Firstly, I love the idea of whimsical gods who can either grand your wish or ignore you or give you some random (de)buff just to make you frak off.
Secondly, I find it a bit odd that the probability is uniform for all effects. So I made an edit so that there is a 33% chance for a "proper" buff, and 67% for some random crap. Link for anyone interested, do whatever you want with that: https://file.io/0iJU0roOCkeQ Beware however as the 33% is hardcoded. I tried to make it configurable via GLOB entry in .esp but for some magical reason, GetValue() returned 0 after reload of the game. If someone knows why or how to fix it, please let me know. Anyway, I guess a proper solution would be to use MCM.
Thirdly, a small bug report: dunno why but a proper magical effect description (the one showing stats) is copied from a dummy one (the one with fancy text). Is it because I'm on VR?
Fourthly: an idea for a future update: redemption. So basically there is a small chance to get a serious debuff and the player must fulfill some simple quest to get rid of it (like kill a bandit, donate to a beggar or so).
Definitely a useful cheat for Wintersun with the chance nerf, thanks. I'll add it as an optional file here, if that's cool.
I'm not following about effect descriptions. Could you specify the message? Or FormId, etc. Could be a VR specific bug, I cannot support it, or could be something else.
That's more IronDusk's Religion territory, they have some great debuffs and a sort of morality system going. Not direct quests, I think, but actions should matter.
Spells has two magic effects: first one is actual effect (i.e. regenerate magica -10%) with actual description of the effect (i.e. "Magicka regenerates <mag>% faster for <dur> seconds."). Second one is dummy effect with "immersive" description (i.e. "Are they even listening to me"). In game, in the magic effects menu I see both of those effects. Alas, both of them has the same description, so the "regenerate magica" effect also has "Are they even listening to me" description instead of "Magicka regenerates <mag>% faster for <dur> seconds.". Dunno why, esp looks fine.
Do whatever you want with this, it's mostly your script anyway.
Patch for Wintersun - Faiths of Skyrim by Enai Siaion.
This patch does 2 things.
1. Blessings. Vanilla blessing are kept with BY priority (apart from Boethia). New, Wintersun's blessings are stripped from Cure Disease effect, no extra changes.
2. Activators (Shrines). New shrines now obey the same logic. There is a 95% chance the deity will NOT hear you. Instead you'll get a buff/debuff, and will be locked out of praying through the shrine for a while.
Therefore, comes a funny and lore-friendly consequence. It would seem that in Wintersun you need that proper blessing for the message box to show up. "Psst, wanna follow?" one.
And yes, there is a 95% chance you will NOT see it. So you'll need to either:
a) Pray as often as you can, hoping to get that sweet blessing.
b) Choose your divine at the beginning of the playthrough, through the starting messagebox.
c) (My personal favourite) Install More to Say by abramcf OR Priests Grant Blessings by the same author. This way you can ask a priest to bless you, and follow the divine easy-peasy right after*.
Cheerio!
Although I suppose it will only only apply to the vanilla divines, hehehe...
6 comments
Firstly, I love the idea of whimsical gods who can either grand your wish or ignore you or give you some random (de)buff just to make you frak off.
Secondly, I find it a bit odd that the probability is uniform for all effects. So I made an edit so that there is a 33% chance for a "proper" buff, and 67% for some random crap. Link for anyone interested, do whatever you want with that: https://file.io/0iJU0roOCkeQ
Beware however as the 33% is hardcoded. I tried to make it configurable via GLOB entry in .esp but for some magical reason, GetValue() returned 0 after reload of the game. If someone knows why or how to fix it, please let me know. Anyway, I guess a proper solution would be to use MCM.
Thirdly, a small bug report: dunno why but a proper magical effect description (the one showing stats) is copied from a dummy one (the one with fancy text). Is it because I'm on VR?
Fourthly: an idea for a future update: redemption. So basically there is a small chance to get a serious debuff and the player must fulfill some simple quest to get rid of it (like kill a bandit, donate to a beggar or so).
I'm not following about effect descriptions. Could you specify the message? Or FormId, etc. Could be a VR specific bug, I cannot support it, or could be something else.
That's more IronDusk's Religion territory, they have some great debuffs and a sort of morality system going. Not direct quests, I think, but actions should matter.
In game, in the magic effects menu I see both of those effects. Alas, both of them has the same description, so the "regenerate magica" effect also has "Are they even listening to me" description instead of "Magicka regenerates <mag>% faster for <dur> seconds.".
Dunno why, esp looks fine.
Do whatever you want with this, it's mostly your script anyway.
Oh, I see. On PC it shows two effects, but both have the same combined description, so like: Why am I like this? Health -10.
If they don't combine properly, you can check Hide in UI flag for one of them, leaving either only "immersive" or only factual effects to show.
Edit: The patch has arrived! Details:
Patch for Wintersun - Faiths of Skyrim by Enai Siaion.
Although I suppose it will only only apply to the vanilla divines, hehehe...