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TrumanAE

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35 comments

  1. Leet
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    1. TrumanAE
      TrumanAE
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      🙌 Not as heat as Cursed Crypts though 
    2. sebool112
      sebool112
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      Mod authors complimenting each other is so awesome. Thank you for your hard work, guys!
  2. cuddm
    cuddm
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    Does this only trigger the on-fire-dialogue, or the full on-fire-behavior (i.e., makes NPCs flee)? The latter would be a significant combat balance change
    1. TrumanAE
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      NPCs React To Fire only triggers the vanilla voiced dialogue lines when a NPC is hit by fire damage.
      it does not make NPCs flee :)
  3. 13coins
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    Nice! Possible to incorporate some cooldowns? :)
    1. TrumanAE
      TrumanAE
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      Working on that now :) 
    2. TrumanAE
      TrumanAE
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      Try the new version "lower trigger chance" the lines are now mixed in with vanilla dialogue hit lines so you will get more variety : ) (use only 1 version, safe to switch)

      off to play oblivion remastered ;)
    3. 13coins
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      It's better, but it's still too repetitive imo. This is especially noticalbe with more tanky bosses. Adding a short CD (0.05) would be better i think ;).
    4. TrumanAE
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      ahh, the main version was in dire need of cooldowns. 
      every npc who triggers the line is now mapped with their own separate cooldowns as of 1.06. 

      thanks for catching this !
    5. 13coins
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      No, thank you for implementing it! ;)
  4. macnitrolpost
    macnitrolpost
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    I am on 1.5.97 , installed ur lovely mod. Torchbashed a vendor. Vendor in flames but no reaction. Then I hit the poor dude with a modded torch arrow in the door. Npc on flames . No reaction. Then I went to another npc from a mod . He was sleeping. I torchbashed him. He kept on sleeping for 5 secs while on flames. Then he stood up and said hello. Does this work with magic item perhaps but not with other sources of flames. What’s interesting is that it seems to work on bandit. They scream I am on fire! Thanks. Endorsed anyways. 
    1. TrumanAE
      TrumanAE
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      Will look into this thanks for the headsup
    2. TrumanAE
      TrumanAE
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      You are correct sir this damage is flagged as hazard damage. I will include it in the next update (tmrw or so) 
    3. TrumanAE
      TrumanAE
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      Updated! (torches ect working) 

      things i should've mentioned on the mod page : 

      1. if  npc does not have one of the 45 vanilla voice types, they wont speak the line.
      2. the on fire voice lines are combat lines meaning they will follow "Combat Initiated" lines
      likes "stop that" "I'm being attacked" "help" etc..

      (curtesy of the vanilla quest & mechanics their tied too).

      Thanks again for the Headsup on the torches! 
    4. macnitrolpost
      macnitrolpost
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      Thank u . I will try again 
  5. abelyo
    abelyo
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    Cool. Any plans to make a version for ice and lightning spells as well?
    1. TrumanAE
      TrumanAE
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      Possibly ! Was thinking daedric weapons might be next?
  6. wbell03
    wbell03
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    Amazing. Looking forward to an SE version.
    1. TrumanAE
      TrumanAE
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      Ill reply when its up! 
    2. TrumanAE
      TrumanAE
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      Should work for all game ver now, I can't test though so fingers crossed. Btw thanks for Simply Better Wolves That's a permanent replacer in my LO! 
  7. n7magistrate
    n7magistrate
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    How is it different from this mod?
    Paraphernalia - Fire Magic Dialogue
    1. Leet
      Leet
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      From the description:
      Mod is script free and even works with mod added spells! 
      (as long as they have "MagicDamageFire" keyword) 

      Compatible with everything ! (no vanilla edits)
      The mod you mentioned edits vanilla perk.
    2. n7magistrate
      n7magistrate
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      This mod then sounds much better to my ears. One question, does it add just voices/dialogue or does it cause the noc to stagger/flee as well?
    3. TrumanAE
      TrumanAE
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      "NPCs React To Fire" does not make them stagger or flee. Also paraphernalia only works with the starter "flame spell". This works with all fire type dmg in game. (If you want NPCs to flee, paraphernalia would be the better mod. 
    4. n7magistrate
      n7magistrate
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      I'd actually want them to stagger, could these two mods be run together so I'd get stagger with basic flame spell and screaming with all others?
    5. TrumanAE
      TrumanAE
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       they wouldn't conflict you can use them together. Although the paraphernalia mod doesent make them stagger per say, but rather causes npcs to flee (casts fear magic effect on them) I thought this would be too broken early game so I left it out. Alternatively if you have the vanilla perk tree, you can get the perk "Intense flames" which does the same and would work for all fire spells. 
  8. EndlesslyTired
    EndlesslyTired
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    Lets go SKSEE
  9. Corvinus18
    Corvinus18
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    Nice mod but disvered something fun there is a mod that make you your arrous ignites when you are close to fire 

    https://www.nexusmods.com/skyrimspecialedition/mods/118544

    When my character ignites the arrows he says "im on fire", so does aply to the PC.
    1. TrumanAE
      TrumanAE
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      Thanks for the heads up!
    2. TrumanAE
      TrumanAE
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      Updated, safe to update. thx!
    3. Corvinus18
      Corvinus18
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      Thanks to you. 
  10. BadProtagonist
    BadProtagonist
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    If your using a perk overhaul, chances are you'll never hear them at all. 

    Anyway you'd do an Ordinator patch?

    If not, no worry. 
    1. TrumanAE
      TrumanAE
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      Should work with ordinator( if that's what you mean ! )
    2. BadProtagonist
      BadProtagonist
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      I figured Ordinator wouldn't work since your comment in the description said a perk overhaul might make it so we never hear it. But if it does, awesome.
    3. TrumanAE
      TrumanAE
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      Yes it works with ordinator ! I'll reword that so it's less confusing thanks !
    4. BadProtagonist
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      Cool, thanks.