Version 2.0 is up, since I revisited my old mage character - you have him to thank for reigniting the spark.
I added some more creatures, since that character loved summoning dremoras. I've also added support for modded creatures.
I tried my best to make it work on resurrected zombies, but no matter what I did, the packages would just not run on them. Dunno why. I also tried adding compatibility for Bend Will'ed dragons - and it did work! However, their shouts did 0 damage to me, and as a result did not replenish any magicka. maybe I will revisit it in the future.
Also, I fixed the power multiplier, mostly because the damn thing didn't work at all - see Atronach's Lament doc.
Your mods are great, but why do you have to use string files for some of them? It's causing problem when they're being merged, resulting in the new records in the merged plugin having no string files reference and showing errors in the game. I had to edit all of them one by one.
Not a complain though. Just wondering, and... well, it seems having no string files is better for merging purpose.
Well, you can always delocalise the plugin in xEdit before you merge them. Then it's no problem. And think of it from MY point of view: Since the mod comes in 2 or sometimes 3 languages, 6 if you count the LE/SE versions, imagine me having to patch them. My way is more convenient for me, and again, delocalising is not a big deal.
Also, I've never really merged mods, aside from patches, so I can't relate to your problem.
I didn't know about delocalising feature in xEdit. But my game is in English version, you know. So i naturally thought that i don't need to tinker with string files.
Well, yeah, that's how delocalising works :) You can always create a personal version in the language of your choice, then it works as if I never touched the string files and messed with names just in CK.
Very useful mod for anyone trying to play as an atronach. That being said, the bug listed in the description under troubleshooting means that the dialogue option only works about 1/3 of the time. I hope you still have plans to work on it!
Well, I have now reworked that whole power. It now works on quest instead of a scripted cloak. The behaviour in packages is now a bit smarter and more consistent, and should give users less of a headache.
This looks simple but fantastic. Love the options you have for using it too, especially allied atronarchs being able to help! Also nice touch with the ward.
" I was using Kryptopyr's Disparity mod, which makes the Atronach Birthsign work like in previous games," I think that why they change it, but I like the Atronach Birthsign (I normal run sword mage types) so I give this a go
23 comments
I added some more creatures, since that character loved summoning dremoras. I've also added support for modded creatures.
I tried my best to make it work on resurrected zombies, but no matter what I did, the packages would just not run on them. Dunno why. I also tried adding compatibility for Bend Will'ed dragons - and it did work! However, their shouts did 0 damage to me, and as a result did not replenish any magicka. maybe I will revisit it in the future.
Also, I fixed the power multiplier, mostly because the damn thing didn't work at all - see Atronach's Lament doc.
If you find any bugs, do let me know.
Not a complain though. Just wondering, and... well, it seems having no string files is better for merging purpose.
Also, I've never really merged mods, aside from patches, so I can't relate to your problem.
Will be adding when I eventually play
I like it, its simple but something you'd think wouldn't be a problem for people to ask you to do
I think that why they change it, but I like the Atronach Birthsign (I normal run sword mage types) so I give this a go