khabalseed Posted February 17, 2021 Share Posted February 17, 2021 (edited) Hi all, I want to create a Paladin's spell; I know there are some mods out there similar to this, but they add a lot of other stuff and things, so I'm looking to create this on its own. The spell must do these: 1st, it improves your weapon swinging by 30% 2nd, it will add holy damage (like Sun Fire spell) to the weapon, whether it's enchanted or not doesn't matter, doing 25 holy damage on hit to undead and daedras, and half of that to any other human/creatures 3rd, it should have a very low chance of either banishing the daedra or destroy the undead, a really low chance, like 0.1%, so this chance grows with Restoration level up to a max of 10% chance at 100 Resto. It should last at least 60 seconds. And I also want to add it after praying the first time at a Stendarr's Shrine (obviously, it should be added once only) or through a unique book spell (I don't want to see this spell or spellbook available on any vendor) placed at the Stendarr's Shrine in The Two Pilars, an unmarked location in Whiterun Hold, south of Swindler's Den. Also, I'm playing Skyrim LE using Ultimate Skyrim setup, which is built around Requiem, so I don't know if that damage (25 holy damage) will be "converted" into Requiem values after running the skyproc file properly, but if it does, it would fit vanilla Skyrim and Requiem players, so :smile: I don't really know where to beging with, to be honest... I know the swinging speed thing already exist as a shout effect, and also that holy damage exists, but it doesn't affect non-undead or daedric creatures. I don't know either how to make the spell so I learn it by praying at a Stendarr's Shrine, nor how to create a unique spellbook, so any help would be much appreciated. Thanks in advance. Edited February 17, 2021 by khabalseed Link to comment Share on other sites More sharing options...
Shadeybladey Posted February 18, 2021 Share Posted February 18, 2021 You will need to identify all the elements involved in such a spell, such as MGEF, visual effects etc, and make a copy of a spell book and change the particulars to make the book learn your spell. You can find details of spell structures on the Wiki. I added a hidden perk via a script to increase damage vs Undead and Lycnathropes for my silver and mithril weapons when they are equipped and remove it when they are unequipped. You could do a simlar thnig with your spell. The reason you would make duplicates of existing things and change them is that they will be given a new ID for your mod, so will be unique and not affect any other mod or Vanilla assets. Personally, so that I can find them easily, I start all my mod elements with _shb_ and then something to denote the mod, such as SWSQ_ for Silver Weapon Smithing Quest. So everyting in that mod starts with _shb_SWSQ_ and everything in the Sun, Moon and Star spell mod starts with _shb_SUN_ So when I make a duplicate form I rename them and they have a new number for the Form ID. Shouts can also be made into spells, or even potions, by duplicating the relevant files and renaming them for your mod and making the relevant chnages. The spell book can be placed in-game with the CK. Mine are hidden ln various dungeons and the player finds a tome or diary on a dead NPC to start the quests. I've looked at Requiem many years ago when it was very incomplete but not really used it, so I have no idea how that mod would affect your spell or how your spell would affect it. I am pushed for time atm, but I hope this helps you get started a little. It's a long time since I made mods and I am still relearning what I did. :smile: Link to comment Share on other sites More sharing options...
khabalseed Posted February 19, 2021 Author Share Posted February 19, 2021 You will need to identify all the elements involved in such a spell, such as MGEF, visual effects etc, and make a copy of a spell book and change the particulars to make the book learn your spell. You can find details of spell structures on the Wiki. I added a hidden perk via a script to increase damage vs Undead and Lycnathropes for my silver and mithril weapons when they are equipped and remove it when they are unequipped. You could do a simlar thnig with your spell. The reason you would make duplicates of existing things and change them is that they will be given a new ID for your mod, so will be unique and not affect any other mod or Vanilla assets. Personally, so that I can find them easily, I start all my mod elements with _shb_ and then something to denote the mod, such as SWSQ_ for Silver Weapon Smithing Quest. So everyting in that mod starts with _shb_SWSQ_ and everything in the Sun, Moon and Star spell mod starts with _shb_SUN_ So when I make a duplicate form I rename them and they have a new number for the Form ID. Shouts can also be made into spells, or even potions, by duplicating the relevant files and renaming them for your mod and making the relevant chnages. The spell book can be placed in-game with the CK. Mine are hidden ln various dungeons and the player finds a tome or diary on a dead NPC to start the quests. I've looked at Requiem many years ago when it was very incomplete but not really used it, so I have no idea how that mod would affect your spell or how your spell would affect it. I am pushed for time atm, but I hope this helps you get started a little. It's a long time since I made mods and I am still relearning what I did. :smile:Hi, and thanks for your answer, very helpful. Yesterday I finally managed to make the Creation Kit to work (it crashed if I added Dawnguard as a master file), and started checking the spells and effects to see how to deal with it. I checked the Sun Fire spell, and I saw a box where it was specified something like "S - Keyword - Keyundead - ==== - 1.000", and that made me wonder so I checked and it's possible to add a keyword like "keydaedra" (it existed) and any other race/specie. Do you now if it means that just by adding that keyword to that effect (or a new spell like the one I want to create) that spell would affect both undead and daedra? And if so, would that daedra key affect to attronach also? Thanks in advance. Link to comment Share on other sites More sharing options...
Shadeybladey Posted February 20, 2021 Share Posted February 20, 2021 One further tip I can give you right now is that you should download this CK fix: https://www.nexusmods.com/skyrim/mods/99796 This allows multiple masters to be loaded and also claims to optimise the CK *.ini file for maximum performance. It definitely makes the CK load much faster for me. Make sure you copy/paste the Description and Instructions from the Nexus page as well. The only caveat is that when you save and quit the CK (or just quit the CK without saving), the CK crashes. But this is a purely cosmetic thing and does not damage your Mod or the CK. I have been using it since last December, when I returned to the game after six years to try and complete some mods I was making, update them all for SLE (rather than Skyrim and individual DLC) and then convert copies of them to SSE. All you have to do when exiting the CK and it stops responding is use Task Manager to close the CK via CTRL + ALT + Delete. Another thing you should be wary of is that when you inspect any elements of anything in Vanilla or a Mod you have loaded in the CK, just to look at them and see what they do, never click OK when you finish looking at them. Cancel instead, or click the little x in the corner to close what you are looking at. This is because the CK has an annoying habit of marking the element as edited, even though you edited nothing and only looked at it. So never click OK on anything unless you are actually editing it for your mod. This is the source of most "Dirty Edits" you may have heard of. Another tip, especially when working on scripts, is that you must have several Saved Games which have never had your mod active. This is because scripts can be "baked in" to the save and, if they do not work, when you exit, edit the script and go back to the same save the script will still not work even if corrected perfectly as the saved game file has the old script baked in. So make several saves that are completely free of your mod before you start testing and saving with the mod active. If you wanted to follow my naming convention, and if I assume your Nexus name will be the same as your mod author name (mine is Shadowblade001, so actually slighly different, but _shb_ still works), you could start your mod elements with _kha_PAL_ for khabalseed Paladin Spell Mod. It really does make them easier to find in the CK as you just need to search the ALL section for _kha* and all your mod's parts will appear. As for Keywords, yes, they are a good way of controlling all sorts of things, like what can be crafted and from what, when the character can use certain recipes, adding bonus damage vs a specific or generic creature type and so on. If such a keyword exists, you should be able to make somethign have more damage vs Undead and "demons", where "demons" would be Daedra and Atronachs. This video gives an intorduction to Keywords: https://www.youtube.com/watch?v=6xeWvanQ8E0 They can be found in the CK under Miscellaneous/Keywords. He said he was going to make another the next week giving specific examples, but his next video is a review of some mods. But you can take a look at these: https://en.uesp.net/wiki/Skyrim_Mod:Creation_Kit https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format/KYWD https://www.creationkit.com/index.php?title=Main_Page https://www.creationkit.com/index.php?search=keywords&title=Special%3ASearch&fulltext=Search https://www.creationkit.com/index.php?title=Magic_Effect Good Luck! :) Link to comment Share on other sites More sharing options...
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