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Krill

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Dovahkrill

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11 comments

  1. elindor96
    elindor96
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    can you make your mod compattable with :

    http://www.nexusmods.com/skyrim/mods/31915/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D31915%26preview%3D&pUp=1



    thill than : player.setav rightitemcharge 99999


    ( because I am sure Auri-el wasnt wearing a bag full of soul gems recharging it every 15 shoots ... unlimited will be maximum lore friendly
  2. amrasanarion
    amrasanarion
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    I have been a trouble with Isilmeriel, who has blocked my Mod by report it to the moderation. It's for a misunderstanding about authorization. The story could easily be settled amicably, (we elsewhere explained by PM), but she preferred to first press the report button, with embarrassing consequences it has.
    The problem is visible on this forum: http://forums.nexusmods.com/index.php?/topic/792181-auriels-weaponry/

    I therefore wish to repost my Mod being 100% in good standing, but It will be slightly degraded compared to the original version. Pending the moderation closing the case of my mod, I'll pass my work in private, so you can take a look at what I told you about.

    Edit: My Mod is now OK and published on Nexus.
  3. Dovahkrill
    Dovahkrill
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    @amrasanarion
    Interesting. I'll look into that!
  4. amrasanarion
    amrasanarion
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    For my part, I have not seen the damage that worked well. Non-Undead enemies take only 1 damage, and it's 50 for Undead (instead of 20/60).
    To make my Mod "Auriel's Weaponry" that I just published on Nexus, I had time to test by using and abusing the code "getav health" on various opponents.
    I confirm the presence of a bug on this point. It's a problem of "Taper duration" on the Creation Kit.
    For my Mod, I edited the Auriel's Bow enchantment to it take 10/60 sun damage (+ Dawnbreaker effect).
  5. citizenio
    citizenio
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    I wondered why my bow ran out of charge so quickly. It never occurred to me to check the school affiliation of the spell effect. Nice simple change, thank you for this!
  6. Dovahkrill
    Dovahkrill
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    Thanks for the reminder
    I just submitted the bug report.
  7. snippy64
    snippy64
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    Seems like such a small fix, I wonder if this should be included in the UDGP (Unofficial Dawnguard Patch)?
  8. Dovahkrill
    Dovahkrill
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    @olaftwoeye
    You know the explosion the sunhallowed arrows do only when fired with Auriels bow? DLCEnchAurielsBowBlessed is the effect of that explosion. The spell effects applied by it are DLC1SunDamageArrow and DLC1SunDamageArrowUndead. They work just as the versions for the bow itself except dealing only double damage to undead. Both lack the Restoration association too, but since the effect isn't invoked by the player's weapon but by the explosion it makes no difference to any charges.

    Bethesda weren't too consistent with their sun damage implementation (which isn't even a real damage type. There is no resistence against which it specifically can be checked. That's the reason for the extra effect for undead) but i chose to only edit those forms with direct gameplay impact to minimise the chance for incompatibilities.

    EDIT to clarify: The effect of the explosion is applied in addition to that of the weapon itself so when using Auriel's Bow with Sunhallowed Arrows, normal targets take 20 points of sun damage (10 from the bow + 10 from the explosion) and undead take 50 points (30 from the bow + 20 from the explosion)
  9. olaftwoeye
    olaftwoeye
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    got it . just one more thing , this DLCEnchAurielsBowBlessed what does it do ? Arent they connected since it has 10 sun points too ? Perhaps u forgot it and the weapon does what it says after all without needing for tweaks ? Just a thought . anyway whatever the result is ive decided to make it a little overpowered now that i ve got my hands on it since i spent tremendous effort on those super hard quests just to get a bow ! cheers
  10. Dovahkrill
    Dovahkrill
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    @olaftwoeye
    You can only set one magnitute for any effect, so Bethesda implemented this by giving the enchantment one effect that is applied to every target and another that checks whether the target is undead before applying its damage. So for a living target the damage is 10 and for undead the two add up to 30. (10+20)

    To make it 20/60 just open DLCEnchAurielsBow in the creation kit and change the magnitudes of DLC1EnchSunDamage to 20 and DLC1EnchSunDamageUndead to 40 so they add up to 60 for undead targets.

    Come to think of it, i'll upload a version that makes it 20/60 later today for those who want it to do what they thought it would.

    Some other effects that are described as sun damage are missing the Restoration association too but in those cases it wouldn't make any difference for gameplay so i left them as they are. The effect of the Dawnguard Rune Axe would be an example. It too is called sun damage in the CK, but the enchantment has unlimited charges so nothing would change.