Thanks for your great mod. I tweaked it a little bit, you may want to consider adding these changes to your version:
First I loaded it in the CK and changed your FrostIcicleProjectile03 and FrostIcicleProjectile04 "Impact Force from 0.00000 to 10.00000". This gives them a little kick that won't affect live targets, unless it is the killing shot, in which case it will push them backwards so their death fall looks right. The force will also cause dead corpses to move when you shoot them. Again, adds a little realism as the solid ice should have a noticeable impact.It doesn't negate the stagger perk that you can choose later (which doesn't seem to have much effect with these ice projectiles anyway).
I also lowered your Magic Effects zIcySpeardamageFFAimed (Icy Spear Physical Damage) and zIcySpikedamageFFAimed (Icy Spike Physical Damage) "Minimum Skill level" from 25 to 1 so the effects show up immediately, and then lowered the base frost damage to 30 (spear) and 13 (spike) and the physical damage to 30 (spear) and 12 (spike) so they are more in line with other destruction spells. 30Frost+30Physical=60 total. 13Frost+12Physical=25 total
Then, I made a minor edit to the default projectiles FrostIcicleProjectile01 and FrostIcicleProjectile02 changing "Impact Force = 1.00000" so they would also show up as part of your mod, then saved.
I loaded up your mod in TES5EDIT and changed FrostIcicleProjectile01 and FrostIcicleProjectile02 Impact force back to 0.00000 because the changes to your your effects already added force impact. These changes were JUST to get them added to your mod because the real magic (pardon the pun) was to change their lifetime from 0.00000 to 1.0000!This is something you can not change in the CK as they are considered missiles and always have a default lifetime of 0.0000 which makes them stick around FOREVER! (Lifetime is greyed out in the CK)
However, since they are now part of your esp, they are open to change in TES5EDIT! And now the icy spike projectile no longer sticks around like arrows! They will dissipate (melt away?) after a short time.
Couple this mod with the one that reduces the ice projectiles size and they are now perfect!!!
EDIT: I've found the projectiles that are sticking in you don't go away as fast as the ones stuck in dead NPCs. It has something to do with doing a refresh. There are mods on Nexus that specifically deal with getting rid of arrows and ice projectiles so I'm going to look into those for dealing with the ones stuck in the players body.
EDIT2: I changed the effect type from missile to beam. You no longer see a projectile flying across the screen towards the target. An ice projectile appears when it strikes the target along with the misty looking cold effect. Then the projectile goes "poof" leaving the misty cold effect (and decal on statics) remaining.
What I really want! Ice is as hard as a stone and it is just stupid that a frost resistance perfectly blocks ice spike or ice spear. I thought why this game lacks consistency about frost magic? The frost atronach already has a physical attack.
very nice work thanks!
just one thing, the message 'the frost atronach resists ice spike' is somewhat odd. When I use an ice spike to frost atronach with one-hand, the system says this, still the damage deals properly.
This is working great. I wanted some magic with physical damage in order to team it with Marked for Death. The logic of physical ice spikes is strong. This works. Kudos, will endorse.
Cool mod. Combat Evolved does something similar to enemy ice spike/spear spells, but just added generic damage to them; I like your solution better. Dawnguard also added a new ice spike spell (DLC1IceSpikeRightHand) to enemies I believe, which isn't covered by your mod. Is it safe to just add this spell via TES5Edit (would make Dawnguard a master)?
Another thing you could do is add a small amount of physical damage, maybe 5 or so, to both ice storm and blizzard for a similar reason; the spells pelt enemies with small rocks of ice.
I agree with winterwinds on the half and half thing, I was thinking maybe 15 physical 15 magical.I love the idea idea but I just think 37 damage for an apprentice spell is a bit much.
How do you apply that effect? Because I know a lot of ice spells (that are still icicles, of course) coming from various mods that can benefit from it.
Physical damage from the ice projectiles? I love it! Makes a lot of sense. Even if the cold didn't bother them, it's silly to see NPCs running around ignoring the huge pointy chunks of ice sticking out of their bodies. For that reason, I've also appreciated the mod "Smaller Ice Spike and Ice Spear."
12 comments
First I loaded it in the CK and changed your FrostIcicleProjectile03 and FrostIcicleProjectile04 "Impact Force from 0.00000 to 10.00000". This gives them a little kick that won't affect live targets, unless it is the killing shot, in which case it will push them backwards so their death fall looks right. The force will also cause dead corpses to move when you shoot them. Again, adds a little realism as the solid ice should have a noticeable impact.It doesn't negate the stagger perk that you can choose later (which doesn't seem to have much effect with these ice projectiles anyway).
I also lowered your Magic Effects zIcySpeardamageFFAimed (Icy Spear Physical Damage) and zIcySpikedamageFFAimed (Icy Spike Physical Damage) "Minimum Skill level" from 25 to 1 so the effects show up immediately, and then lowered the base frost damage to 30 (spear) and 13 (spike) and the physical damage to 30 (spear) and 12 (spike) so they are more in line with other destruction spells. 30Frost+30Physical=60 total. 13Frost+12Physical=25 total
Then, I made a minor edit to the default projectiles FrostIcicleProjectile01 and FrostIcicleProjectile02 changing "Impact Force = 1.00000" so they would also show up as part of your mod, then saved.
I loaded up your mod in TES5EDIT and changed FrostIcicleProjectile01 and FrostIcicleProjectile02 Impact force back to 0.00000 because the changes to your your effects already added force impact. These changes were JUST to get them added to your mod because the real magic (pardon the pun) was to change their lifetime from 0.00000 to 1.0000!This is something you can not change in the CK as they are considered missiles and always have a default lifetime of 0.0000 which makes them stick around FOREVER! (Lifetime is greyed out in the CK)
However, since they are now part of your esp, they are open to change in TES5EDIT! And now the icy spike projectile no longer sticks around like arrows! They will dissipate (melt away?) after a short time.
Couple this mod with the one that reduces the ice projectiles size and they are now perfect!!!
EDIT: I've found the projectiles that are sticking in you don't go away as fast as the ones stuck in dead NPCs. It has something to do with doing a refresh. There are mods on Nexus that specifically deal with getting rid of arrows and ice projectiles so I'm going to look into those for dealing with the ones stuck in the players body.
EDIT2: I changed the effect type from missile to beam. You no longer see a projectile flying across the screen towards the target. An ice projectile appears when it strikes the target along with the misty looking cold effect. Then the projectile goes "poof" leaving the misty cold effect (and decal on statics) remaining.
Ice is as hard as a stone and it is just stupid that a frost resistance perfectly blocks ice spike or ice spear. I thought why this game lacks consistency about frost magic? The frost atronach already has a physical attack.
very nice work thanks!
just one thing, the message 'the frost atronach resists ice spike' is somewhat odd. When I use an ice spike to frost atronach with one-hand, the system says this, still the damage deals properly.
I wanted some magic with physical damage in order to team it with Marked for Death.
The logic of physical ice spikes is strong.
This works.
Kudos, will endorse.
Another thing you could do is add a small amount of physical damage, maybe 5 or so, to both ice storm and blizzard for a similar reason; the spells pelt enemies with small rocks of ice.
Perhaps this way makes more sense?
Fire deals DoT not frost.
Frost causes slow which is enough.