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Lichdom


kromey

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The original thing I actually meant became quite distorted :biggrin:

No more talk 'bout that, I like the way how you understood it :biggrin:

 

also, Aye, but minor stats things, like the destruction/conjuration boost can be edited afterwards, or immediately when some sort of good idea pops in.

 

Also, I had no idea that it was THAT easy to make different weapon styles more effective!

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There is a way you can become a lich and vampire or should say vampire lord. The dawnguard vampire lord is given to you in the exact same fashion as the companions it is not contracted.

Well, then, if you're a lich don't do the vampire lord quest line. ;) Or the werewolf quest line. :whistling: (Does that mean too that a werewolf can become a vampire lord -- and vice versa -- or did Bethesda include conditions in the respective quest lines to prevent that?)

 

I'll look into ways to prevent that happening, but only after everything else is done, released, and there aren't more pressing bugs to worry about.

 

Also, I had no idea that it was THAT easy to make different weapon styles more effective!

Yeah, I was quite pleased! Just take a look at the weapon-specific perks in the One-Handed tree, which give boosts when using specific weapon types, if you want to see how it's done.

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More digging, more exploring, and more research has turned up bad news, and good news.

 

The bad news is that to prevent the lich from receiving the well-rested bonus, I would have to modify the vanilla script to detect the lich and not grant it, as it does for the werewolf (and doesn't for vampires, which is odd -- I would think they wouldn't get the bonus either, but I guess they do?). :confused: Obviously this isn't impossible to do, but for now I'm just going to set that idea aside and allow the lich to receive the bonus (and, lore-wise, it still makes some sense, as the benefit is that of a rested mind, and even if the lich doesn't ever sleep per se who's to say that it can't rest its mind for an extended period for a similar result?). :dry:

 

The good news is that perks are just flippin' awesome! :wub: I just discovered the Entry Point function "Modify Enemy Critical Hit Chance" which, if it does what it says on the tin, means I could modify the +40% damage from blunt weapons vulnerability to also grant e.g. double the critical hit chance against the lich with those weapons! For those of you who want to see a chance-based vulnerability for massive damage, would something like this satisfy your bloodlust? :devil:

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Don't remove the resting bonus from liches they can rest just like vampires lore wise the only reason werewolfs don't get it is something like "your trying to keep you guard up else the animal inside is going to take over and kill people". The only thing a lich has inside is a dust, cobwebs and the occasional gust of wind chiming through there ribs.

 

Potema the wolf queen raises zombies around her what i thought you could do is have a proximity raise undead while in the demi-lich state it could be the energy that your phylactory is using to keep you raised is leeking out to undead around you bringing other things back to life but because there not getting the full amount it doesn't keep them alive forever and they don't get your power. Because the phylactory is still at the wim your soul so are the undead.

Edited by KILLERZombie135
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I meant to post this a looooong time ago about the whole twin souls thing. I think you could work around the fact that the twin souls perk sets the summon limit at 2. When you are adding the new perk allowing more summons, add a quick little check to see if the player has twin souls, if they do then just use modsummoncount or whatever the value is. If not then still mod it accordingly but run a little background script to keep checking whether they have twin souls (say every level up or something like that, or every 5-10 minutes or load up) so that when they get the perk things get re-fixed. I believe that should all be quite doable. This way you never have to physically modify Twin Souls to accomplish your goal but can still allow multiple summons (twin is also kinda lame, really, a master of conjuration can only summon 2 lackies? c'mon.). It might be a little tricky to get the periodic checks implemented but not horribly difficult I don't think. There's probably something like that in game but nothing springs to mind right now.
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Oh and this is more relevant to your books thing but quick question as I'm writing up the journals of Balits Llervu. You mentioned that you only want so many abilities or etc. mentioned in one body of work. Can I mention the ingredients needed for the Potion of Endless Night in my work? Or hint at some of the processes. I won't go into great depth but mention some of it. (for example, it's really old, really really old, part of the ingredients are blacked out or what have you so the reader only gets a partial idea or they learn what they need but not how to brew it so it's not an option in the cooking pot)
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I meant to post this a looooong time ago about the whole twin souls thing. I think you could work around the fact that the twin souls perk sets the summon limit at 2. When you are adding the new perk allowing more summons, add a quick little check to see if the player has twin souls, if they do then just use modsummoncount or whatever the value is. If not then still mod it accordingly but run a little background script to keep checking whether they have twin souls (say every level up or something like that, or every 5-10 minutes or load up) so that when they get the perk things get re-fixed.

Unfortunately that doesn't seem to work at all -- I couldn't get a second perk to affect anything at all with Twin Souls in play. Seems to be that perks are recomputed all at once, so that max-priority "set summon count to 2" can't be overridden at all; I even tried a second perk that would likewise set the summon count to 4, which worked perfectly without Twin Souls, but Twin Souls immediately took over and overrode it otherwise (regardless of the order the perks were added).

 

If you find a way to overcome this, I'd love to see it, but I've already tried everything I could think of with absolutely no luck whatsoever; I did, however, easily find solutions should I modify Twin Souls.

 

Oh and this is more relevant to your books thing but quick question as I'm writing up the journals of Balits Llervu. You mentioned that you only want so many abilities or etc. mentioned in one body of work. Can I mention the ingredients needed for the Potion of Endless Night in my work? Or hint at some of the processes. I won't go into great depth but mention some of it. (for example, it's really old, really really old, part of the ingredients are blacked out or what have you so the reader only gets a partial idea or they learn what they need but not how to brew it so it's not an option in the cooking pot)

Please don't mention the complete recipe; hints at it are fine, but the point of finding the relevant fragment of Artun's journal is that it's the player's first discovery of the recipe. (This goes for the phylactery crafting as well.) If multiple people decide to hint at the recipe, it'll be on me to make sure that no combination of these books actually reveals the full recipe -- it would be rather frustrating, as the player, to be sitting there with a couple of books in your inventory that, together, give you a crafting recipe you don't actually have access to!

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Potema the wolf queen raises zombies around her what i thought you could do is have a proximity raise undead while in the demi-lich state it could be the energy that your phylactory is using to keep you raised is leeking out to undead around you bringing other things back to life but because there not getting the full amount it doesn't keep them alive forever and they don't get your power. Because the phylactory is still at the wim your soul so are the undead.

Ooh, interesting idea... Like a Resurrection Cloak or something? A shorter duration, weaker zombies, of course, but the "leaking" energy thing is pretty cool...

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Ooh, interesting idea... Like a Resurrection Cloak or something? A shorter duration, weaker zombies, of course, but the "leaking" energy thing is pretty cool...

 

Exactly like a resurrection cloak I hoped you'ed like the idea

And for extra flavor the zombies automatically fall dead if they get too far away from the player (because they've gotten too far away from the source of the leaking energy) -- but of course could get right back up again if the player wanders back toward them!

 

I wonder if this could be done in such a way that the zombies don't count toward the player's minion limit...

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