I have a question? Does this mod work with custom races? I chose to change to the uchiha clan race and I cannot see the effects of this mod. This is a very good mod btw I must say. I have used it on my previous character and it finally made having those dragonsouls worthwhile.
102 dragonsouls. It is there with my Breton character. However, when I try to change classes via showracemenu the bonuses doesn't show after that. Would I have to start a new character?
There is nothing inherent in my mod that would be incompatible with a custom race. It's possible that there's something funky going on with the ShowRaceMenu sequence. Would you try the "Player.SetRace XXX" command instead?
Once you've done that, please also try: Player.HasSpell xxxx
And check to make sure that the DragonSoul absorption is still above 5.
Please also use the Player.SetRace command to rotate through several races, and see if there is any difference between them. NordRace NordRaceVampire OrcRace OrcRaceVampire HighElfRace HighElfRaceVampire Etc
Also, have you ever used any other custom races, such as Nighem etc?
First I wanna say I love the idea of this mod. Second there is another mod that has the same idea and i am currently using both at the same time (True Dragon Born). Also on steam there are two other mods that again work in the same idea (passive bonuses) (Real Dovahkiin Strength/Real Dovahkiin Speed). Also using those two in addition to your's and True Dragon Born. My character is quite powerful. Too powerful. I have spells which should only be doing around 1500 damage (Midas Evolved) but instead are doing around 50,000 damage. I just took down a Legendary dragon in 1 second. I wanna be powerful but is just redonkulous. Which tells me that of the four mods one or more is boosting Magic damage. I checked the description on all and can't find where it is boosting magic damage. So no I am asking you if you incorporated that into your mod. btw I prefer not to use weapons, one of the reasons I love your mod and the others is the unarmed boost. Also I don't like magic resistance at all. Why would I when I can instead absorb it all and have it restore me? So my second question to you is can you create a version that instead of giving magic resistance it allows the character to be healed, have her/his magicka restored along with the stamina?
1) I don't boost magic damage of spells. I *DO* boost magic damage of shouts. 2) It's not a bad idea to allow for swap-outs of specific abilities. I might completely overhaul this mod to be similar to my Blood Magic mod's perk system, which would allow people to pick and choose what they want. I'm currently working on a mod that does the same thing for Clerics, and will work on this once that's complete.
How about a special ability where you cloak yourself in fire/ice/lightning for 60 seconds after which the aura disappears with a massive AOE burst effect dealing heavy damage to anything around you. another one could be roar of time (pokemon move name I know) or simply after you reach maximum bonuses you have the option of making your draconic abilities legendary.. that is to say your weapon damage gets an immense boost, 50% more health, and your Thu'um is no longer a shout.....it is a roar. This means your shouts(roars) are 250% more powerful. at this point your fus ro da should be strong enough to send 3 whooly mammoths head over heels. How ever! To have this passive ability on you, you must have dragon souls in your soul pool, for every soul you have you get lets say 5 hours in game time with the ability active after which you must get another soul to have it active again. This would be a good detail to have since you are a dragon born so it seems only fitting that your power is on par with that of a dragon in all senses of the term. at this point you should be just as strong as a legendary dragon on what ever difficulty if not stronger. There is one downside though. You are vulnerable to range attacks. I don't know I never really thought out the downside of the Dragon Power. So there you have it.. my contribution to this great mod. Hope you like something from it.
The roar of time is merely a pseudo Dragon Champion skill. It gives you 25% of the max power you will get if you make your power legendary. If ou make it legendary you will loose the roar of time and will merely need to have souls to activate it. The skill can be activated and deactivated at will.
Most of this mod concentrates on constant-effect abilities, but it'd be relatively easy to add additional abilities. I'll probably release it as an alternate patch to this mod. Give me a week or so to work on it.
I have tracked down a certain CTD that is coming from this mod. It happens when the Greybeards try to give you there shout knowledge. Hope you fix this.
That's interesting; I didn't modify anything vanilla, and I just played through that scene last night with this mod installed, with no CTD. I'll look again, but it'd help to know what process you used to determine that my mod is the culprit. That information will help me isolate and locate anything I may have caused.
I had kept getting CTDs when I tried to go through this part. I tried removing files related to shouting but none of them fixed anything. then I remembered that I downloaded your mod and disabled it, this fixed the CTD.
New version is posted. I cleaned it w/ TES5Edit. I only came up with one possible point of collision, so I removed that. If the issue continues, it has to be another mod interacting with mine. We'll have to try to figure out what that one is.
Would it be Dragon Soul Reliquishment that could be conflicting? That one does something similar to this mod only it doesn't give you bonuses to resistances.
i would be interested in this possibly but the fire and frost resistance going up to 100% seems like it would be WAY too OP. put the maximum from this at 30# or something more reasonable and i'd love to try it.
I found that having too many mods which affect Time Reduction can have side-effects, though. When you go over 100%, you can literally shout incessantly. For most shouts, this isn't a drawback, but shouts which have different effects on different words could get difficult to get the effect you want. As an example, with the Claws of Vokunzun (http://skyrim.nexusmods.com/mods/16857), I found that I had to time my key-holding in order to not loop and get a one- or two-prong claw if I held the shout button long enough for it to loop and start over. After stopping my devotion to Talos, but keeping another mod, I have 80% shout reduction. This has allowed shouts to be an awesome addition to my arsenal. Most of them have 5-10 second cooldown, which allows them to be used multiple times in a combat.
The improvement to shout damage is based on the conditions that 1) it is a shout and 2) it does fire/frost damage. Any shout that has those flags set will qualify.
The shout time reduction is achieved by adding a constant-effect spell with the same variables as the Talos blessing/enchantment, so it will be exactly as conflict-free as the Amulet of Talos.
My mod doesn't actually change any of the shouts, so there should be not conflict with mods which do.
I was poking around in the CK, and the multiplier value I remembered for Unarmed wasn't jumping out at me. Will have to take a little more time to find it, or figure out a work-around.
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http://www.nexusmods.com/skyrim/mods/59905/?
Once you've done that, please also try:
Player.HasSpell xxxx
And check to make sure that the DragonSoul absorption is still above 5.
Please also use the Player.SetRace command to rotate through several races, and see if there is any difference between them.
NordRace
NordRaceVampire
OrcRace
OrcRaceVampire
HighElfRace
HighElfRaceVampire
Etc
Also, have you ever used any other custom races, such as Nighem etc?
Also I don't like magic resistance at all. Why would I when I can instead absorb it all and have it restore me? So my second question to you is can you create a version that instead of giving magic resistance it allows the character to be healed, have her/his magicka restored along with the stamina?
2) It's not a bad idea to allow for swap-outs of specific abilities. I might completely overhaul this mod to be similar to my Blood Magic mod's perk system, which would allow people to pick and choose what they want. I'm currently working on a mod that does the same thing for Clerics, and will work on this once that's complete.
P.S: Sorry for taking so long to respond.
My mod, post-cleaning, only adds a new spell to the game that has multiple effects which are activated when a specific PCMiscStat increases.
If i have 100 dragon souls 50% reduced time by this mode and 35% by speechcraft perk in skyre, and talos amulet or blessing 20%.. no delayed.
The improvement to shout damage is based on the conditions that 1) it is a shout and 2) it does fire/frost damage. Any shout that has those flags set will qualify.
The shout time reduction is achieved by adding a constant-effect spell with the same variables as the Talos blessing/enchantment, so it will be exactly as conflict-free as the Amulet of Talos.
My mod doesn't actually change any of the shouts, so there should be not conflict with mods which do.