout package. It was automated to do so. It may serve as a good reference for creating maybe only a second cooldown or to re implement the same system. JSHelper the main author gave the ok a while back to add it in any mod I liked and release it. The code and method of attaching to the player was all in this thread: http://forums.nexusmods.com/index.php?/topic/775618-shout-scripting/page-2 Link to comment Share on other sites More sharing options...
EnaiSiaion Posted August 26, 2013 Author Share Posted August 26, 2013 I spent 5 minutes scrolling through all 13 pages on my tardphone, then 15 minutes typing up a reply and then the train went through the Carrier-Oligopoly-Can-Get-Away-With-Minutes-Of-No-Reception-On-The-Commuter-Line-From-The-Biggest-City-To-The-3rd-Biggest-City twilight zone after I hit Post and I lost it all. Screw you Belgacom. Anyway, I like your tech but I prefer a limited number of shouts per encounter that reward player skill instead of pump and dump shouting, especially with Skyrim's clunky hotkey system that is a step back from Diablo 1. Implementing this technology would be awesome if the mod was based on it and shouts didn't include things like sucking 40% of the enemies into a black hole and some of the effects weren't inspired by Final Fantasy overdrives. Link to comment Share on other sites More sharing options...
ryanshowseason2 Posted August 26, 2013 Share Posted August 26, 2013 I spent 5 minutes scrolling through all 13 pages on my tardphone, then 15 minutes typing up a reply and then the train went through the Carrier-Oligopoly-Can-Get-Away-With-Minutes-Of-No-Reception-On-The-Commuter-Line-From-The-Biggest-City-To-The-3rd-Biggest-City twilight zone after I hit Post and I lost it all. Screw you Belgacom. Anyway, I like your tech but I prefer a limited number of shouts per encounter that reward player skill instead of pump and dump shouting, especially with Skyrim's clunky hotkey system that is a step back from Diablo 1. Implementing this technology would be awesome if the mod was based on it and shouts didn't include things like sucking 40% of the enemies into a black hole and some of the effects weren't inspired by Final Fantasy overdrives. I get your meaning. I recently started playing the vanilla shout system again and realized just how overpowered it was with individual cooldowns. I was thinking of adjusting it, give diminishing returns on the cooldowns By adding 5 seconds of cooldown to all shouts other than the one just used(and any shout that already has cooldown gets the current value doubled). So switching them up and using a variety would be encouraged but not machine gun style insanity. It was a great idea and all, but then I got dragonborn and updated and the script stopped attaching to the player, never figured out why... Even a dual cooldown system would add a whole new layer of interest to the system, but a simpler approach might be more appropriate. Link to comment Share on other sites More sharing options...
EnaiSiaion Posted August 27, 2013 Author Share Posted August 27, 2013 I featurecreeped in two more staves: Gift of Kyne - Places a buff on targets in a 15 point radius that renders them unable to die for 20 seconds. During this time, for each 10 damage they take, your shout cooldown is reduced by 1 second.Gift of Talos - Deals 10 shock damage +50% of your current shout cooldown (max 2 minutes) in a 15 point radius. Link to comment Share on other sites More sharing options...
Nahlraka Posted August 28, 2013 Share Posted August 28, 2013 (edited) I'm so excited for this right now, I'm actually delaying playing until the mod comes out. Will it be compatible with ACE [since it affects Speech]? http://skyrim.nexusmods.com/mods/10037//?And does it matter if I've unlocked a ton of shouts already? Edited August 28, 2013 by Nahlraka Link to comment Share on other sites More sharing options...
EnaiSiaion Posted August 31, 2013 Author Share Posted August 31, 2013 I went over the 100 Mb Steam Workshop limit. :wallbash: Link to comment Share on other sites More sharing options...
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