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Spell suggestion: Suffocate


faffman

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20 seconds does seem like a reasonable time for what the spell does. Well, it's hard to tell without trying it out, but I expect I'll get to try it out soon enough.

 

Do you mean which hand it equips to by default if you select it from the favourites menu, for example? Well, I want it to be a onehanded spell with dual cast support, but I'll probably use it most with the left hand. Most spells default to the left hand anyway, and you just need to select them with the mouse to get them in the right hand.

I think it's good enough to buy them at the regular spell vendors at the right level. I can just use the console if I need it immediately.

Yeah, which hand you'd like to cast it with. I'll make it Either, so you can choose in-game. So I'll add it to some lists, and see if I can add it to some vendors.

 

Would you prefer this be standalone, or are you ok with it being along with some other spells? I've made several undead-focused spells, hence why I found your request and started working on it in the first place.

 

Also, do you have all the dlcs, or at least Dawnguard? I don't want to give you an esp with a master you don't have.

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Try it out, either pick it up from the shelf(on the ground floor) of Anise's cabin or get it with the console and let me know if it's working well enough for your needs.

If it's not, I'll keep fixing it. If it is, I'll make it standalone for you.

http://speedy.sh/psYxe/CommandUndead.zip


It's still set to cast with both hands, btw, I'll fix it when I hear back from you.
My other spells, and perks I add with scripts, probably won't all work, because I only included the scripts for the Suffocation spell.

Edited by Fantafaust
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I'm in the middle of trying it out now, and this is what I've found so far:

 

They move slowly indeed, until they use a forwards power attack, where they move forward as fast as usual, and it feels like they get a huge speed boost.

Enemies with lower health take longer to kill; I tried using it on a fox, and it took about 30 seconds, if not longer, and then on a somewhat high level Imperial soldier (from Civil War Overhaul), and it took about 15 seconds.

They still use speech lines during exposure to the spell.

 

Will keep testing it.

 

EDIT:

Since I have Floating Healthbars, I can see the enemy's HP. Whenever I use the spell on regular lv 1 bandits, their HP count is increased by 100, and then back to normal when I stop using it, minus the amount I already drained from them. This 100 extra in account, I don't have to drain it all the way to 0, just the amount they have initially, and then they drop dead after after I stop using the spell and this recovery time is over.

 

EDIT2:

You were right about all targets taking about the same time to kill. A rabbit took about as long as a bandit marauder.

 

In light of this, what do you think about this: Instead of draining by percentage, you drain a certain amount instead, regardless of how high stamina they have? So a marauder will take longer to kill than a regular bandit, but small wildlife won't take long at all. And to compensate for this, enemies won't use power attacks during exposure, so it can still drain only stamina and no health.

 

Just an example here: let's say it drains 8 stamina points per second. A regular bandit has 70 stamina, so it'll take less than 10 seconds, whereas a marauder has 245 stamina, so it'll take roughly 30 seconds. Since the weaker enemies will die quickly, it can be written off simply as a broken neck due to the force. And if they won't use power attacks when the spell is used, it'll take the full 30 seconds, unless they've used power attacks prior to the spell being used. Seeing as wolves have 205 stamina at lv 2, they'll suddenly actually seem tougher than a lot of humans. And rabbits have 25 stamina, so again, the broken neck thing.

Edited by faffman
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I'm in the middle of trying it out now, and this is what I've found so far:

 

They move slowly indeed, until they use a forwards power attack, where they move forward as fast as usual, and it feels like they get a huge speed boost.

Enemies with lower health take longer to kill; I tried using it on a fox, and it took about 30 seconds, if not longer, and then on a somewhat high level Imperial soldier (from Civil War Overhaul), and it took about 15 seconds.

They still use speech lines during exposure to the spell.

 

Will keep testing it.

 

EDIT:

Since I have Floating Healthbars, I can see the enemy's HP. Whenever I use the spell on regular lv 1 bandits, their HP count is increased by 100, and then back to normal when I stop using it, minus the amount I already drained from them. This 100 extra in account, I don't have to drain it all the way to 0, just the amount they have initially, and then they drop dead after after I stop using the spell and this recovery time is over.

 

EDIT2:

You were right about all targets taking about the same time to kill. A rabbit took about as long as a bandit marauder.

 

In light of this, what do you think about this: Instead of draining by percentage, you drain a certain amount instead, regardless of how high stamina they have? So a marauder will take longer to kill than a regular bandit, but small wildlife won't take long at all. And to compensate for this, enemies won't use power attacks during exposure, so it can still drain only stamina and no health.

 

Just an example here: let's say it drains 8 stamina points per second. A regular bandit has 70 stamina, so it'll take less than 10 seconds, whereas a marauder has 245 stamina, so it'll take roughly 30 seconds. Since the weaker enemies will die quickly, it can be written off simply as a broken neck due to the force. And if they won't use power attacks when the spell is used, it'll take the full 30 seconds, unless they've used power attacks prior to the spell being used. Seeing as wolves have 205 stamina at lv 2, they'll suddenly actually seem tougher than a lot of humans. And rabbits have 25 stamina, so again, the broken neck thing.

Alright, so I'm gonna remove the health buff I had added, they'll just have to make do with their standard health amount. I've modified stamina to 8 per second, health is back to doing a large amount of damage instantly.

I'm unaware of a way to prevent enemies from using power attacks though. I'll keep working on this.

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I'm in the middle of trying it out now, and this is what I've found so far:

 

They move slowly indeed, until they use a forwards power attack, where they move forward as fast as usual, and it feels like they get a huge speed boost.

Enemies with lower health take longer to kill; I tried using it on a fox, and it took about 30 seconds, if not longer, and then on a somewhat high level Imperial soldier (from Civil War Overhaul), and it took about 15 seconds.

They still use speech lines during exposure to the spell.

 

Will keep testing it.

 

EDIT:

Since I have Floating Healthbars, I can see the enemy's HP. Whenever I use the spell on regular lv 1 bandits, their HP count is increased by 100, and then back to normal when I stop using it, minus the amount I already drained from them. This 100 extra in account, I don't have to drain it all the way to 0, just the amount they have initially, and then they drop dead after after I stop using the spell and this recovery time is over.

 

EDIT2:

You were right about all targets taking about the same time to kill. A rabbit took about as long as a bandit marauder.

 

In light of this, what do you think about this: Instead of draining by percentage, you drain a certain amount instead, regardless of how high stamina they have? So a marauder will take longer to kill than a regular bandit, but small wildlife won't take long at all. And to compensate for this, enemies won't use power attacks during exposure, so it can still drain only stamina and no health.

 

Just an example here: let's say it drains 8 stamina points per second. A regular bandit has 70 stamina, so it'll take less than 10 seconds, whereas a marauder has 245 stamina, so it'll take roughly 30 seconds. Since the weaker enemies will die quickly, it can be written off simply as a broken neck due to the force. And if they won't use power attacks when the spell is used, it'll take the full 30 seconds, unless they've used power attacks prior to the spell being used. Seeing as wolves have 205 stamina at lv 2, they'll suddenly actually seem tougher than a lot of humans. And rabbits have 25 stamina, so again, the broken neck thing.

Alright, so I'm gonna remove the health buff I had added, they'll just have to make do with their standard health amount. I've modified stamina to 8 per second, health is back to doing a large amount of damage instantly.

I'm unaware of a way to prevent enemies from using power attacks though. I'll keep working on this.

 

Yeah, that last bit sounds like it'll need a script.

But you do mean that the spell will drain only stamina, and they will die when stamina runs out? Or did I misunderstand?

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Yeah, that last bit sounds like it'll need a script.

But you do mean that the spell will drain only stamina, and they will die when stamina runs out? Or did I misunderstand?

Yes the spell is back to draining only stamina, instant death when stamina runs out.

 

What I'm gonna do is have the stamina drain at different amounts depending how much max stamina they have.

less than 50, 20%(5 seconds)

less than 150, 10%(10 seconds)

less than 300, 7%(15 seconds)

and etc. to 30 seconds

 

I'm trying to see if there's a way to script a dialogue change to only pain sounds or nothing at all. If you know of any mods that do that without paralyzing the enemy, let me know so i can contact that author.

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Yes the spell is back to draining only stamina, instant death when stamina runs out.

 

What I'm gonna do is have the stamina drain at different amounts depending how much max stamina they have.

less than 50, 20%(5 seconds)

less than 150, 10%(10 seconds)

less than 300, 7%(15 seconds)

and etc. to 30 seconds

 

I'm trying to see if there's a way to script a dialogue change to only pain sounds or nothing at all. If you know of any mods that do that without paralyzing the enemy, let me know so i can contact that author.

 

Those numbers might be reasonable, balancing can be done after a bit of testing of course.

Afraid I don't know anything like that. But those hard bits aside, it feels like we're getting somewhere here, don't you think? Well, you're the one getting somewhere, to be fair.

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Nah, this is a joint venture. You came up with the idea, I'm helping to make it a reality. It's a good learning experience for me with my scripting in Papyrus, so really we're helping each other.

EDIT:
I have the stamina drain working as described. I've yet to find any way to prevent power attacks without using the console, which I can't do with a script, and I also can't stop them from talking without the console. Or so It seems. I'll keep looking though.

I was able to disable them running, so they aren't moonwalking towards you lol

EDIT 2:
Really not seeing a way to stop their power attacks. I think you might just have to accept them as one of the downsides of using the spell.
"In their panic, your enemies' survival instincts kick in, allowing them to perform incredible feats of strength and speed, temporarily shirking off your spell's Slowing effect."
Or something. lol

As for the voice thing, I think I can get them to say stuff, but I don't think I can get them not to. I'll ask on the Mod Troubleshooting forum about it.

Edited by Fantafaust
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Update: New file for you to test, so you can see if the stamina values are acceptable. Notification messages will occur to show you how much stamina % is being drained(will be disabled later)
http://speedy.sh/u8FwF/Data.zip
I included all scripts this time, so If you want to try any of my spells, they should all work.

If you feel like, try using Suffocate with my new spell, Mist Form Dodge(name to be changed later) which will allow you to "go ethereal" at 25pts of Magicka per second(to be balanced later), but still allows you to attack.
With good timing, you can phase through enemy attacks.
in console, help Dodge, should help you find it

Edited by Fantafaust
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