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Axeface

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Axeface

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10 comments

  1. Killerbuddy
    Killerbuddy
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    @Axeface/DarkUncleBoh

    If you are going to use a program to create a merged patch, use WryeBash. It is known that at this point in time, WyreBash's merged patchs are more well done than TES5Edit.
  2. DarkUncleBoh
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    Hmm... thinking some more about it, ya know what? I don't know that I care about the listings in the powers menu -- these spells are channeled, right? I can't remember the last time I actually looked at my powers menu WHILE channeling a spell (actually I'm not sure that I have EVER done so)
  3. DarkUncleBoh
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    1) TES5Edit has the capability to "create a merged patch" - basically it looks at all of your enabled ESPs, looks for conflicts in things like leveled lists (where multiple mods add things to the list), and then it creates a new ESP to load after everything else, that includes all of the different mods additions. Example: Original Tolfdir merchant chest has 13 listings. DynamicMerchants adds one, for 14 total. Your mod adds one, for 14 total. If I create a merged patch with TES5Edit, it will create an override of Tolfdir's merchant chest with 15 total - the original 13, +DynamicMerchants, +yours. Seriously handy function -- I don't have a link for better info on it in front of me, but you should look into it --- then once you are familiar with it, add something about it to the conflicts info of the mod. Since by doing that step, your mod becomes compatible even with things that modify that container.

    2) Gotcha.

    3) Ah, ok. Personally I question the faster cast times for higher levels - feels backwards from what I'm used to with vanilla and other mods (where generally more powerful spells have greater effects, but are the same or slower to cast). Up to you though.

    4) Hmm... personally I don't like the idea of not having it listed, but I hear what you're saying about the 4 diff effect listings. I'm trying to think of how one could manipulate conditionals to make it so that when double-casting, instead of getting the powers twice, you get them once but at double strength... (although personally, to be honest, I think I'd rather see double casting have only a single casting effect - only dual casting having actually increased effect - but that is just my opinion)
  4. Axeface
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    @DarkUncleBoh.
    Thanks very much for the input!
    About your points:-
    1- Not sure what you mean by this! I was just trying to point out that that is the only vanilla object I have edited, I think! I originally added the books to all alteration merchants but decided to change that so it only edits tolfdir.

    2- Exactly that. I wanted to have a different name for each, only reason really.

    3- I wanted the expert version to have more a visual impact than the others, to show that its much better. Just like how pack mule casts in 0.2 seconds, and lighten load in 1 second. Gives the higher level one a 'feeling' of superiority.

    4- I hid that from the UI, because when you dual cast (WITHOUT the dual casting perk) you end up with 4 different magic effects in the menu. It got a little bit spammy so I decided to remove it. What you think?
  5. DarkUncleBoh
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    @Axeface: I'm no script expert either, but looking over the mod as a whole it looks pretty clean to me. A few quick comments:

    1) You may want to expand on your comment about inability with mods editing Tolfdir's merchant chest -- a merged patch (TESVEdit) should resolve any issues nicely.

    2) Question: Why the three separate magic effects for the carry weight? It is just so that you can get the different names to show in the active effects list? (Which is fine, I'm just wanting to make sure I understand why)

    3) Is there a reason why the PackMule magic effect has the "FX Persist" data flag enabled (while none of the others do)?

    4) Is there a reason why the Switness magic effect has the "Hide in UI" data flag enabled (while none of the others do)?

    Otherwise things look pretty straightforward and clean to me.
  6. yzerman19
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    This sounds fun. My wizard needs new spells. He is 24th level...almost 25.
  7. Axeface
    Axeface
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    Thanks very much DarkUncleBOh!
    That would be really appreciated. I really am a complete newb at the scripting side of modding (I'm a visual kind of person). I've tested more though and things seem to work perfectly.
  8. DarkUncleBoh
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    Oh, looks like a nifty idea - sounds like you put a lot of thought into rather than just slapping something together.

    I'm at work right now, but marking this to check out later tonight and/or this weekend. While I'm not necessarily an expert modder, I know my way around when it comes to "cleaning" and troubleshooting mods from the inside -- I'll gladly take a look under the hood and let you know my thoughts.

  9. Axeface
    Axeface
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    Hehe he's my character 'Sorn', no ENB just a bit of post editing in gimp and rcrn.
    The spell in his hand is one of these feather spells (I put the alteration symbol over it in gimp).
  10. kutsujutsu
    kutsujutsu
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    The Mage Image Is COOOOOOOL did you take it yourself ?
    Also ... i alredy have a mod that does this stuff so no thanks but nice mod and whats that spell in his hand xD cool what enb and stuff .. its just cool xD