Thought this would be awesome but i'm disappointed :( There all 2 handed spells and sun flare only works on undead not to mention will blind u if targets r to close LOL kinda cool i guess but needs work
That is due to my inexperience in modeling/animating the case. I haven't used anything that's not pre-existent in the vanilla or DLC files. The fire and ice beams are the same models as the ones are used by the Novice fire and ice spells. It's just that the model includes a short and a long range animation, and I don't know how to control which one is played when casting.
Excuse my noob-ness, I have little time to work on it at the moment.
Good that you added the updates for your Mod, I really like it!! (I endorsed it already).
UPDATE: I tested the script, and it doesn't work. I put the script in Data folder and once it didn't work, I put it in Scripts folder. It didn't worked either.
Where must I put the scripts? Or the scripts you uploaded are a base to build the scripts?
Since it works for me, I'm having a hard time to actually find out what's causing the scripts to be missing in the first place and how to fix it. I just put the scripts up for download for people that know how to use them. My guess would be to open the mod in Creation Kit and put them where they're missing
None of the files you uploaded have the necessary .pex scripts, you just added the .txt file with the scripts inside, but since it's not compliled, it won't work.
In my case, I can compile them myself (With some problems, right, but it's not impossible anyway), but other end users won't be able to do it, let alone they'll want to do it by themselves, perhaps if you upload your own .pex scripts, the bugs should be solved instantaneously.
Personally, I like your Mod a lot, and it would be awesome if it's totally fixed so everybody can enjoy it : )
UPDATE: I finally made the scripts work!! I just had to create a file for each script, associate them with your Mod and compile them, now they work flawlessly!! Once again, thank you so much for your Mod, McBook!!
About Steam, sorry, but no, my account is private (It's a familiar account, I hope you understand), but we can contact each other either here or in Skype (My username in Skype is arturoplayerone).
About the scripts, McBook, it's really strange that you can make your Mod work without the necessary scripts, what I did was to download your scripts you uploaded (You just uploaded a .txt file, and Skyrim won't recognize the .txt file), I created 2 new scripts sources, based in the info in your scripts (Basically, i just copied and pasted the info, names and the like), I then compiled the scripts with the CK compiler (The .pex scripts I talked earlier are the compiled form of the scripts, Skyrim will recognize and use them), tested them, and they worked! The pedestal shows the text and the door can be opened with the necessary method.
If you want, I can send you the scripts (And the sources too) via Skype, or I can upload them here.
I have the scripts, I made them, which made fixing it on my own so difficult. But I just uploaded an updated archive with the scripts included. Tell me if it works tomorrow,I'm off to bed,gotta get up early.
Ok, I've gone to the place indicated by the picture, but there's no cave there. Also, I've looked at your mod in the Creation Kit, and while the spells tomes are in there, they are only in a container in a test cell. Are you sure you didn't send a version of the mod that doesn't have the cave in it?
I opened the .esp file in TES5Edit and the only cell data included are 03testcell and a water height change in AlftandZCell (Alftand Ruined Tower). In other words the cave simply doesn't exist in the .esp, and neither does its entrance.
EDIT: That was with version 1.0 -- The 03RitualRoom cell is present in the 1.1 .esp and worldspace edits look like there's a cave entrance added, have yet to confirm in-game. I assume the Alftand and Volskygge edits are unintentional?
EDIT 2: The cave's there and accessible. However, I couldn't get the door to open (yes, I checked the spoiler) without resorting to the "unlock" console command. I opened the mod in CK, and apparently the scripts RitualdoorScript03 and DoorPedestalScript are missing.
the Alftand and Volskygge edits are indeed unintentional. I don't know what was wrong with the first version,but if it works now,that's fine. Except for the missing scripts... I'll upload a .txt file with them
Man, I know these spells I'll talk not part of your mod, but bizarrely no one cares. Going straight to the point, the circle spells of restoration scholl are with the wrong duration. The duration was cut in half even if the effect is with the correct timing. Well, initially it is, if you are interested, please reply if you can help or not.
I guess I could help,if you could repeat yourself in a more comprehensible fashion. I don't understand your problem(whether it's a CK or a Skyrim thing and what it is in the first place)
Sorry, I initially wondered if you could help XD Well, the small problem is the time of the two circles, circle of protection and guardian circle, they last 30 seconds, regardless of perks or double cast.
Correct: Guardian Circle, lasting 60 seconds, and increases to 90 seconds with Necromage perk. Circle of Protection, really lasts 30 seconds, release with one hand is actually correct, but double cast, do not doubles to 60 seconds, and the perk Necromage no increases to 45.
I took these durations of the UESP site.
I've tried to do for myself, but I could only fix the guardian circle, and only last for 60 seconds, the effect of the perk I could not fix, I've never worked with the creation kit, hahahaha
I like the spells so far but i have two problems: First, when i started the mod, the cave wasn't there so that should be fixed if you want people to get the spells w/o the console commands (which i had to use to get the spells) Second, the spells don't seem to have the power that lightning storm has; the values are fine but it doesn't look like the spells have that much power behind them. with Lightning storm it seems to take a lot of effort to draw cast the spell and it seems to have a sort of kick to it and when you point the spell at your feet you can hear and see the power. With your spells they seem...paper thin... in comparison.
Anyway, just my two cents. Well done with the spells themselves
I'll ask a friend to test that for me as soon as possible,since the cave entrance is there for me. About the pointing at your feet and seeing the power, I've thought about exactly the same. Naturally,instead of finding answers for the exam I was writing, I found the solution to that problem. I'm going to fix it right now
33 comments
I personally thank you very much, for yo have done a tremendous work!
Question: When using the mod, I find that the ice and fire beams stop a short distance from my caster. Is anyone else experiencing this?
I haven't used anything that's not pre-existent in the vanilla or DLC files.
The fire and ice beams are the same models as the ones are used by the Novice fire and ice spells.
It's just that the model includes a short and a long range animation, and I don't know how to control which one is played when casting.
Excuse my noob-ness, I have little time to work on it at the moment.
(I endorsed it already).
UPDATE:
I tested the script, and it doesn't work. I put the script in Data folder and once it didn't work, I put it in Scripts folder. It didn't worked either.
Where must I put the scripts? Or the scripts you uploaded are a base to build the scripts?
I just put the scripts up for download for people that know how to use them.
My guess would be to open the mod in Creation Kit and put them where they're missing
In my case, I can compile them myself (With some problems, right, but it's not impossible anyway), but other end users won't be able to do it, let alone they'll want to do it by themselves, perhaps if you upload your own .pex scripts, the bugs should be solved instantaneously.
Personally, I like your Mod a lot, and it would be awesome if it's totally fixed so everybody can enjoy it : )
UPDATE:
I finally made the scripts work!!
I just had to create a file for each script, associate them with your Mod and compile them, now they work flawlessly!!
Once again, thank you so much for your Mod, McBook!!
Maybe the problem is, that I never heard of a .pex format
About the scripts, McBook, it's really strange that you can make your Mod work without the necessary scripts, what I did was to download your scripts you uploaded (You just uploaded a .txt file, and Skyrim won't recognize the .txt file), I created 2 new scripts sources, based in the info in your scripts (Basically, i just copied and pasted the info, names and the like), I then compiled the scripts with the CK compiler (The .pex scripts I talked earlier are the compiled form of the scripts, Skyrim will recognize and use them), tested them, and they worked! The pedestal shows the text and the door can be opened with the necessary method.
If you want, I can send you the scripts (And the sources too) via Skype, or I can upload them here.
But I just uploaded an updated archive with the scripts included.
Tell me if it works tomorrow,I'm off to bed,gotta get up early.
UPDATE:
The latest update you released (1.2) totally works, yeah!!
In other words the cave simply doesn't exist in the .esp, and neither does its entrance.
EDIT: That was with version 1.0 -- The 03RitualRoom cell is present in the 1.1 .esp and worldspace edits look like there's a cave entrance added, have yet to confirm in-game.
I assume the Alftand and Volskygge edits are unintentional?
EDIT 2: The cave's there and accessible. However, I couldn't get the door to open (yes, I checked the spoiler) without resorting to the "unlock" console command.
I opened the mod in CK, and apparently the scripts RitualdoorScript03 and DoorPedestalScript are missing.
I don't know what was wrong with the first version,but if it works now,that's fine.
Except for the missing scripts...
I'll upload a .txt file with them
v1.0 : no cave
v1.1 : cave OK, but I could not open the door, using the spoiler on door or pedestal (which I cant activate either).
Going straight to the point, the circle spells of restoration scholl are with the wrong duration.
The duration was cut in half even if the effect is with the correct timing.
Well, initially it is, if you are interested, please reply if you can help or not.
I don't understand your problem(whether it's a CK or a Skyrim thing and what it is in the first place)
Well, the small problem is the time of the two circles, circle of protection and guardian circle, they last 30 seconds, regardless of perks or double cast.
Correct:
Guardian Circle, lasting 60 seconds, and increases to 90 seconds with Necromage perk.
Circle of Protection, really lasts 30 seconds, release with one hand is actually correct, but double cast, do not doubles to 60 seconds, and the perk Necromage no increases to 45.
I took these durations of the UESP site.
I've tried to do for myself, but I could only fix the guardian circle, and only last for 60 seconds, the effect of the perk I could not fix, I've never worked with the creation kit, hahahaha
It really is a vanilla bug.
First, when i started the mod, the cave wasn't there so that should be fixed if you want people to get the spells w/o the console commands (which i had to use to get the spells)
Second, the spells don't seem to have the power that lightning storm has; the values are fine but it doesn't look like the spells have that much power behind them. with Lightning storm it seems to take a lot of effort to draw cast the spell and it seems to have a sort of kick to it and when you point the spell at your feet you can hear and see the power. With your spells they seem...paper thin... in comparison.
Anyway, just my two cents. Well done with the spells themselves
About the pointing at your feet and seeing the power, I've thought about exactly the same.
Naturally,instead of finding answers for the exam I was writing, I found the solution to that problem.
I'm going to fix it right now