I was wondering if the buffs could be a temporary, reusable effect... I saw a similar mod on the Nexus, but it appears to only be available for Special Edition....
If you're interested in knowing why: (ignore the following if you're not) I wanted to make a "Scholar" role-play class/build.... And having a permanent buff from the start wouldn't work for a playstyle.... I like the fact that in "Research" it starts as a temporary buff, but can be made permanent... But I can understand if it's too ambitious....
Have a problem, i read the books but dont get the spell/perk, i got the dragonborn spell but it doesnt have a description in active effects. The hagraven, ice wraith, troll doesnt come up altough i read the books again it only say "i already know this". I checked in the console trying adding and removing them and it show i have and delete the spells. Maybe i have them but would be great to see them in active effects.
So, do you get an increase for each copy? (meaning that each (X) gives me another 10%?) or is it simply 10% formthe first time I find the book, and no more for the rest? The first is extremely overpowered. The second... maybe a feww might have to be scaled back, but overa;;, its seems good.
Love the idea, and I hope you continue to work on this.
Great idea. Well done. I also, however, think that the buffs are quite powerful. You think you can do an, optional perhaps, weaker version? Or, if you feel up for it, instructions to manually edit the values at TESVedit, if possible.
Kudos to you, thanks
edit: 5% increase damage when using dwarven weapons against light armored enemies. 5% less damage coming from automatons.
Light armored enemies are counted those who wear a light armor cuirass?
Their where some interesting books added in Legacy of the Dragon Born and a lot of them could hold some great potential. Also a lot of your books seem to centre around Dwemer dungeons I don't know if their are any books for the other types of dungeons or monsters but all things dwemer will begin to feel very weak in comparion to the rest of the other creatures. I also think you should do something with a thief of virtue it's should boost sneaking in non-dungeon areas such as peoples homes
I'm considering to tone down the bonuses if I find more books about dwemer just to even it up. I'll add that, the thief of virtue I mean. Editing books from other mods just seem too troublesome (patches).
Awesome idea. But. 10-20% from reading a book? It's too much... 5% almost for all, max 10%, what do you think? If you want 10-20, can you make version that not that op? Also, frostbite spider's venom in Requiem is ingredient, maybe, you can make patch for this.
Very cool idea. Though I would suggest maybe making a version that gives you an effect similar to a shrine's blessing rather than a permanent buff. I Don't know how much more difficult it would be make a version like that, just thought it would be a neat idea.
Hmm yeah I think I'd prefer such a version too. Although some may say the permanent buffs are actually better: it reflects you actually learning something from the books. Would indeed be neat to be able to choose between two versions if possible
Possible but time consuming to make honestly. You only need one object just to make it permanent but to something similar to a blessing it needs 3 objects.
Oh yeah, found it just a short while after posting this. Sorry! Awesome mod that gives more purpose to reading and finding books besides the skill ups. Hope you add more bonuses!
I'm really not proficient with the Elder scroll terms. Dremora or Daedra, it still applies. Alright, maybe I made a mistake with the lore.
There is no DaedraRace in CK though. Only DremoraRace. But has anyone ever fought someone that came from the Oblivion other than those arrogant red guys? Even Sanguine is a DremoraRace except Sheogorath which says Breton.
Atronachs are also daedra, so you could apply the increased damage to flame atronachs, frost atronachs, storm atronachs and possibly ash guardians (from Dragonborn).
See here for a list of Skyrim daedra, some links to lore articles, and a list of other books you could possibly add the same effect to.
I also thought about atronachs but in the book there is no mention of it. So it doesn't get a bonus of that. Well, there is even no mention of Dremora's but only the Princes are mentioned. Now I'm confused. Maybe I'll just lower the bonus to 5%.
Atronachs, Dremorae, Lurkers, Seekers, Bonemen, Mistmen, Wrathmen, Keepers, and the Reaper are all Daedra. Basically, the monsters from Apocrypha and the Soul Cairn. And of course, Dremora as well. And there are mods that add other Daedra, mostly from Oblivion.
There is a very practical side of this argument that needs to be considered. I'm guessing that igotnousername is keying off Race, because Class has significantly more categories than Race, and Faction, for purposes of this mod, is unworkable. Which means all that really matters is how Bethesda coded the various actors. For example, atronachs are not coded as dremora in the CK, in fact they are not even coded consistently. So adding them would be messy and probably more trouble than its worth given how easy it is to defeat them. Draughr, on the other hand, are coded consistently. Vampires are coded consistently, but it's complicated by in-game race distinctions (altmer, breton, etc.). The modder can only do what is possible within the limits of the CK.
Actually there is a race for Atronachs and I already added it in. Will be released in next version along with other books. Problem would be mod added creatures. As long as the race is correct then it will work.
And another problem is that most mod added creatures are half-assed, usually nothing more than a custom creature based off of a vanilla race, the only changes being the model and name.
58 comments
I saw a similar mod on the Nexus, but it appears to only be available for Special Edition....
If you're interested in knowing why: (ignore the following if you're not)
I wanted to make a "Scholar" role-play class/build....
And having a permanent buff from the start wouldn't work for a playstyle....
I like the fact that in "Research" it starts as a temporary buff, but can be made permanent...
But I can understand if it's too ambitious....
The hagraven, ice wraith, troll doesnt come up altough i read the books again it only say "i already know this".
I checked in the console trying adding and removing them and it show i have and delete the spells. Maybe i have them but would be great
to see them in active effects.
The first is extremely overpowered. The second... maybe a feww might have to be scaled back, but overa;;, its seems good.
Love the idea, and I hope you continue to work on this.
Kudos to you, thanks
edit: 5% increase damage when using dwarven weapons against light armored enemies.
5% less damage coming from automatons.
Light armored enemies are counted those who wear a light armor cuirass?
Alright, maybe I made a mistake with the lore.
There is no DaedraRace in CK though. Only DremoraRace.
But has anyone ever fought someone that came from the Oblivion other than those arrogant red guys?
Even Sanguine is a DremoraRace except Sheogorath which says Breton.
See here for a list of Skyrim daedra, some links to lore articles, and a list of other books you could possibly add the same effect to.
Well, there is even no mention of Dremora's but only the Princes are mentioned.
Now I'm confused. Maybe I'll just lower the bonus to 5%.
The other book will cover the atronachs.
I'm guessing that igotnousername is keying off Race, because Class has significantly more categories than Race, and Faction, for purposes of this mod, is unworkable. Which means all that really matters is how Bethesda coded the various actors. For example, atronachs are not coded as dremora in the CK, in fact they are not even coded consistently. So adding them would be messy and probably more trouble than its worth given how easy it is to defeat them. Draughr, on the other hand, are coded consistently. Vampires are coded consistently, but it's complicated by in-game race distinctions (altmer, breton, etc.).
The modder can only do what is possible within the limits of the CK.
Problem would be mod added creatures. As long as the race is correct then it will work.