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[WIP] Call of Hircine: Bloodmoon Rising


TheElderInfinity

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Thanks, but I think we figured that out.

 

 

Xahstur, does your combat mod incorporate the nightly transformations? I think we should work on making a werewolf perk tree. Btw, isn't 210 armor a bit much at level 10? The werewolf's supposed to be a fast moving, lightly armored fighter, and that's definitely in the heavy armor realm...Speaking of which, the werewolf was supposed to have health regen; 2.1 is a fair magnitude for the Beast form.

 

About transformations:

Yes just pop your scripts in there.

About Lycanthropy perk tree let me handle of that.

About Armor:

No.its a damage resistance there is no movement penalty from Damage Resistance,this command or whatever it is adds a resistance equal to 210 armor.

No its not even now 1.5 is a fair rapid regeneration.

 

It was prior to you giving the werewolf so much armor; In Argan's version, the werewolf was something of a glass cannon against heavily armored foes. Btw, prior to adding the perk tree, could we all agree on what we're planning on doing as far as what goes in it?

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If you read my post 3 pages back you will notice that i asked you to rearange the scripting team.

Ill do combat,perks,enhancements...stuff like that (imrpoving gameplay)

You guys take care of the rest...

 

About Damage Resistance if youre unfamiliar with werewolf lore from movies or legends,the werewolves have certain damage resistance to normal weapons but not to silver! Ill add that too ;)

 

Btw Argans plugin is buggy because he has multiple abilities in there which ends up ovp modification than mine ... for example :

He added Elemantal Resistances WHY? You get that from an items in human form + werewolf is a tank especially during full moon (on Vanilla he gets +150 HP and Stamina ive added +200 HP/STMN and also +10 Unarmed Damage but only on Full moon) so he accually doesnt need the resistances ...

Secondly he added 2 regen rates 1 combat and 1 fortify heal rate...in my knowledge what ive experienced in 2 years of modding and testing mine and argans addon is that those 2 regen rates stack ... -.- which means he got 3.0 regen rate which is insane....

And also he added tons of hp which is unnecesary...

Check out my plugin in CK and you will see that is not ovp but extremely balanced...test it in game also on master difficulty+DD Hardcore+ WiS Dark Age.

Oh yes what is cool werewolves from WiS gained the critical hit chance + bleeding effect which is pretty much challanging for players and i like challange also i think i speak for a lot of Skyrim players out there that agree with me with this.

Edited by Xahstur
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If you read my post 3 pages back you will notice that i asked you to rearange the scripting team.

Ill do combat,perks,enhancements...stuff like that (imrpoving gameplay)

You guys take care of the rest...

 

About Damage Resistance if youre unfamiliar with werewolf lore from movies or legends,the werewolves have certain damage resistance to normal weapons but not to silver! Ill add that too ;)

 

Btw Argans plugin is buggy because he has multiple abilities in there which ends up ovp modification than mine ... for example :

He added Elemantal Resistances WHY? You get that from an items in human form + werewolf is a tank especially during full moon (on Vanilla he gets +150 HP and Stamina ive added +200 HP/STMN and also +10 Unarmed Damage but only on Full moon) so he accually doesnt need the resistances ...

Secondly he added 2 regen rates 1 combat and 1 fortify heal rate...in my knowledge what ive experienced in 2 years of modding and testing mine and argans addon is that those 2 regen rates stack ... -.- which means he got 3.0 regen rate which is insane....

And also he added tons of hp which is unnecesary...

Check out my plugin in CK and you will see that is not ovp but extremely balanced...test it in game also on master difficulty+DD Hardcore+ WiS Dark Age.

Oh yes what is cool werewolves from WiS gained the critical hit chance + bleeding effect which is pretty much challanging for players and i like challange also i think i speak for a lot of Skyrim players out there that agree with me with this.

 

You do realize that damage resistance only applies to physical damage correct? Magic goes straight through.

 

Edit: Herpderp, just realized you added magic resistance. Good. Though 40% at level 50+ in anticipation of higher levels that you can't modify is unnecessary, you can add abilities for more werewolves by making small changes to the WerewolfChangeEffect (be careful, changes to stock scripts are permanent). Hell, Argan suggested adding werewolf abilities for every five levels instead of every ten, and I tend to agree.

 

I think +10 frost resistance in addition to the twenty percent magic resistance would work well though.

 

Edit 2: Are you balancing for master difficulty wars in skyrim/deadly dragons or normal gameplay? If its the former, than you need to realize that's going to be godly overpowered in normal gameplay. Maybe...Regardless, if it is overpowered in non-master/difficulty enhancing mods, we need to make two versions of the .esp (at the very least).

 

 

Edit 3: For future work, please prefix the editor name of everything you add to the game with coh

 

it makes things vastly easier to find.

Edited by TheElderInfinity
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i still don't know if my mod was enough or what.

seriously, if i can't be of any help tell me, if not instead give me proper answers 'cause im still waiting to know if i made a proper work.

 

You did Argan but you put too many same abilities you only need one of each because they will stack.

 

TheElderInfinity@

Im balancing for DD,WiS and upcoming mod from my friend...Hes right now on a job to make even harder Skyrim than Master difficulty so im balancing first that then ill go for vanilla...

Anyway i decided to make 2 esps 1 as a main file for vanilla (same crit chance etc but stats will be weaker) and other one as an optional file for those who use difficulty enhancer mods.

 

Both esps will contain all scripts etc.

 

 

Oh yes! Guys!

One thing poped to my mind, if you familliar with Bonebreaker perk and im sure you are,this neat perk has this feature that reminds me so much of DotAs Hero Ursa,and 1 perticular skill - Fury Swipes!

What does the bonebreaker do accually is this, it only has damage stacker for each strike,i saw in perk section for bonebreaker on lvl 3 that damage add is little ( 0.25 of your total damage ) so what i want to do is this:

 

For Werebear i would add this ability:

Fury Swipes :

 

20 % chance to stack additional damage on target (0.25 of your damage on lvl 3 ofc! ) lvl 1 will be 0.1 damage then 0.15 then 0.25 or 0.2...

Also it has a chance to stun (paralyze) but ill see if ill add that.

 

Edit: How to add editor prefix O.o i never use that or its smth new in CK O.o

 

Edit 2 : Nvm i only used existing esp from LFoX and i modified it ,the original esp is still there so ill fix that xD.My bad.

Edited by Xahstur
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Heh, I just got rid of the weird beastform fx and attack disabling, but now I just realized that we need to make a script that continually sets the beast form timer to a high number when cohTransformationsAllowed == 1 pretty simple fix though.

 

Btw Xahstur, I hope you don't mind that I'm cleaning up the script.

Edited by TheElderInfinity
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ok wathever, if you ever need me send me a pm.

 

Accually i do need you ;) because i cant work alone on the gameplay parts of this mod which includes :

 

Combat 50 % done but still WiP

New Perk Tree

Immersion

Etc...

so what do you say?

There wont be so many scripting but i intend to edit some dialogues too.

Dont quit now :D i need you help.

Tell you what why dont you tweak more on Werewolf abilities so i can see what we can come up with ;).

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