Beautiful mod! I love the visual effects and the magical abilities Really clever that you made each ring equip a particular weapon that disappears when you remove the ring. I also like that you can't accidentally unequip the ring. Endorsed!!!!
If you have time/interest---do you think you could change or make a version without the weapons? I'd love to just shoot the magic from my hands! Not a big fan of staves--though the warhammer looks awesome!
Sorry to respond a bit late, I don't expect many comments from this mod lol. I picked up 3ds late last fall and started making a huge clothing package for FO4, my most popular mod now. I'll consider remaking another version, I don't think it would take very long. I remember spending quite a while balancing the color shifts/gradients just right, glad some people like it.
I spent some time looking through this again, and remembered that spells were the original method I tried, but it would require a custom script (I don't really script, I just utilize vanilla scripts and edit them to my liking). Basically the only way to auto equip a form of offensive weapon is to trick the game into allowing a bound weapon spell on the ring, and bound weapon spells won't work with any form of normal magic besides a staff, since they use a enchantment to cast the spell. Yeah, it took a while to find the bound weapon exploit, the CK doesn't let you place bound weapon spells on enchantments normally, so I set the effect as type 'script', added it to the enchantment, then went back and changed the effect to type 'bound weapon'. I guess we're lucky we got that far, it's a bit confusing/complicated lmao
I can do this differently, by having the ring perk add the spell while equipped, but we will lose the benefit of not accidentally unequiping things, and the spell also won't equip automatically when ring is equipped. It's a pretty big tradeoff w/o having a custom script to handle everything.
I've been running my original version for about 2-3 years w/o issue, so there must be some incompatibility with another mod, or minor hardware issue (such as vram maxing out). Have you tried running this mod alone with a clean skyrim install? If you have other mods, I could perhaps suggest the culprit if you post a link to a load order image.
Instead of simply being immune to a damage type, could it be possible to make it so you heal from a specific damage type? Like if a you stepped in some flaming oil or a mage hit you with a fireball you would instead heal for the amount of damage you would have taken. The reason I ask is because there is a mod for playable flame atronachs, but it too has just immunity to fire damage instead of healing from it. The reason I'm a bit disappointed is because I'm a fan of DnD and while it does have its own sort of artonachs called elementals, they will heal from the relevant damage type instead of simple immunity (fire elementals heal from fire or intense heat sources such as lava). I still like this mod you've made quite a bit, but I'm hoping that someone can make something that allows for the kind of mechanic I'm looking for. Will be placing a thread in the mod request section of the forums for such idea soon.
Having the fire damage induce a healing effect wouldn't be difficult, but the complication arises with the different spells that deliver the damage. For example, a fireball would heal ~50pts of damage, while flames would heal a small amount over time. You basically would need to have a large list of repetitious regen entries on the rings that refer to each specific incoming spell as a condition, and this mod already has a fairly large list of magic effect and perk entries. It could be done, but would make the entries very messy.
Good catch, I originally had negate in the description, but must've changed it at some point w/o knowing it. If you tried out the mod, hope you enjoyed it. Wasn't planning on uploading this ever, but Beaumath talked me into it lol.
Enjoy 1.43 everyone! I highly recommend updating to at least this current version, since it brought the mod very close to the intended balance, and eliminated some aspects of the mod that would closest resemble a cheat (well besides the staffs having infinite usage anyway).
The future will bring a couple more rings, and possibly adding Elvira - Mistress of the Dark as a necromancer voiced follower. If I add her, it'll be a reward for building all of the rings, since gaining a pile of black soul gems seems to be a worthy challenge. If you played pinball arcade on steam (or seen the movie from the 80's), I'm sure you can guess the comments I'll have voiced, it'll be great XD
13 comments
If you have time/interest---do you think you could change or make a version without the weapons? I'd love to just shoot the magic from my hands! Not a big fan of staves--though the warhammer looks awesome!
I can do this differently, by having the ring perk add the spell while equipped, but we will lose the benefit of not accidentally unequiping things, and the spell also won't equip automatically when ring is equipped. It's a pretty big tradeoff w/o having a custom script to handle everything.
Cheers
Also neglect is the wrong word it should be negate
The future will bring a couple more rings, and possibly adding Elvira - Mistress of the Dark as a necromancer voiced follower. If I add her, it'll be a reward for building all of the rings, since gaining a pile of black soul gems seems to be a worthy challenge. If you played pinball arcade on steam (or seen the movie from the 80's), I'm sure you can guess the comments I'll have voiced, it'll be great XD
Boo! It seems a hidden Stormcloak is here!!! *whistles* :p