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Make a mod that balance Windshear


SmashBrain89

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Hello Tamriel people,


my name is Matt and i'm a new entry in the skyrim modding world. I have a small project (as mentioned above) where I would like to balance Windshear, but I'm having trouble understanding what exactly the Unofficial Skyrim Legendary Edition Patch did. I did not understand if the effect has been changed or if it has been removed entirely. If someone wants to help me or even just give some advice, I would be very happy


best regards (maybe) a new modder


PS: using the creation kit, I tried to modify EnchStagger and StaggerAttackFFContact with poor results


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First, make sure you are using the same version of Skyrim as your mods and the Unofficial LE Patch: SLE, or Oldrim plus all DLC, which is basically the same thing. You cannot mix and match SLE with SSE.

 

Then I'd look at Vanilla Windshear in the CK and take screen shots of all its assets. There's probably a lot more to it than just weapon meshes and textures, like scripts, hidden perks, MGEF or whatever. I don't think I ever actually got that scimitar (as far as I can remember over the last 9 years).

 

Then look at it in USLEP and take screen shots, check what's different.

 

You could also try the USLEP Changelog at AFK Mods, but it could take you a very long time to find it, but it's all pretty well documented.

 

You must make sure that any special effects you edit are actually referenced by Windshear. There may similar things for Enchanting, Magic spells or other items.

 

I wouldn't make any changes to anything directly in Vanilla or USLEP. Make the changes in the CK with your mod active, so if you screw it up, you can load the game without your mod active and Skyrim will carry on as if nothing has happened.

 

One thing I do is mark anything I have created or changed so I can find it easily in the CK. So I put, say, _shb_DH_ at the front for Shadowblade Death Hound Smithing. You might use something like _SB89_Wind_

 

Most of the things in my mods are unique, so they cannot conflict with others, but if I change a Vanilla asset as a replacer, I rename the form and make sure it keeps the original Form ID number.

 

It's probably a good idea to have USLEP as a Master File for your mod, with all the changes stored in your own active plug-in. That way, USLEP will override Vanilla and your mod will override USLEP.

 

I hope this helps a bit. I know you also posted at AFK mods, someone there might be able to tell you exactly what they did to Wndshear. From the descriptions on the Wiki etc, It does sound a bit overpowered if no one can fight back!

 

 

Good Luck!

 

:smile:

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T

 

First, make sure you are using the same version of Skyrim as your mods and the Unofficial LE Patch: SLE, or Oldrim plus all DLC, which is basically the same thing. You cannot mix and match SLE with SSE.

 

Then I'd look at Vanilla Windshear in the CK and take screen shots of all its assets. There's probably a lot more to it than just weapon meshes and textures, like scripts, hidden perks, MGEF or whatever. I don't think I ever actually got that scimitar (as far as I can remember over the last 9 years).

 

Then look at it in USLEP and take screen shots, check what's different.

 

You could also try the USLEP Changelog at AFK Mods, but it could take you a very long time to find it, but it's all pretty well documented.

 

You must make sure that any special effects you edit are actually referenced by Windshear. There may similar things for Enchanting, Magic spells or other items.

 

I wouldn't make any changes to anything directly in Vanilla or USLEP. Make the changes in the CK with your mod active, so if you screw it up, you can load the game without your mod active and Skyrim will carry on as if nothing has happened.

 

One thing I do is mark anything I have created or changed so I can find it easily in the CK. So I put, say, _shb_DH_ at the front for Shadowblade Death Hound Smithing. You might use something like _SB89_Wind_

 

Most of the things in my mods are unique, so they cannot conflict with others, but if I change a Vanilla asset as a replacer, I rename the form and make sure it keeps the original Form ID number.

 

It's probably a good idea to have USLEP as a Master File for your mod, with all the changes stored in your own active plug-in. That way, USLEP will override Vanilla and your mod will override USLEP.

 

I hope this helps a bit. I know you also posted at AFK mods, someone there might be able to tell you exactly what they did to Wndshear. From the descriptions on the Wiki etc, It does sound a bit overpowered if no one can fight back!

 

 

Good Luck!

 

Thank man!

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Oh, how stupid of me!

 

When I said

 

 

Then I'd look at Vanilla Windshear in the CK and take screen shots of all its assets. There's probably a lot more to it than just weapon meshes and textures, like scripts, hidden perks, MGEF or whatever. I don't think I ever actually got that scimitar (as far as I can remember over the last 9 years).

 

Then look at it in USLEP and take screen shots, check what's different.

 

That was what I did when I made new effects for my (unpublished) Alchemy mod, as I was creating new things so wanted a record of Vanilla assets I was making copies of as new forms and changing things for new effects. EG, using the Khajiit Nighteye racial power for Potions of Nighteye, with duration depending on Alchemy skill, Poisons of Soultrap and so on.

 

What I should have said is load the Unoffical Skyrm LE Patch in TES5Edit. That way, you can see the differences between versions of Windshear directly.

 

And you can load your own mod and compare directly as well.

 

 

DUH!

 

:smile:

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