Skyrim

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Daedalus-AI

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AzarelHrafin

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  1. AzarelHrafin
    AzarelHrafin
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    Updates! Always updates!

    See the changelog for details. Basically, the new cost system has been fixed to prevent players from using the spells if they don't meet the cost requirements (in terms of Magicka percentage) and Visual FX attached to the player are called with Spells, not scripts, which means they are guaranteed to dispel at the end of the effect without potentially leaving players with persistent FX.

    Also, High Jump has been both Nerfed and Improved. High Jump's explosion deals more damage, but in a smaller radius, and enemies in the larger radius take less damage but are knocked back.

    Have fun, guys!
    1. xreddawgx
      xreddawgx
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      is there anyway to have followers use these skills (lesser powers) ?
    2. AKeithY
      AKeithY
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      NPCs don't attack after I use Lancet. Either that's a bug or I have too many mods installed, but somehow I broke the game.
    3. huiop21
      huiop21
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      @AkeithY oh thats actually a bug from the mod itself lol apparently Lancet forcing enemies to play the Ascend female idle causes them to bug out and not continue attacking
  2. AzarelHrafin
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    Potential Bugs and Issues:

    -If the player is not looking directly at their target when attempting to use High Jump, then the power will not be performed. This is a result of the spell being a "Targeted Actor" spell, so the effect will not be cast if the player is not directly looking at (crosshairs centred over) the opponent. Simply make sure that your are directly facing an enemy when attempting to use this attack.

    -Sometimes the High Jump final shockwave doesn't deal damage correctly to enemies. This is related to the explosion effect, and I have not yet devised a solution. FIXED IN 1.2

    -If the player casts one of these in close proximity to a fixed object or on uneven terrain, there is a chance that they will be suddenly displaced to an area nearby. This is an issue related to performing the idle animations used in the attacks, and has been resolved as best as I can

    -If the player is under the effect of a time-dilation spell (slow time, or powers like "Reflex" from the Ashen race mod) then the visual effects from the idle animations will not synchronise correctly. This is because the script uses the Utility timer, which functions independently of in-game time.

    RE: Making a video

    Unfortunately, I can't make or upload a video to showcase this mod at the moment. I'm stuck behind a Uni network which is blocking a lot of the necessary ports. I'm really hoping someone will be able to make a video to showcase it at some point, as a lot of these things look way cooler in video than can be described in pictures. Please let me know if you can do this, and I will post it in the description and videos sections with credit to the author and a massive (virtual) cookie as a thank you!
  3. Saorinka
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    I wanted this mod so bad. Can you convert this mod to SSE or AE, pleaaaaase?
  4. TheDemonHanzo
    TheDemonHanzo
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    any version of this for AE or SE?
  5. SpectreFury
    SpectreFury
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    Nevermind. Thought it was a bug with this, turns out it wasn't. Can't figure out how to delete posts, lol.
  6. doimanaus
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    Any chance of this mod being ported to Skyrim Special Edition?
    1. doimanaus
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      How about allowing someone else to run it through the mod port tool thingy and upload it, to the Skyrim Special Edition side, giving you credit?
  7. RebirthEternal
    RebirthEternal
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    Absolutely amazing, endorsed. Didn't keep them personally cuz they were still very op (tested it at level 1 on some giants and a mammoth with a wooden sword) . But never the less absolutely amazing work.

    Ever thought about a version with a drastic increase in requirements? (for example all magicka, stamina + debuffs .... again that's an example lbs) . Also does it scale for effectiveness in later levels? like maybe damage is based on skill level in x, y and/or z ?? Just throwing thoughts out there.
  8. huiop21
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    i love your mod! especially the high jump but its not without its flaws..so i messed around with the creation kit abit and noticed that the explosion is triggered via projectile. So i tried fixing this by decreasing the projectile speed and amping up the gravity so it always hits the ground and triggers the explosion.its working pretty well after that haha no misses so far



    P.S also changed the pa_2hdragonkillmovedragonrodeoslash animation during the start up to pa_2hkillmovedragonslash and the ending from bleedout stab kill to pa_2hkillmovespiderslam A and oh my it actually looks good now xD..great mod btw
  9. SpiriteusMjir
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    Nice, but sadly with my low FPS, sometimes the physics and script lags that it makes my dragoon turned out to be a suicidal jumper.
    Here's what happened, when I initiate High Jump, the explosion started spamming and either killed my dragoon or sent her running in SUPER SPEED from the area, and happened once that she got out of Whiterun and die outside...
    I noticed the skill toggles tgm (godmode) to avoid fall dmg, also toggles the AI attacking, and then starts the animations from dragon kill move to thrust blow kill move. That's kinda heavy scripting.
    Wish instead toggling AI attacking and with lesser animations, like omitting the slicing a wave energy to knockdown the enemy, and use the thrust immediately, and then omit explosions, that would avoid some weird bugs.
  10. AegisRunestone
    AegisRunestone
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    This looks great! I want to try it, but it still seems to have some bugs. Are you planning to fix them?
  11. WhiteBlaze
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    Very creative! now can ya reproduce the dark knight class's darkness based skill set? playing bravely defualt recently made me remember the good old days of the classic FF classes and honestly i love the sacrafice HP for power concept which stays true to the feel for dark knights. sorry for the ramble, love the work tho o:
    1. majinnoone
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      I been wanting that aswell Cecil Harvey fan
  12. majinnoone
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    just wanted to say thanks for adding this, I built a full city of baron and castle mod, just never uploaded it because I have issues with coding quest and my dragoon armor, now that I found this mod, I will work on my dragoon armor again and maybe upload it, as far s the full baron mod, you may find my castle in one of my other mods I will some day upload but since my world spaces were giving me issues and quests I haven't finished it but thank you my fellow FF fan, I want the dark wave skill aswell for my dark knights did you make one of those?