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Revenant0713

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  1. revenant0713
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    PROGRESS STICKY:

    V3.4 Archery gameplay changes to Attunement system added.
    -Dragon Aspect will now replace any equipped arrows with bound arrows based on element.
    -increased elemental blast range from a fully drawn bow to 1050 units (mid range) from 225 units (short range).
  2. revenant0713
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    A NOTE ON SLOW TIME:

    While I have attempted to fix the Slow Time bug, there will always be a chance of problems depending on load order. This is because the game engine calculates the speed during slow time effects as: Speed == normal speed * magnitude.

    This means a magnitude of 1 is normal speed, and a magnitude of 0 is no speed. The greater the magnitude, the greater the speed.

    The way to solve this is by making Slow Time effects with the MagicShout keyword exempt from the power scaling perk. I have done this with a formlist: _SDT_ScaleExceptionList. Any spell in this list is exempt from power scaling.

    However, mod-added shouts may include more slow-time effects, all with the same keyword. Modders are a varied bunch who do not necessarily share the same standards and methods and knowledge of how the engine works.

    So, while some modders may create shout overhauls that account for shout scaling and Slow Time's magnitude scaling, others may not. This means I cannot realistically account for every modder's individual take, not just on the Slow Time shout but on the Slow Time effect in general.

    I will still look for a more permanent solution, but if issues with slow time effects persist, simply add the bugged spells to the _SDT_ScaleExceptionList formlist.

    TL;DR

    If you run into a shout that adds a slow time effect and it seems to speed things up, add the spell to the formlist _SDT_ScaleExceptionList in xEdit until I am able to find a solution.
  3. AstyFallion
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    Hey, sorry about this but-
    I've downloaded your mod and every requirement, even if they were optional and it still doesn't show up in my MCM. The game version is SE 1.5.97 and your mod simply doesn't show up in MCM. Can you please help me ?
    1. revenant0713
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      Typically, mods not showing up on MCM is the result of heavy load orders. The first thing you'll want to do is test the mod alone without any other mods loaded.

      I read your DM. Sent you a discord invite. I'll see if I can help.
  4. dickman290
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    Hello, I'm not very familiar with mod - making, and this might be a silly question, but I'd be grateful if you could answer it. I'm wondering if all the editable values of dragon shouts are included in the scaling formula of this mod. For example, for the Unrelenting Force shout's stagger effect, in the vanilla game, you can meditate with Paarthurnax to increase the stagger effect by 25%, making the hit enemies fly further. If this mod is used to enhance the shout, will the enemies fly several times further than before? Another example is the range of effect. In the vanilla game, the damage range of Cloak of Flame will increase with the enhancement of alchemy potions (strangely, it seems that only the range of Cloak of Flame is affected, not Lightning or Frost). Will using this mod make the range of dragon shouts increase as the number of dragon souls increases? In Skyrim, various "increase [certain effect] by N%" situations seem to sometimes enhance all values, the Necromage perk enhances almost all the attributes of vampires, while sometimes only the damage value is increased.
    1. revenant0713
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      Not that simple a question to answer, as some of these mechanics you've pointed out run through scripts, some through perk entry points, and some through other means. In general, Souls Do Things works only through hidden perk effects that directly affect spell magnitude.

      Now cloaks are interesting. Magic effects in the game are classified into archetypes. There are many, but for the purpose of this discussion, we are concerned with two: Value Modifier, which increases/lowers actor values (in this case, health for Flames), and Cloak.

      Cloak archetype effects, in the game, are actually kind of Russian doll spells. That is to say, Cloak of Flame is an aimed/concentration Value Modifier spell (Flames), which is then continuously cast on valid targets by the self-cast/fire-and-forget Cloak spell.

      When you increase the magnitude of a Value Modifier spell, you increase the amount that a value is modified. Straightforward.
      When you increase the magnitude of a Cloak spell, you increase the detection range for targets of the attached spell. This is because when you increase the field labeled "range," you increase the range around you who get the cloak.

      So. for Flames, magnitude increases damage, range increases AoE on impact (range as in distance is set in the projectile itself).
      For Flame Cloak, magnitude increases targeting range of the Flames spell it casts, range increases the AoE around you to check who gets the cloak.

      In most cases, the game determines what spells are affected based on identifying keywords. So Flame Cloak has the word MagicDamageFire something on it. The Flames spell it casts on targets also has the MagicDamageFire keyword on it. However, Frost Cloak and Shock Cloak only have the keyword attached to the spells they cast and not the cloak spell itself. Thus, magnitude amplification only affects damage for the latter two, and both damage and targeting range for the Flame Cloak.

      That brings us to Necromage. I haven't modded vanilla perks much, so I may be wrong, but Necromage looks the keyword ActorTypeUndead on the targets of effects in order to determine whether they should be amplified. If you are a vampire, you have this keyword attached on you. As such, all of your spells and effects, including potions and enchantments, will be amplified. This is an oversight/bug on part of the devs.

      So... does my mod affect X shout, well for the most part, it should affect strength/duration of effects exclusively. But if a mod-added shout is a cloak, it will affect the AoE unless specifically modded not to be (by excluding the MagicShout keyword).
  5. qcargile
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    Hello, i'd like permission to publish a patch for your mod in order for it to work with Nolvus, the modpack I use. your permissions say to ask you for permission to make patches.
    1. revenant0713
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      Go ahead. Feel free.
  6. elroi01
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    Hmm, revival doesn't work for me, it just straight loads last save like it is not enabled.
    1. revenant0713
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      Do you have any other mods loaded?
    2. elroi01
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      Ye like 1k. Any possible culprit? I am playing with better vampires, the best i can recall right now that has some revival things (turn to ash after death something like this)
    3. revenant0713
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      It sounds like there is a mod then that either disables the essential flag on the player. Vampire mods are potential conflicts if they have a revive function of their own.
    4. elroi01
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      I see. Thank you for response, the mod is awesome btw. I will debug the old disable way
  7. ThisGuy9
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    How exactly does the patch for Shadow of Skyrim work?
    1. revenant0713
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      Special cased lines in the script to run only if Shadow of Skyrim is installed. I'm short on time at the moment but I can explain it if you want.
  8. tumabu1
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    hi. I see in xedit that SDT2 can be converted to esl without compact FormIDs. So is it safe for me to do that?
    1. revenant0713
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      Yep.
  9. saintjedi
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    Hi I was wondering if there is a way for me to add storm call to the shout magnitude list because I notice the damage was not scling with magnitude option in mcm? Thank you gain for this amazing mod!
    1. revenant0713
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      Yes, you just use xEdit to add the MagicShout keyword to the magic effect 000e4cB6.

      This is the magic effect of the Lightning Bolt spells that Storm Call uses to strike targets.

      Note to self... I should probably do this myself next update.
    2. saintjedi
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      Hi, So i believe i added to magic effects in souls do things 2 but i don't see any damage increase in game, i tried with 200 dragon souls with magnitude set to 100%. Photo 
    3. revenant0713
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      The screenshot doesn't show if you added the keyword or not.
    4. saintjedi
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      Oh I had copied 000e4cB6 magic effect from skyrim.esm into souls do things 2 esp and saved. Is that what i was suppose to do? If it is I didn't get any magnitude increase.
    5. revenant0713
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      No, you take the MagicShout keyword 00046b99, and you add it to the keyword list of ShockDamageBoltStormAimed 000e4cb6
    6. saintjedi
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      Like this: Photo I added the shockdamage shout to souls do things 2, was that unnecessary? If I am suppose to add it into skyrim.esm I'm not sure how to do that, since I don't have the option to add to that master file. If i did it correctly, I  don't have increase damage. 
    7. saintjedi
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      I know how to add keyword to mods but the keyword for bolt storm only shows skyrim.esm and i don't see an option to add the magic keyword into skyrim.esm. Did copy as overwriting into your mod and added the magic shout keywords, but it still didn't work.
    8. revenant0713
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      What you did the last time should have worked. Can you verify that after loading your entire load order into xEdit, nothing is overwriting the ShockDamageBoltStormAimed record change you made?
  10. njuseramenexusmods
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    carry weight resets every time i load my save. it only works if i absorb a soul or use one.
    1. revenant0713
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      I haven't run into this problem. The load and absorb scripts share the same code so they should work the same. I'll take a look but I'm not sure this is an issue with my code.
    2. njuseramenexusmods
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      I found out it works when i f9 again after loading. It only doesn't work if i load from the menu at first.
      Edit. Ah theres a new update il test it thank s awesome mod
  11. DanielSP223
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    Thank you for the new update!! I already made a thing of loading twice lol
  12. renatornt2821
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    After I resurrected, my character is still transparent, as if was ethereal. I can get damaged, but the effect persists even after battle.  How can I fix this?
    1. revenant0713
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      This sounds like a script lag issue.