have you seen battle bard mod? any chance to add it into yours mod?
this mod make the lute usable to battle with different song diferent buffs and with normal magical attacks that do little damage but recover magicka. very good mod to use yout lute to battle. however now i have to carry 2 lutes one to fight and another to play.
Is there any way to get Battle Bard without having to create an account on a porn site? I mean the mod sounds neat, but not neat enough to jump down that rabbit hole.
Looks good, especially fixing the cooldown bug (I mean really? I didn't use the power, just tried to with weapons equipped, it shouldn't be on cooldown!) and adding a lute for realism.
Any way you could make the performance music override the vanilla soundtrack (like it does in Become a Bard)? That really bothers me in Ordinator, but I don't know enough about how that might work to fix it myself. That's actually a big immersion-breaking issue for me, I'm playing music but the ambient combat music/tavern music is still louder. I was hoping this mod solved that part, but it doesn't appear to be one of the features. Looks like the video was taken with the game music turned off. (I really like the soundtrack I'm using most of the time, so it's tedious/impractical to manually mute it every time I want to Perform.)
If anyone knows how to add that to this mod it would make it perfect.
This. I tried to modify the script files and esp to use the becoming a bard lute, that way it was compatible, but I am having trouble. Even the default version is giving me some issues. Have to mess with it come more. If I can get a patch file together, I will share if the author doesn't mind.
Edit: Well, default version is fine.
With my edits to both the esp and script files, it seems to now recognize the lute, but it won't activate the spell and animation. I'm sure I am missing something in the esp, but I can't seem to track it down in tes5edit or the scripts.
Anyone looked into this since? I might install just for the bugfix to the cool down, but it would mean I'm carrying 3 different lutes around (each for a different mod), which is getting silly. (or realistic if you're a rock star, but I don't have roadies... oh wait, yes I do... hi there Zora, Gorr... /end random aside) I might decide this one is magical or something I suppose. But if it could work with the Wanderer's Lute from Become a Bard that would be awesome.
Now THIS is cool! This is a great example of something I never knew that I've always needed in my game!
Great work Vitala!
This may be a rather small mod but I am no less grateful for it than I am for any other. I appreciate the time and effort you put into creating this mod, and I THANK YOU for choosing to share it here with the rest of community! Cheers!
Found a slight issue. When using this mod with a mod that modifies where your quiver is (Like belt quivers, for instance) the lute shows up in the place where the new quiver is.
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T_T
any chance to add it into yours mod?
this mod make the lute usable to battle with different song diferent buffs and with normal magical attacks that do little damage but recover magicka.
very good mod to use yout lute to battle. however now i have to carry 2 lutes one to fight and another to play.
Any way you could make the performance music override the vanilla soundtrack (like it does in Become a Bard)? That really bothers me in Ordinator, but I don't know enough about how that might work to fix it myself. That's actually a big immersion-breaking issue for me, I'm playing music but the ambient combat music/tavern music is still louder. I was hoping this mod solved that part, but it doesn't appear to be one of the features. Looks like the video was taken with the game music turned off. (I really like the soundtrack I'm using most of the time, so it's tedious/impractical to manually mute it every time I want to Perform.)
If anyone knows how to add that to this mod it would make it perfect.
Either way, thanks for the work making this!
Any chance to have a "become a bard" compatibility/version?
Edit: Well, default version is fine.
With my edits to both the esp and script files, it seems to now recognize the lute, but it won't activate the spell and animation. I'm sure I am missing something in the esp, but I can't seem to track it down in tes5edit or the scripts.
Great work Vitala!
This may be a rather small mod but I am no less grateful for it than I am for any other. I appreciate the time and effort you put into creating this mod, and I THANK YOU for choosing to share it here with the rest of community! Cheers!