Ceruulean Posted June 17, 2014 Share Posted June 17, 2014 Poison rune is vanilla? I've never seen it, although I know DB DLC has some new spells and sounds like it comes from there. Still, I accept that Restoration focuses on biolo- i mean, life forces. Well, I'll do some more testing when I get the time. I've got a mod that sets starting skills to 0, so I'm still trying to get into winterhold college, haha. Link to comment Share on other sites More sharing options...
steelfeathers Posted June 18, 2014 Author Share Posted June 18, 2014 This makes me want to cry, but it looks like I'm going to have to give the axe to Volatile Mixture. During play-testing, I discovered that the explosion was being placed where you first drop the bottle, not where it rolls/bounces/is thrown to. Unfortunately it looks like there's a bug with Skyrim where the position of an object (as registered by the game) doesn't change even when the physical location of the object changes. I tried working around this by forcing the bottle to disable itself and reset it's position data, but it looks like this only works 50% of the time. ;__; Long story short, there's no way to reliably make the bottle explode wherever it is. I really like the idea of this spell, but it's just not possible to make it work. Sorry guys. *sob* Link to comment Share on other sites More sharing options...
steelfeathers Posted June 18, 2014 Author Share Posted June 18, 2014 Thought of two new 'helper' spells to fill in some of the functionality gaps. What do you guys think? Featherlight (alteration apprentice) > Become as light as a feather for 30 seconds, reducing fall damage by 90% and allowing you to walk on water.Quiet (Illusion apprentice) > Silently muffle the air around you, reducing the noisse from casting by 50% for 30 seconds. Link to comment Share on other sites More sharing options...
Ceruulean Posted June 18, 2014 Share Posted June 18, 2014 I like the ideas, I think traditionally featherlight would slow down fall speed but that probably requires scripts. I'm curious about Quiet; doesn't the Silent Casting perk already function as that? I know Muffle has a perk in the sneak tree but some people say its buggy so that spell is still useful. Ah what am I talking about, there's no harm with including more spells. If someone doesn't want to spend a perk for silent casting for whatever reason, or it's removed from some skill overhaul, at least there's a spell for that. Link to comment Share on other sites More sharing options...
steelfeathers Posted June 18, 2014 Author Share Posted June 18, 2014 I like the ideas, I think traditionally featherlight would slow down fall speed but that probably requires scripts. I'm curious about Quiet; doesn't the Silent Casting perk already function as that? I know Muffle has a perk in the sneak tree but some people say its buggy so that spell is still useful. Ah what am I talking about, there's no harm with including more spells. If someone doesn't want to spend a perk for silent casting for whatever reason, or it's removed from some skill overhaul, at least there's a spell for that.I don't think I could slow down fall speed - not using the creation kit, anyway. There's no way to access it that I've seen.I wanted to make a spell like Quiet because frankly the quiet casting perk is a late-game thing. I thought it would be nice to have a nerfed version available early on. ^^ Also, I'm on the fence about including this destruction expert spell. What do you think - am I going overkill on the destruction-based flesh spells? Salamander Scales > Turns the caster's skin into salamander scales, increasing fire resistance by 90% and reducing damage from bladed weapons by 25%. The ground is set on fire whenever the caster executes a sprinting power attack. The caster is 33% weaker to frost, and frost spells are 50% less powerful. Link to comment Share on other sites More sharing options...
Ceruulean Posted June 19, 2014 Share Posted June 19, 2014 (edited) Yes, you're right, it is nice to have a silent casting spell. Would definitely help those who have trouble leveling Illusion enough to get the perk, considering the amount of combat overhaul mods available. Salamander Scales has effects similar to the school of alteration, at least in my opinion. I think setting the ground on fire is a bit much. There's always cloak spells that already set the player on fire. Oh man, this would be a great spell for battlemages and spellswords, combined with Firecloak. This reminds me of a personal mod I once made, that made Fire Cloak boost frost resistance, Frost Cloak boost fire resistance, and Shock Cloak boost shock resistance once you unlocked the expert destruction perk. I never got to test it though, since I wasn't playing a mage at the time and eventually I had to reinstall skyrim and forgot to back up the mod. On a different note, I realized there is a way to make the player fall slower. I've been working on adding new features to the mod Flyable Dragon Races 3, which allows the player to transform into a dragon and fly. When the player wants to fly, the script sets the player's gravity to 0, and when the player wants to descend, the gravity is set back to normal. I'm sure it's player exclusive, at least I haven't seen any NPC's getting stuck in the air while testing. Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok", 0) Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok", 1.35) ;<----- This is default value So a value in between 0 and 1.35 should make the player fall more slowly. The caveat is that scripted INI tweaks won't be applied if the player closes the game to desktop and restarts, unless there's some way to apply the script continuously. THe flying script uses "while" loops to constantly apply the changes. In a similar way, upon casting the spell, the script can begin a loop until the duration runs out while player.haseffect(thiseffect) Utility.SetIniFloat("fInAirFallingCharGravityMult:Havok", 0.6) ;Just an example, I don't know how slow this would be endwhile Aw man, now I'm getting excited because if this was implemented Grimoire would be the first mod to have an actual Slowfall spell that actually affects falling speed rather than only reducing fall damage. Edited June 19, 2014 by Ceruulean Link to comment Share on other sites More sharing options...
steelfeathers Posted June 19, 2014 Author Share Posted June 19, 2014 (edited) Haha, now you have ME excited about slow-falling. :DI'll see what I can do. (FYI, I'll be without internet for a week starting friday, so there won't be any new beta versions posted until I get back) Edited June 19, 2014 by steelfeathers Link to comment Share on other sites More sharing options...
steelfeathers Posted June 19, 2014 Author Share Posted June 19, 2014 (edited) Slow-falling works like a charm. :smile: Also, I've changed Salamander Scales to Wyvern scales: Wyvern Scales (alteration expert) > Transforms the caster's skin into wyvern scales, reducing damage from bladed weapons by 25% for 60 seconds. 50% chance to absorb incoming spells. *Damage resist grows to 30/35/40% with mage armor perks, if not wearing armor. Edited June 19, 2014 by steelfeathers Link to comment Share on other sites More sharing options...
EnaiSiaion Posted June 19, 2014 Share Posted June 19, 2014 Can you rename Time Lock, Jolt, Ice Shiv and Electrocute? I kind of have those names in Apocalypse and this prevents seamless interaction. Thanks. :) Link to comment Share on other sites More sharing options...
steelfeathers Posted June 19, 2014 Author Share Posted June 19, 2014 Can you rename Time Lock, Jolt, Ice Shiv and Electrocute? I kind of have those names in Apocalypse and this prevents seamless interaction. Thanks. :smile:Hmm, you're right. Can't believe I didn't notice that until now. Okay, I'll have to get creative with those names, then. Link to comment Share on other sites More sharing options...
Recommended Posts