For some strange reason when I summon the Golden Saints they're heads are purple and the rest of their body is fine. I tested it with both the scrolls and spell tome and I get the same result however when I create a Golden Saint character they don't suffer this glitch.
This happens when the game cannot load the correct textures. It's a strange case here because the mod works otherwise so the .bsa and .esp files are in the correct place. You can try the following however:
- Download BSA Unpacker (http://www.nexusmods.com/skyrim/mods/4804/?) - Unpack the .bsa file from this mod into loose folders/files. - Put those into the mods folder (the same folder as the .esp and .bsa files are in), merging when asked.
You dn't have to unpack everything. It seems he has problems having the face textures work properly if he only unpacks the texture files he should be fine (saves space too. .bsa files can be quite big once unpacked )
Not sure if I like the poison effect. I get 1 hit by the spiders at the very beginning of the game when they spit out their webs. Either that or it is because I set the difficulty to adept, but even then that doesn't seem to make sense. No other enemies at start can insta kill me with a shield and imperial set.
question, it looks like you used an elf race as the base, did you? because in they skyrim book darkest darkness or something, it says golden saints are half clothed human females with high magic resistance and are powerful spellcasters. so how close to the lore did you make them?
I tried to stick model the race as accurately as I could given the differences between Skyrim's skills, spells and abilities compared with Morrowind and Oblivion. Skyrim further lacks stats and the "touch" spell mechanic. They kept their 50% poison weakness but I substituted 25% spell absorb in place of 15% spell reflect (which absorbs magicka AND reflects damage back). I also substituted a powerful Disarm lesser ability in lieu of their racial 100pt Disintegrate Weapon on touch ability (functionally equivalent except for the delivery).
The skill bonuses and spell lists are extremely close to what they should be also. They further have a full complement of textured golden weapons and unique meshed and textured golden armour. I believe I used High Elf as the base to start since they were closest in terms of skin tones, eyes and height (though they also have incredible unique eyes). Everything else is modified in keeping with a race of daedra.
There's also one significant similarity with the summoned Golden Saints from Morrowind but I'm not sure if anyone has spotted it yet. There's only one clue I can give without being too obvious and that is that no other conjured creatures in Skyrim have this similarity.
I'm guessing that random enemy NPC conjurers don't cast the spell, or do they? I don't use conjuration but it would sure be nice to go against a golden saint as an opponent.
I would love to do this but it can't be done without modifying levelled lists and NPCs, which would make the mod incompatible with many other mods which do. If there were a way to add to these lists via script, I'd be on it in a heartbeat.
is the racial spell-absorption the same as any other spell-absorption in the game (like the dragonskin power of bretons)? if so i see a little balance issue here since spell-absorption scacks additively and has no cap ->50% absorb atronach-stone + 30% alteration perk + 25% racial ability = 105% permanent absorption, which essentially makes you immune to all spells, shouts, dragon-breath, deseases and poisons; and all that without wearing even a single item^^ you know what i will try this out just to check, i'll be back in a few minutes to give the result
allright, tested it and it seems my suspicion was correct. it stacks with other absorb effects additively. so golden saints become extremely overpowered once they get the atronach-stone and perk. well at least you cant abuse it early game since the perk requires 100 alteration, still 75% spell-absorption is still pretty powerful. aside from the slight op-issue the mod looks very nice, the armor is balnaced due to requiring the daedric smithing perk and having the same defense as daedric (it requires gold-ingos instead of ebony, which are both almost the same value/rarity and they also require the daedra heart so pricing fits), and it looks really nice. haven't seen any clipping issues with the armor. only the crown(helmet) has some small clipping with some hairstyles (vanilla as well as apachii) due to being a circlet and thus going right through any hair
so overall i like the mod a lot, i can live with the slight power-issue on the race, but having them in the game in the first is more important to me, thanks for the mod, endorsed
Hi Wildyeti, I'm glad you like this mod. I added Absorption as a racial ability in lieu of the "Reflect" spell damage racial bonus they're meant to have. I spent some hours trying to script spell reflection but it was monumentally tough. I may try to implement spell reflection in a future mod (as a separate thing that would also be integrated). As the nearest alternative, Absorption is a lot tamer than Reflection which not only negates incoming spell damage, but does that same damage back to the caster.
This mod was originally conceived as simply a summon spell, but after the time it took to make the mod, the playable race was relatively simple and hence your apprehension. As an FYI, Skyrim has a hard-cap of 85% spell absorb; raising it higher than this makes no difference. I believe it can be achieved in the vanilla game anyway by Bretons and/or with the Necromage perk. Aureals are Daedra with a natural resistance to magic so I think it fits them (particularly as they also have an inherent weakness, unlike most other races). The Disarm power similarly substitutes their "Disintegrate Weapon" ability from previous TES titles.
don't misunderstand me. i was not criticising your mod in any way, as a matter of fact i really apreciate the mod, and i especially like that you want to stay as acurate as possible to earlier elder scrolls titles. i can only imagine how difficult it would be to code a completely new effect like reflect spell, since i have no idea of modding^^. the mod works fine as it is. i just mentioned the issue, because i found alot of mods that added races, but made them very powerful, and nobody commented on it. so if anybody is interested in this mod they know about it. btw. there is a hard-cap for magic-resist of 85%, spell-absorption is not hard-capped, because it was always meant to be a chance to avoid damage from spells, rather than a %-damage-reduction. i even tested it for the fun of it by spawning 25 arch-pyromancers around me all bombarding me with fireballs for a minute^^ . since not a single fireball damaged me, i'm either defying ridiculous odds and should start playing the lottery or it works as i suspected (which is not a problem to me, i just wanted to know). oh and i just found out from the uesp that any other race can achieve 100% spell-absorption in vanilla as well, by being a vampire (undead) and getting the necro-mage-perk before getting the atronach-perk (the multiplication is glitched a bit, because the necromage applies a duration-increase as well to a permanent bonus) and getting the atronach-stone. so overall the saints are not overpowered thanks again for the great mod and the quick response
p.s.: i absolutely love the different death-animation in memory of morrowind
I know some mods have spell reflection coded already (for ward timed blocks - in combat mods) can' remember which exactly (im sure a quick google search could answer that) but borrowing code and hacking it together might be easier than trying to code it from scratch in this case
Step 1. Type: Help "Golden Saint Poison Weakness" 4 Step 2. Let spell ID appear with a simple enter. Step 3. Type: Player.removespell spellIDnumber Step 4. Hit enter again. Step 5. ???? Step 6. Enjoy not being 1shot by spiders, spriggans and chauruses anymore.
Thank you for trying, but it doesn't work for me. I fear I may have botched things by trying to fix it in the mod's .esp first, by first trying to delete the effect, then in another attempt set the magnitude to 0. But I've re-downloaded the mod. The weakness no longer shows up under Current active effects, but spriggans remain as deadly as ever.
Actually, in Morrowind, Golden Saints had a 50% Resistance to Fire, Frost and Shock. Around 15% reflect; a 50% Shock spell and a powerful dispel.
It was really disappointed that in Shivering Isle, Golden Saints had no racial powers and instead individuals were given Constant Reflect Spell 15% and Weakness to Poison 50% with the Lesser Power: Disintegrate Weapon 100pts on Touch. I had modded Oblivion to give them their original abilities.
An idea might be to combine elements from both. Skyrim doesn't seem to have reflect to shock shields or dispel and doesn't seem to have disintegrate weapons. But you can combine 50 Resist Fire, Frost, Shock with 50 Weakness to poison for balance.
33 comments
I don't have any vampire race support mod.
- Download BSA Unpacker (http://www.nexusmods.com/skyrim/mods/4804/?)
- Unpack the .bsa file from this mod into loose folders/files.
- Put those into the mods folder (the same folder as the .esp and .bsa files are in), merging when asked.
The skill bonuses and spell lists are extremely close to what they should be also. They further have a full complement of textured golden weapons and unique meshed and textured golden armour. I believe I used High Elf as the base to start since they were closest in terms of skin tones, eyes and height (though they also have incredible unique eyes). Everything else is modified in keeping with a race of daedra.
There's also one significant similarity with the summoned Golden Saints from Morrowind but I'm not sure if anyone has spotted it yet. There's only one clue I can give without being too obvious and that is that no other conjured creatures in Skyrim have this similarity.
you know what i will try this out just to check, i'll be back in a few minutes to give the result
aside from the slight op-issue the mod looks very nice, the armor is balnaced due to requiring the daedric smithing perk and having the same defense as daedric (it requires gold-ingos instead of ebony, which are both almost the same value/rarity and they also require the daedra heart so pricing fits), and it looks really nice. haven't seen any clipping issues with the armor. only the crown(helmet) has some small clipping with some hairstyles (vanilla as well as apachii) due to being a circlet and thus going right through any hair
so overall i like the mod a lot, i can live with the slight power-issue on the race, but having them in the game in the first is more important to me, thanks for the mod, endorsed
This mod was originally conceived as simply a summon spell, but after the time it took to make the mod, the playable race was relatively simple and hence your apprehension. As an FYI, Skyrim has a hard-cap of 85% spell absorb; raising it higher than this makes no difference. I believe it can be achieved in the vanilla game anyway by Bretons and/or with the Necromage perk. Aureals are Daedra with a natural resistance to magic so I think it fits them (particularly as they also have an inherent weakness, unlike most other races). The Disarm power similarly substitutes their "Disintegrate Weapon" ability from previous TES titles.
btw. there is a hard-cap for magic-resist of 85%, spell-absorption is not hard-capped, because it was always meant to be a chance to avoid damage from spells, rather than a %-damage-reduction. i even tested it for the fun of it by spawning 25 arch-pyromancers around me all bombarding me with fireballs for a minute^^ . since not a single fireball damaged me, i'm either defying ridiculous odds and should start playing the lottery or it works as i suspected (which is not a problem to me, i just wanted to know).
oh and i just found out from the uesp that any other race can achieve 100% spell-absorption in vanilla as well, by being a vampire (undead) and getting the necro-mage-perk before getting the atronach-perk (the multiplication is glitched a bit, because the necromage applies a duration-increase as well to a permanent bonus) and getting the atronach-stone. so overall the saints are not overpowered
thanks again for the great mod and the quick response
p.s.: i absolutely love the different death-animation in memory of morrowind
Step 2. Let spell ID appear with a simple enter.
Step 3. Type: Player.removespell spellIDnumber
Step 4. Hit enter again.
Step 5. ????
Step 6. Enjoy not being 1shot by spiders, spriggans and chauruses anymore.
The weakness no longer shows up under Current active effects, but spriggans remain as deadly as ever.
It was really disappointed that in Shivering Isle, Golden Saints had no racial powers and instead individuals were given Constant Reflect Spell 15% and Weakness to Poison 50% with the Lesser Power: Disintegrate Weapon 100pts on Touch. I had modded Oblivion to give them their original abilities.
An idea might be to combine elements from both. Skyrim doesn't seem to have reflect to shock shields or dispel and doesn't seem to have disintegrate weapons. But you can combine 50 Resist Fire, Frost, Shock with 50 Weakness to poison for balance.
(FYI: Armor is spelled without an "U".)