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MasterBobcat

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MasterBobcat

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  1. MasterBobcat
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    Sticky
    Thank you for examining my mod. I hope you enjoy playing it!
  2. nick4250
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    While the overall premise of the mod is an absolute joy
    there are certain features that mess with overall gameplay
    such as dracoliche's effects on enchanted equipment.

    in cases where you have an obscene amount of dragon souls [due to mods that increase random dragon occurances - dragon swarms]
    dracoliche has been more of a bane than a boon.
    examples being fortify alchemy enchants [and mod added fortify enchant]
    and thee LATEST discovery, "The tesseract" mod's own Tesseract transport ring.

    im not 100% but in testing
    every time i had the dracoliche perk, and an obscene amount of souls
    the effect of the ring during transport
    would violently force every SINGLE entity [static objects, NPCs, random items, etc] every which way

    ever since ive had to refrain from using dracoliche perk... =[
    anyway maybe something to look into.
    1. MasterBobcat
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      Yes... I've already seen that problem. It also breaks the Slow Time effects of the shout and block perks. I've got a fix for it, which will be implemented in the Cleric mod (which is assimilating this one)... if I ever get a chance to finish it.
    2. adb1x1
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      I've not really had issues with dracoliche since I don't use slow time or block much, or the mod mentioned, but I have wondered if it's possible to add a 'degree' option. With even a minor surplus of dragon souls, fire, ice and lightening get a bit overpowered. Maybe require it to actually consume souls based on how much you want to increase it? Not really sure what the best way would be, but a governor of some kind would be helpful.
    3. Darklocq
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      So, I see that the Cleric mod exists.  Has this been fixed in that, and the fix ported over to here?

      Regardless, I thought this power was way OP anyway.  Wouldn't changing the magnitude to something like a 0.1 increase per soul resolve the above issue (as well as not make it a god-power)?  If I do run with this mod, I may try that tweak.  I have not looked at the code yet.  I'm thinking in passing that simply adding (+) 1 per soul could cause problems, since various effects do not have (and should not have) a magnitude parameter; meanwhile, a multiplicative (*) approach would not cause such problems because n * 0 = 0.

      I mainly want this mod for a Khajiit or Argonian (they have claws and big teeth), since they'll make better sense with the unarmed damage enhancements.  But I'm presently on a Breton play-through, so I don't know if/when I'll get around to it.
  3. JamesTParker
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    How would I edit the number of souls required for a perk in Tes 5 edit or the creation kit? I've been able to make the other changes I wanted to make (for personal use) pretty easily, but I can't figure out how to do this due to being a noob.
  4. evegrey21
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    Hey do you plan on releasing this to SSE?
    1. MasterBobcat
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      I haven't downloaded SSE yet... so not sure.
    2. evegrey21
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      well if you could port it over to special edition, that would be awesome
    3. adb1x1
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      I can say it works fine with General Stores for SSE (it has been ported already). I loaded the esp's (1 and 1.11) into the SSE ck and saved them (individually of course) and have been running it for about 2 weeks.

      So far no issues. I have used most of the options, not all yet. The one for fury always bugged me a bit because it blurred things when it was active.

      I have used the lair quiet a bit. Only thing I notice is the armor that would show on the shelves (sort of a representation) doesn't show. I suspect that is more an issue with the general stores port than this mod. Doesn't affect it's function.

      I did notice the script sources are in the scripts folder as well as the complied scripts. Not sure if that was on purpose or not. Prob wouldn't have noticed it if I hadn't been working on getting it into SSE.

      ***I have discovered, that after adding several more armor pieces to the lair 'store', things are displaying on the shelves. I assume I wasn't at the threshold yet, so I see no real issues in SSE yet.
    4. MasterBobcat
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      The compiled scripts are the important ones. However, I've had some people interested in being able to see what the scripts were, so they're also included in readable format.
  5. shadows2526
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    is it possible to disable dragon furry? it breaks the immersion for me whenever an enemy hits me
    1. MasterBobcat
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      Probably something to include in a next version.
  6. draconis_pyranos
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    love the mod. can't play without it, but having a slight issue with the lair at the moment that only recently showed up. in the crafting room, none of the objects that are supposed to be on the tables, the alchemy things, enchanting things, unusable ledger, etc, are not there, nor are they invisible as the activators are not there. tried uninstalling the mod and reinstalling it, tried waiting, tried just standing there for about 30 mins real time lol. any suggestions would be helpful. thanks again, and keep up the good work
    1. MasterBobcat
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      Different decorations appear when you have different amounts of gold stored in the Treasures container (General Stores). Those furnishings should appear at 10,000 stored, and others appear at higher increments. Max display is at 1mil.

      Player.AddItem f 50000
    2. draconis_pyranos
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      thanks for the reply. yeah, i get that, but that's not what i'm talking about. i'm talking about the alchemy table, enchanting table, and alchemy, potion, and soulgem storage objects. they aren't there at all on the tables. i can store those specific items through the general stores chests, but to retrieve them, i have to navigate the general stores menus instead of being able to go directly to the storage containers. and to enchant or make potions, i have to find tables out in the world. not a big deal, and i've used this mod since i started modding skyrim and this is the first time anything like this has happened with this mod.
    3. MasterBobcat
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      The items on the tables in the library are set to disappear if you have less than 10k stored in the Treasures container.
    4. draconis_pyranos
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      sorry for the miscommunication, i thought you were talking about the decorative items on the tables like the bags of gold and such. i put some of the money i had on me into the sorter and they showed up. thanks again, and keep up the good work.
    5. MasterBobcat
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      No worries. It was my attempt to attach a gold value to the home to make it comparable to a purchasable house.
    6. draconis_pyranos
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      that makes sense. i had thought at first it was because i hadn't used an alchemy or enchanting table yet lol. never thought it was because i hadn't put any money in the treasures storage. dunno if anyone else has suggested it, but a small shrine to talos would seem appropriate for a dragon's lair
    7. MasterBobcat
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      An interesting thought... or Akatosh. I made this mod during a period where I wasn't putting shrines in homes because I was playing a lot of vampires. My current mod does have a few specific to the home type, but there's also a fully-equipped shrine area just outside.
  7. ZodiacDragonStar
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    quick question download says it needs general stores for packrats, whhich one does it need the full version or the runtime version?
    1. MasterBobcat
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      I've always used the full version.
    2. ZodiacDragonStar
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      ok thanks
  8. VoidCruaver
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    How goes the merging of dragon soul disciple and cleric? I'm sure I'm not the only one wondering when to expect it.
    1. MasterBobcat
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      I started in DEC, but have another mod splitting my time, so it will probably be a couple more months.
  9. DaeDRaBlOoD
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    Will this mod work with mods like ordinator and are u going to update this mod?
    1. MasterBobcat
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      There should be no collision with Ordinator or other perk overhall mods, because this mod doesn't interact with "standard" perks.

      The next update to this mod is actually going to collapse it into one of my other mods: Cleric.
  10. ChelseaZX
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    Excuse me, but how do I find the lair? Can't seem to find any locations or things added that would alert me to it's locale.
    1. MasterBobcat
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      The Lair is accessible by spell.
    2. ChelseaZX
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      Oh, alright. Do you know how I gain access to this spell? (Also, this might be a good thing to add to the front page to help the new folk like me. ^^")
    3. VoidCruaver
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      It's fairly self-explanatory when you use the perk power. Trade in three points to get to the lair. So get 6 dragon souls from any source and you got everything you need to get to the lair.
  11. VoidCruaver
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    Love the lair, however a few notes on the whole mod in general to both author and followers:

    1. The lair was worth the 6 dragons I had to butcher to get to, save your perks for that.
    2. There needs to be a limit for the health, stamina, magicka, carry weight, and unarmed.
    3. It would be nice to know how much disease resist we have (I am assuming 100).
    4. Dracoliche seems to amplify time based spells so they accelerate time instead of slow it, I am fairly certain this is because of an alteration to alteration's power level rather than time level.
    1. MasterBobcat
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      Thank you for playing my mod, and enjoying it enough to comment upon it.

      Regarding #1... I will eventually collapse the Lair into another mod I've got in progress. It probably won't be the first version, but definitely on the improvements list.
      Regarding #3... It is 100%, except that 100% resistance doesn't actually exist in the game. It'll cap out at 85%.
      Regarding #4... That's a known bug whose fix will be included in the next version of my Cleric mod.
    2. VoidCruaver
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      Well I look forward to the next version of this mod, I suggest you look into other scaler mods to see about a way to alter duration of time based alteration instead of effect…that or someone needs to make a mod that inverts the scale on time alteration spells.
    3. MasterBobcat
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      The core problem is that the Time spells all have a magnitude of less than 1... representing a percentage of "normal speed" ( = 1 ). When you increase that by a whole number--such as the number of Absorbed Dragon Souls--Then the magnitude of the spell goes over 1, and is therefore a percentage well over 100%. The fix that I plan to implement is to apply the Dracoliche boost only to spells whose magnitude is >=5.
    4. VoidCruaver
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      I see, if you have ever read the Eragon series you would see how the dracoliche so nicely relates to the last book's plot line (No spoilers for you though wouldn't want to ruin it.) I will continue to see if I can find other flaws as a result of the magnitude amplification.

      There should always be limits however, once the player defeats a single dragon wall dragon they can simply wait for it to respawn (or in my case accelerate time) just to kill it again and again. Eventually the player gains the maximum defense with virtually infinite health, stamina, magicka, and carry weight. I'm over level 200 DSD because I circulate among the respawning dragons.
    5. MasterBobcat
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      So the core problem is that you generate more perks than you have things to spend them on and as a result, you spend them on the multiple-selection options that don't max out...

      THAT much has a fix already in development. I'm working on pulling all the class abilities from this mod into my Cleric mod, so that Dragon Disciple will be a Clerical path to follow. Cleric has more ways to generate XP, but also has an inherent scaling system (each new perk requires more XP to gain than the one before it) and a LOT more things to spend perks on.

      I have read a couple of the Eragon books, but haven't finished the series yet.
    6. VoidCruaver
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      Well I haven't tested your cleric mod yet but I look forward to it from what you've said. I would guess the dragon disciple path in the cleric mod you are making will be a result of serving akatosh.
    7. MasterBobcat
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      The concept of a Cleric isn't just restricted to the worship of the 8+1. One of the biggest requests I've had for that mod is the inclusion of other deities (Daedra, Historical Figures, etc). Because of that, I've expanded the concept to the idea that a Cleric is someone who devoutly follows a specific set of ideals (good or evil)... So the Dragon Disciple could follow Akatosh, or Kynareth, or the concept of Draconic Power (similar to the Dragon Priests).
    8. VoidCruaver
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      That would be interesting, the re-appearing of the dragon cult. In which case shouldn't the drauger follow the player's commands then? Also, shouldn't some races have different advantages related to what they worship? If I have my lore correct, Sithis is neither an Aedra nor a Daedra. Sithis is the birthed soul incarnate of Padomay and the equal yet opposite force to Anui-El aka the snow elf version of Akatosh, who is the birthed soul incarnate of Padomay's opposite force, Anu. The conditions Sithis and Akatosh placed on each other in their interplay would bring about the creation of what is known as the Aurbis, in which the realms of Aetherius, Oblivion, and Mundus would form. It is implied that the Daedra may have been created from Sithis. When Anuiel birthed his soul, Akatosh, to stabilize the then confusing and turbulent Aurbis by creating time, Sithis birthed his own soul, Lorkhan, as well. Sithis is believed to have created Lorkhan to destroy the universe through trickery and deceit, and return the universe to the void. So in essence argonians with their connection to the worship of Sithis are worshiping a creation class deity rather than an Aetherius, Oblivion, or Mundus class deity. As such it can be implied that argonians would get a significant advantage in power opposite that of the snow-elves. Then again, I may just be reading too much into all of this.

      However, one must also account for how overpowered time manipulation can be. With real physics manipulating a time wave properly could result in any matter touching it to instantly go under immediate ionization then disintegration on the subatomic level. Also note how overpowered it becomes when you can launch possibly several thousands in damage by stopping time even for a minute. One must also account for the massive energy requirement then coupled with the energy drain needed for dampening the temporal distortion. In essence with realistic physics even slowing time would result in instant death of the player. However, this is Skyrim and we have magic. Adding magic to the mix means we can reinforce the structural problems that would result. In short any power involving time must also have a weakness of equal magnitude.
    9. MasterBobcat
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      You have a lot of commentary in there about the specific Whys of Belief. What I tried to do with Cleric is to create a foundation where the Whys were roleplaying decisions from character to character. I did this by providing an incentive (gained XP or Devotion) to a lot of trivial or meaningless actions in the vanilla game. The WHAT was important, but I wanted to allow the WHY open to interpretation.

      For instance, one of the possible Vices/Perks is Gluttony... which awards XP for eating. The act of eating in vanilla Skyrim is pretty unimpressive, given the low magnitude of the effects. However, whenever I took that perk, I found myself obsessively ransacking Bandit camps for every last apple I could find. I've even used that Perk solely to level some of the early Cleric levels, and even afterwards, it provides a steady source of XP. I've tied the explanation for why my character was doing it to both ends of the weight-slider spectrum. For a demonic character, it was a supernatural hunger. Regardless of the WHY, the mechanical incentive to do specific things added a layer of depth that let you examine a portion of the game a different way.

      With regards to your comments about the impact of time... I agree. The mechanic that I'm proposing to implement to resolve the bug removes any changes from the vanilla game. The DracoLiche ability would effect almost all spells, but would not impact the TimeSlowing abilities.
    10. VoidCruaver
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      Interesting, however will Cleric be functional at least in basics to players like me that don't use SKSE? I suppose I could start a new game with it and try, or I could simply ask you to make a secondary version either less advanced or more code heavy to accommodate the none SKSE.
    11. MasterBobcat
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      The first version of Cleric doesn't require an MCM. Once I incorporated an MCM, though, SKSE was a dependency. I might add a dialogue-based menu option that wouldn't require SKSE, but that would end up being a lot more work... which would push back release date, what other mods I work on, etc.
    12. VoidCruaver
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      Well as long as you make mention of the globals being changed anyone with console knowledge can just search and change the settings manually. If SkyUI's mcm menu is all that is SKSE related then the mod will work just fine for the non-SKSE players.
    13. VoidCruaver
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      Minor flaw I have found:
      The mannequins sometimes unequip their gear, it doesn't vanish but it does stop showing up.