Skyrim

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Caerulean

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Caerulean

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  1. Caerulean
    Caerulean
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    Hello! Remember to read the description for details and instructions on updating.

    SSE version is here! || Credit: mertz
    Xbox version is here! | Xbox No Perks version is here! || Credit: clofas1

    Thanks for all the feedback!

    CHANGELOG:
    Spoiler:  
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    - Version 1.3 -
    *Engage can now be used as a 'Taunt' to divert enemies' attention towards you.
    *Engage is no longer flagged as Hostile so as to not trigger friendly fire dialogue when hitting allies with it.

    - Version 1.2 -
    *Fixed Subdue not working on tougher enemies
    *Other minor edits

    - Version 1.1 -
    *'Subdue' (NEW Lesser Power). [Credit: NobodySignificant - for the idea]
    *Rescaled the Aggression conditions on Ceasefire to be more usable against hostile NPCs.
    *Increased the Persuasion-Level equivalent from 50 to 55. [No Perks Version]
    *Changed the condition on the Ceasefire - Wisp effect from Pale Lady = Dead to The Pale Lady quest = Completed.
    *Improvements and edits to the conditions on several effects.
    *Other minor edits.

    - Version 1.0 -
    *Scripted the Basic Ceasefire effect so that it now properly works for retreating.
    *Minor edits to certain effects.

    - Version 0.2 -
    *Several fixes and improvements to the effects and conditions
    *'False Taming' (new Ceasefire effect)
    *'False Bribery' (new Ceasefire effect)
    *'Undead' (new Threaten effect)
    *'Engage' (new ability) - provoke targets and break Ceasefire
    *'Embolden' (new ability) - inspire allies for a certain amount of time
  2. Caerulean
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    Hi. If anyone sees this, I got a question:

    Is the Speech XP granted by the abilities in this mod too little, just right, or too much?

    I recently discovered a way to scale the XP granted but I've yet to be able to do enough playtesting. Let me know what you think.
  3. Caerulean
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    Xbox versions (by clofas1) are here! Refer to the sticky!
  4. triggerpigking00
    triggerpigking00
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    This is a great idea, I've been wanting to build a character similar to the doctor, lots of illusion, lockpicking and of course speechcraft but the options in game are of course limited.
    That being said do you happen to know if this'd play well with Requiem? I assume at the very least the perks would'nt work with it but would the mod as a whole be workable?.
    1. Caerulean
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      Thanks! The basic effects in the normal version don't require perks, but there is an alternate version of the mod that requires Speech skill levels instead of perks. I personally had never played with Requiem so I can't fully vouch for that, but it should be fine as the alternate version doesn't depend on vanilla perks.
  5. Mookeylama
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    mistake post sorry
    1. Caerulean
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      Now I'm curious. o.o
  6. TheWatchman
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    I noticed this when I was doing some mod testing. Every time I start a new game with this mod on, dialogue to initiate various miscellaneous quests do not appear. I only really tested this in Whiterun but affects Ysolda's Mammoth Tusk, Amren's Family Sword, Stop Braith from bullying Lars, Stop Mikael's advances toward Carlotta.

    This doesn't happen when I don't have the mod on starting a new game but use it later.
    1. Caerulean
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      That's odd. This mod does not at all interfere with anything related to dialogue quests. Did you try to wait it out to see if the game was only having a delay with processing quests? Were the other dialogues fine?
  7. Goculen
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    How exactly does subdue turn the enemies into followers? I´ve tried it numerous times but I was not able to recruit a single bandit I had subdued. Im using the no perks version and I have 100 in Speechcraft
    1. Caerulean
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      You must be near the target and the target must have <35% health. Also, the bandit must have a follower voicetype, especially if you are not using any mods that allow other voicetypes to be turned into followers.

      Good luck, and I apologize for the inconvenience.
    2. TheWatchman
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      @Caerulean
      Does the mod specifically check for characters with voicetypes that have follower dialog or it's possible to use Fus-Ro-Doh to get around that?

      Also will this clash with quests that require me to clear a dungeon if try the subjue unique bandit npcs like say Hajvarr Iron-Hand?
    3. Caerulean
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      1. The game checks if the target is in the appropriate follower faction(s). Some other mods also check those factions. The Fuz Ro D-oh mod only allows lip-syncing for unvoiced dialogue. You would need a mod that allows/forces non-followers to become followers or a mod that expands follower voicetypes like EFF and RDO, for example.

      2. Subduing quest target NPCs will not complete the objective. I suggest trying out the Combat Surrender mod in conjunction with this mod.
  8. luska233
    luska233
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    I love your mod, but I have a few suggestions:
    - Can you give the powers some kind of effect (Visual, sound, message...) as to know the effect is working?
    - Can you make a individual power to choose from all effects as to not clutter the "powers" menu and make then more accessible through hotkeys?
    - Can you make it so the powers increase speech skill? (I'm not totally sure if that already happens. It would be a good alternative to level speech, in my opinion)
    - New power idea: a fear/calm aura-like effect, where your mere presence terrifies/soothes nearby enemies by chance;
    - Maybe make the powers be influenced by illusion perks? (Also not sure if that happens)
    1. Caerulean
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      Thank you. :)
      1. I understand how frustrating it is to not have any prompt as to whether it worked or not, but it was a deliberate decision I made for the sake of immersion/realism.
      2. Part of me has always wanted to, but other than how it was beyond my skill when I was still working on the mod, it is also not any more inconvenient than having to need different hotkeys for spells. Hopefully I can attempt that again in the future, but as of now, I've not really had the time for more modding. (I'm already having trouble releasing my much-delayed update to my Equinox mod as it is. xD)
      3. It does, but the exp it gives is very small. Still, (I believe) it is multiplied by how many targets are affected.
      4. I opted against using anymore constant cloak effects (which was what I did in my Nature's Peace mod which came before this mod) because of the potential of causing performance problems or other glitches. Would be nice if the game can handle it better, though.
      5. It is possible, but I'm not sure that's the best idea because Illusion and Speech are still different things despite the effects often being the same, if you get my meaning.
  9. AlanPaul
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    This is very good. Amazing, in fact.
    1. Caerulean
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      Thank you. :)
  10. kn1ghtfall
    kn1ghtfall
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    Love the concept, endorsing soon. Keep up the good work!
    1. Caerulean
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      Thanks!
  11. Folken45
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    I would be interested in this mod but I'm using a perk overhaul which basically regroups Intimidation/Persuade/Bribery into a single perk, I don't remember if it was in vanilla to be honest but would that be a problem?
    1. Caerulean
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      Use the No Perks Version so that the effects won't require the vanilla perks but instead only require you reach a certain Speech skill level.