The Elder Scrolls Megathread XX: Might as well be XXX
3,795 replies, posted
Also Inigo's voice is garbage.
[QUOTE=ROFLBURGER;52484087]Only issue with Oblivion and Steam is that you have to do a trick for the script extender most mods require to work with steam.
[editline]18th July 2017[/editline]
Oh, I'm trying to figure out the balancing for this spell I made, It's called Purge. Adept level conjuration spell, costs 250 magicka.
"Drains all the target's magicka, then deals damage equal to <mag>% of magicka purged. Cannot be used on the same target for <dur> seconds."
I have it set at 50 magnitude and 30 duration and I'm questioning how balanced it is in regards to draining the target's mana completely and dealing damage to half that amount.
For example, necromancers usually have a 1:1 magicka to health ratio so you could set a necromancer down to half his health and not have it cast spells for a short duration. When combined with other spells that I have that prevents magicka regeneration it could be pretty fucking mean.
I've been trying it with perma and it's pretty decent. I can't really use that information because the destruction spells are absolutely on steroids. You can do like 1000 damage with a dual casted ice spear spell.[/QUOTE]
The problem with this when compared to Vanilla magic is that your spell scales with the enemies which other spells do not. If you cast it on an Arch-Necromancer you are dealing 500 magicka and 250 health damage for a 250-cost adept spell, while a similar 343-cost expert destruction spell will do only 60 health and 30 magicka damage (or 90 and 45 with perks).
[QUOTE=Kurahk;52482982]Does Oblivion require Games for Windows Live like Fallout 3 and New Vegas do? I've played very little of Oblivion and I want to get back into it but I can't remember if it needs GFWL and some kind of patch in order to get it to run.[/QUOTE]
FO3 is the only Bethbryo game to use GFWL, not even New Vegas does. I'm also [I]fairly[/I] sure the issue that older Bethesda games were having where they outright wouldn't work on updated GPU drivers/Windows 10 is fixed.
So I'm confident in saying that if you were to install Oblivion and its official patches it would work right out of the box.
[QUOTE=gk99;52484519]FO3 is the only Bethbryo game to use GFWL, not even New Vegas does. I'm also [I]fairly[/I] sure the issue that older Bethesda games were having where they outright wouldn't work on updated GPU drivers/Windows 10 is fixed.
So I'm confident in saying that if you were to install Oblivion and its official patches it would work right out of the box.[/QUOTE]
I've got it on steam and have absolutely zero issues with it other than obvious bethesda problems
I'm currently running this breton character who's a former nobleman who was ruined by rivals in High Rock and ran off to Skyrim.
Playing him as a goody two shoes archetype who's really into the whole knightly approach, but can't swing a sword for shit.
[t]http://i.imgur.com/PZyRssk.jpg[/t]
[t]http://i.imgur.com/ZYs2hXn.jpg[/t]
[QUOTE=Glent;52484478]The problem with this when compared to Vanilla magic is that your spell scales with the enemies which other spells do not. If you cast it on an Arch-Necromancer you are dealing 500 magicka and 250 health damage for a 250-cost adept spell, while a similar 343-cost expert destruction spell will do only 60 health and 30 magicka damage (or 90 and 45 with perks).[/QUOTE]
Yeah that's a thing. I wish vanilla spells weren't so garbage. There are five solutions to this problem that don't involve me scraping the perk.
[quote][B]1. Set the magnitude to 25, so it deals 500/500 magicka damage + 125/500 health damage.[/B]
[I]Pros: Lesser Damage
Cons: Still has that Magicka damage, 125 possible damage is still a lot.[/I]
[B]2. Make it so that it only purges 50% the magicka, so it deals 250/500 magicka damage + 125/500 health damage.[/B]
[I]Pros: Lesser Damage, Lesser Magicka Drain
Cons: 125 possible damage is still a lot.[/I]
[B]3. Add a damage cap of 100, so that it deals 500/500 magicka damage + 100/500 health damage.[/B]
[I]Pros: Good damage
Cons: Still drains all the magicka, explanation text might be a mouthful.[/I]
[B]4. Keep it as is. Adjust spell cost.[/B]
[I]Pros: Easy rebalance. Still high damage, still total magicka drain
Cons: Spell cost doesn't matter for most high level players.[/I]
[B]5. Set the spell cost equal to the caster's current magicka pool.[/B]
[I]Pros: The caster doesn't really have anything to follow up with magic wise and it could benefit those who have a hard time with mages.
Cons: Still high damage, still total magicka drain.[/I][/quote]
I'm aiming towards the second or fifth one. I might just make the magicka drain part of the magnitude and always make it so that half the purged damage is static.
"Drains <mag>% the target's base magicka, then deals damage equal to half of magicka purged. Cannot be used on the same target for <dur> seconds."
Hopefully it will scale with perk mods like PerMa. Otherwise I'm going to have to make the damn thing a destruction spell, and I have like 5 destruction spells for every other school
[QUOTE=ROFLBURGER;52484344]Hearing about Inigo gets me depressed for all the wrong reasons. It makes me jealous and pretty worried about how my mod will probably never measure up to it.
I'm also worried that people will claim that I'm stealing from Inigo so I'm ending up just making a quest mod more than a follower mod.[/QUOTE]
this might come across as weirdly predatory, but are you looking for voice lines for whatever mod you're making
i ask because i've been recording voice lines for a couple of skyrim things recently, having done it in the past, am i'm looking for literally anything more imaginative than "this character sounds like the joker, do that voice"
[QUOTE=Cloak Raider;52484917]this might come across as weirdly predatory, but are you looking for voice lines for whatever mod you're making
i ask because i've been recording voice lines for a couple of skyrim things recently, having done it in the past, am i'm looking for literally anything more imaginative than "this character sounds like the joker, do that voice"[/QUOTE]
Not at the moment, no but since you asked early I will look at your voice first if it ever comes to that stage.
My plan is currently:
- Complete everything that isn't voice related
- Have 1 week of private Q/A work.
- Have 1 month of semi-public Q/A work. Find some voice actors willing to volunteer their work.
- 1 month of extra work with extra voice actors who couldn't fill a main roll, if not go straight to the next stage.
- Have 1 week of semi-public Q/A work with the working voicelines.
Current voice actors needed:
[quote]Main character, Male Argonian. Sounding human is acceptable. Expect 1000+ voice lines.
The follower. Cocky, arrogant. Willing to express a broad spectrum of emotions. Very likely that I will be taking this role since it's easier for me.
Example: Indiana Jones and Han Solo minus the brawn.
Important Character, Female Human. Expect 300+ voice lines.
The caretaker. Caring, motherly, reserved. Willing to express sadness and happiness.
Example: Ysolda, Camilla
Important Character. Male Demon. Expect 500+ voice lines.
Antagonist who has the power to do great harm but chooses not to. Calm, collected, gets angry when he's pushed over the edge. Willing to express sorrow and anger.
Example: If Kylo Ren fucked Miraak and had a baby.
Side Character, any race of any gender. Expect <100 voice lines.
A distraught cook. Angry, annoyed, egotistical, snide, rude. Will always be angry and annoyed.
Example: A rougher version of Ancano from the mages guild questline.
Side Character, High Elf. Expect <100 voice lines.
Your typical Thalmor. seeking to gain power Egotistical, Snide, idealistic, preferably nasally. Willing to express anger.
Example: Ancano from the Mages Guild questline.
Side Character, Any race of any gender. Expect <100 voice lines.
Thalmor Conscripted tired of how he's or she is being treated with disrespect from the above character.
Example: Anything goes, but I honestly imagined this character as Khajiit who had the same anger in his voice as that Skooma Addict you meet in the dwarven ruin with the elder scroll.
Side Character, vampire of any race of any gender. Expect <100 voice lines.
Previous acquaintance with the follower. Cocky, Snide, Traditional.
Example: Really anything goes.
Side Character, any race of any gender. Expect <100 voice lines.
Priest/Priestess of Kyne working to purge evil from some spriggans. Honestly any personality is fine, you just need to act like a priest found in Skyrim.
Example: Anything goes, but I always imagined Arcadia from Arcadia's Cauldron in Whiterun.[/quote]
I wish oblivion imperial guards had a specific death sound. I had an idea for a mod which would give them the death sound from deus ex
[media]https://youtu.be/DnfDxP-nD-g[/media]
[QUOTE=milktree;52486861]I wish oblivion imperial guards had a specific death sound. I had an idea for a mod which would give them the death sound from deus ex
[media]https://youtu.be/DnfDxP-nD-g[/media][/QUOTE]
Assuming the way death sounds are handled the same as in Skyrim, you could make a 100 priority quest with one death line that checks if the voice type is the same as the guards and if the [URL="https://www.creationkit.com/index.php?title=IsGuard"]NPC is actually a guard[/URL]. It will override the vanilla death sounds for guards.
[QUOTE=_charon;52487285][video=youtube;M3pKL6Ch1aU]https://www.youtube.com/watch?v=M3pKL6Ch1aU&feature=push-u&attr_tag=Z6nTbuMf1yS7W7xA-6[/video]
:drool:[/QUOTE]
ugh great now i have to run wyre bash, fnis, patchus maximus, and asis again
jk its worth spending the hour to install this great looking mod
Quick question. For SkyrimSE is there any mod that adds just a plain Kettle Helm or any other basic medieval helmet? Im having a hard time finding something not fantasy-esque.
Anyone know any regular edition mods that round up the enchantment strengths to the nearest multiple of 5 or something similar?
I'm tired of rebalancing mods and the whatnot mucking over enchanting percentages. I would make the mod myself but I think it's a SKSE thing since there are no possible ways in creation kit to round down enchantment power without being ridiculous and using a papyrus script to manage the strength of every enchantment in the game.
[QUOTE=_charon;52487285][video=youtube;M3pKL6Ch1aU]https://www.youtube.com/watch?v=M3pKL6Ch1aU&feature=push-u&attr_tag=Z6nTbuMf1yS7W7xA-6[/video]
:drool:[/QUOTE]
...There may be a delay in Sheva posts as I fiddle with my mod list to add this and attack commit. Luckily, I hope to reduce the number of plug-ins I have by merging some like all of ThirteenOrgange's mods.
Any news on SKSE64? if not, why don't the creators of it submit it to github or something so we atleast have a chance that it comes out in our lifetimes
I beat Morrowind for the first time about two months ago. I've gone on and off it for years, dropping it each time but I finally decided to start a run and focus on it.
It marked my completion of all Bethesda developed Elder Scrolls games.
Here's my shack full of things:
[quote][t]http://i.imgur.com/tY1rL43.png[/t][t]http://i.imgur.com/1RltoZJ.png[/t]
[t]http://i.imgur.com/tixl0rN.png[/t][t]http://i.imgur.com/p7zbhWx.png[/t][/quote]
Tribunal God for breakfast. (Vivec is a sword now)
[t]http://i.imgur.com/Xmud8qT.png[/t]
Final stats:
[t]http://i.imgur.com/Js4M4Mh.png[/t]
Didn't bother joining any of the Houses and I mostly rushed through the expansions since the game was starting to get a bit dull after so many hours in the main game.
[QUOTE=ROFLBURGER;52487377]ugh great now i have to run wyre bash, fnis, patchus maximus, and asis again
jk its worth spending the hour to install this great looking mod[/QUOTE]
Script load on this mod is immense even if you turn a bunch of stuff off, so you might wanna withhold judgement til you've used it for a couple of days.
[QUOTE=27X;52490083]Script load on this mod is immense even if you turn a bunch of stuff off, so you might wanna withhold judgement til you've used it for a couple of days.[/QUOTE]
Sheva posts may be back on schedule.
I'm not saying don't try it by any means, and unlike a lot of folks tktk did the homework and spells turn off and go away [b]completely[/b] when they are supposed to, but while everything's running papyrus is literally in the alley crying in a bloody heap.
So far I haven't really had any problems with it, but that might be on the account that most of my activity with the mod installed has been late-game polishing (spending time enchanting, smithing, etc).
I had a little bit of concern where there was some little mod configuration menu stuff in there handled by other mods, such as removing the draugr disarm shout, making the player immune to unrelenting force knockdown, player killmove immunity, damage modifications, stealth modifications, and adjusting the health of larger NPCs such as dragons, giants, and dragon priests.
SkyTweak and Perkus Maximus already handle a majority of those edits.
[QUOTE=27X;52490189]I'm not saying don't try it by any means, and unlike a lot of folks tktk did the homework and spells turn off and go away [b]completely[/b] when they are supposed to, but while everything's running papyrus is literally in the alley crying in a bloody heap.[/QUOTE]
Sheva posts re-off-schedule
[editline]20th July 2017[/editline]
Because I also want to install a few other combat mods, merge a few plugins, and uninstall Wyrmstooth until ready to play it.
[URL="http://www.nexusmods.com/skyrim/mods/85443/?"]This[/URL] might be a useful thing if it works and is still a problem with the x32 executable. It fixes the CTD bug when trying to load a big save of a modded Skyrim game, apparantly. I don't know, I've never had a save big and modified enough to have it occur.
just do coc qasmoke then load the save from there
I've never understood why loading into qasmoke first works like that. What game engine magic fuckery causes the game not to crash when doing that?
[QUOTE=Kurahk;52491114]I've never understood why loading into qasmoke first works like that. What game engine magic fuckery causes the game not to crash when doing that?[/QUOTE]
Has something to do with how NPCs load. There are no NPCs in qasmoke.
[QUOTE=ROFLBURGER;52491095]just do coc qasmoke then load the save from there[/QUOTE]
No, with DiscoInferno's linked mod, you won't have to do the "load a lighter save/ qasmoke, then load the main save" thing anymore, and it'll save you some time.
But, as the mod description says, it might not be why people crash on loading a save from the main menu. NPCs might be a cause, but I dunno, and I've been trying to run tests about this w/o the mod DI linked.
Unfortunately I don't have a save that has that issue ATM, but I did have saves that did have the issue. If DI's linked mod works, it's a good thing to have.
[QUOTE=Kurahk;52491114]I've never understood why loading into qasmoke first works like that. What game engine magic fuckery causes the game not to crash when doing that?[/QUOTE]
It's in the description of the mod. The game needs to load the base files, then modded files and w/e. But because there are some write protections not put in place, multiple CPU cores could overwrite half-written data, thus causing a crash when the game tries to use that data.
The memory gets flooded by the NPC IK stuff. The IK in the engine is handled very poorly and expensively. The memory basically fills up and crashes as a result. The magic of going to the smoke is that there's no NPC, which lets the game load everything else first.
[QUOTE=Gunner th;52491134]The memory gets flooded by the NPC IK stuff. The IK in the engine is handled very poorly and expensively. The memory basically fills up and crashes as a result. The magic of going to the smoke is that there's no NPC, which lets the game load everything else first.[/QUOTE]
It could be that both things are causing the issue. I wouldn't be surprised with Bethbryo and all.
[editline]20th July 2017[/editline]
Huh, one of the weirdiest things happened when I was testing that IK load game crash bug.
I spawned 50 guards in solitude, then saved. Then quit the game and loaded the game up, loading the save with the 50 guards while having that Load Game CTD mod installed.
The save successfully loaded, but none of the guards were there. Then I loaded the same save again, and poof, all of a sudden 50 guards. :what:
But seriously, get that mod and see if you still have the IK crash problem.
I use coc anyways because every time i launch skyrim i load into my mod's testing cell to test something I'm working on before playing skyrim casually.
Speaking of which, I finally figured out like 10 problems with my mod because of my confusion regarding Iteration and while loops.
An example code would look like this
[lua]int[] Array = new int[10]
--This actually means that the range of the array is 0-9 instead of 1-10. Sometimes it is confused with 1-10.
int Count = Array.Length - 1
-- I have to subtract 1 from the starting array so it starts at 9. I sometimes forget to subtract one because I think it's actually 1-10
while Count >= 0
-- I have to use "greater or equal" to instead of just "greater than". Again, I sometimes forget to use "greater or equal to"
Count -= 1
endWhile[/lua]
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