christianerding Posted June 30, 2014 Share Posted June 30, 2014 Well you think you are a hero? ;-) Well, I am not I am not bad with CK, but that does not matter at the moment. But I am a great fan of conjuration!! :-) Problem: Conjured creatures give you experience in Conjuration ONCE they enter battle. It is useless to keep them alive after that seconed, it is even better to conjure new ones (gaining XP) than saving the existing ones. MY IDEA: Is it possible to attach a script in the CK on the creature, so they will give the PLAYER xp in Conjuration when the are conjured AND each time the conjured creatures attack/hit a enemy. Similar to the training dummy mod, in which you gain XP in weaponskills, when you hit a training dummy. I would be thankfull for anyone trying to accomplish this matter. Greeting from bavaria, Christian Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted June 30, 2014 Share Posted June 30, 2014 firstly that's more than one scriptsecond i'm pretty sure its possible Link to comment Share on other sites More sharing options...
christianerding Posted June 30, 2014 Author Share Posted June 30, 2014 @qwertyzeldar First: Well I think one script that gives XP for every attack the conjured creature does counts as one. ;-) Second: The xp-gain for conjuring the creature is already in the vanilla game. :-) Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted June 30, 2014 Share Posted June 30, 2014 (edited) I don't think you understand scripting... it will take more than one script to do that. also just because something exists does not mean it can be used or should be. Edited June 30, 2014 by qwertyzeldar Link to comment Share on other sites More sharing options...
IsharaMeradin Posted July 1, 2014 Share Posted July 1, 2014 Why not add a single script to each of the conjuration spell effects that at least gives a small amount of conjuration exp. You can still get the bulk of exp from entering combat with conjured spells but a little just for casting the spell makes some sense. I'd say no more than 15 points preferably lower. Link to comment Share on other sites More sharing options...
lofgren Posted July 1, 2014 Share Posted July 1, 2014 One or two scripts seems about right. One for the enemy and one for the conjured creature, applied by a cloak spell that only takes effect during combat. Not that I'm volunteering to do it, but it doesn't seem like too intensive a project. Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted July 1, 2014 Share Posted July 1, 2014 it would be two or three scripts, but no it wouldn't be too intense Link to comment Share on other sites More sharing options...
lofgren Posted July 1, 2014 Share Posted July 1, 2014 Balancing it would be the most aggravating part, as usual. The scripting is easy enough. Making it level conjuration at a reasonable clip would require a lot of testing. Since the OP's complaint is primarily about the balance of conjuration leveling, presumably they would not be satisfied if it leveled conjuration too fast or too slow. Breaking down the OP's complaint, there are three parts:The way that conjuration levels encourages counter-intuitive behavior for people who want to level it as quickly as possible. This counter-intuitive behavior is a viable gameplay option. Behaving intuitively (i.e. relying on an already summoned creature until the creature is no longer useful) levels conjuration too slowly.In my experience, 2 and 3 are false. Repeatedly expending time and Magicka by summoning new creatures only to dispel them and summon a new creature while in the middle of combat will probably just result in player death when facing an appropriately leveled opponent. I also find that conjuration is probably the easiest spell school to level. Restoration has to compete with potions, destruction with weapons (possibly even conjured weapons). The only proximate substitute for summons is the fury line of spells, but illusion is highly unreliable. Playing as either a jack-of-all-trades or as a mage character, I find that conjuration reaches higher levels faster than any other magic skill. Therefore while I strongly agree that leveling mechanics should not encourage counter-intuitive behavior, it seems to me that intuitive conjuring (summoning creatures as needed) remains the preferable method, despite the somewhat wonky implementation of conjuration training. Of course this is the result of my combination of mods, difficulty settings, and personal skill at the game. But then so is the OP's problem. If the current implementation is balanced for me but not balanced for the OP, then obviously I can't possibly implement the balance they are looking for. Link to comment Share on other sites More sharing options...
christianerding Posted July 4, 2014 Author Share Posted July 4, 2014 Well, I stick to the One-Script-faction. :-) I am not a scripter, but it should work similar to the training dummy script.http://www.nexusmods.com/skyrim/mods/23698/? It monitors the the dummy, and waits if the the dummy ist attacked by a certain weapon.If yes, then in the next step it grants a little experience to onehanded, twohanded or destruction according to weaspontype. Same here just more simple: A script attached to each conjured creature in the CK, that monitors if the creature is attacking. Creature attacking?If yes -> award little experience (you can vary the amount for each creature) to PLAYER "Conjuration" + maybe a mulitplier for playerlevelIf no -> nothing That all. :-P Not really, but at least the center idea behind it. Link to comment Share on other sites More sharing options...
AfroGamerNinja Posted July 4, 2014 Share Posted July 4, 2014 Or you could just conjure Bound Sword, dispel it, rinse and repeat. Link to comment Share on other sites More sharing options...
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