If you're a Maormer and you kill one of the Giant Snakes that are added by this mod, you get a power that lets you summon said snake.
Also, as stated very clearly in bold text, this mod is outdated, and you'll almost definitely encounter bugs if you use it. You should switch to Zebsirious, as:
A. I'm making add-ons for it, including one that adds new Giant Snakes, and maybe even a snake fighting arena. B. If you encounter any bugs from using this mod, I won't help you.
Sorry if that sounds harsh, but I don't have the time to help people with mods that I clearly state have been superseded.
I really love that you're making all of these races with such in depth abilities similar to imperious. This way I don't have to feel weaker for being a non vanilla race. Thanks for working hard on all of your mods.
So I tried out the Colorless lesser power, and it seems to not work. I even went into the Creation Kit and marked the ability that toggles on and off to not hide in the UI, and when I use the power, the ability doesn't appear in my active effects list. Maybe the toggle script is not adding the ability like it should? I would take a look, but my creation kit doesn't like scripts for some reason haha
Upon trying to pull up the scripts for the other race mods, none of them didn't work either. The scripts from the Dwemerious mod did pull up, however.
And It's just that my creation kit can't open scripts, nothing to do with yours. I know what the issue is, but I can't figure out how to resolve it. Essentially, my computer doesn't think it has the .NET framework needed by the creation kit, and when I go to my Windows Features, I check the box for the .NET framework the Creation Kit needs, and it won't download. Searching for solutions leads me to web pages that supposedly don't exist :/
That's odd. I was gonna suggest that you make sure you've extracted the scripts from the .rar files that come with Skyrim the the DLC, but idk man. I hope it gets resolved.
By the way, I'm uploading the fix to Colorless tomorrow, as part of my Zebsirious race compilation mod.
Excellent job! I think this is actually my favorite out of the three Imperious-style races you've made so far, not to mention easily the most lore-friendly Maormer race mod on the site. Summoning snakes and having chameleon skin is a dream come true for someone who has longed for a good Maormer mod. Thank you muchly, and I continue to eagerly await more!
Shouldn't it be Sea Elf to match the other names in the race menu? it doesnt say Dunmer for Dark Elf or Altmer for High Elf so why does it say Maormer for Sea Elf?
I made it to match Imperious (with the exception of my snow elf mod, bc they go by Snow Elves instead of Falmer), which changes the names to say Altmer, Bosmer, and Dunmer. Bc even if you're playing as a Sea Elf, you should still have Imperious installed for the other races, as it makes gameplay a bit more diverse, as the races will still use their abilities and powers. Good question though!
I've been really enjoying your Imperious expansions, and I'm hoping you'll do one for Half-Giant at some point. I used your Dwemerious in a Dwemer-themed run and it was a blast.
That said, this one has me a bit worried about compatibility, specifically with Ordinator. The "turn invisible while sneaking" power is something a perk already does, and they might conflict; would it be better to make that an activated ability? Also, maybe set the giant snake power to the quest power, so that even if something else kills the snakes, you still get them? The thunderstorm one is neat, but it might be more fitting as a passive, such as "when it's raining, your shock spells do 50% more damage."
This isn't to nitpick your decisions, mind you, just "I'm slightly worried about Ordinator compatibility and it might be a good idea to reshuffle these a bit." Still a great job!
And I'd like to make it a power, but I'd of course need something to replace it, and Tempest wouldn't translate over very well (I hate weather scripts, I tried one with falmerious and I wound up scrapping it). Perhaps I could turn Colorless into an at will abilitiy? Like I feel that would break the Imperious formula.
Or I could of course make it the power, and translate tempest into an ability that makes shock spells and enchantments 20% stronger, sorta how Falmerious makes frost spells stronger. But do you think that'd be too bland?
You could turn Colorless into a "when combat begins, fortify Stealth", and switch Tempest to act like Shockwave (when in combat, you can do X thing to cause a storm), then make the snakes a quest thing? Sort of the way that Aurora handles things. That way, it's not going to break any perks or invisibility effects that might accidentally fall on you, and actually synergizes really well *with* Ordinator perks to make the Maormer really excellent assassins while still being useful for other builds and playstyles.
That is assuming "combat begins" is not "when you are detected" but "when you initiate combat." I'm not positive on that.
EDIT: Another option for Tempest or Colorless (if you decide to go the at-will route) might be that it's a power-like spell that consumes magicka when it's cast. Check out the Witchhunter Spells pack for what I mean by that; I feel like there's room for that kind of "pseudo-spell power" in Imperious's racial design without breaking anything. Then you can't exactly *spam* it for everything, but you can use it when it's important. You could probably also make either of them once-per-combat the same way Shockwave detects when it's been used already in a fight.
EDIT 2: Sorry, I feel like I'm being a little pushy. I had the same sort of reaction when I saw a bunch of things on the Falmerious page despite really liking Falmerious: when I see a race mod that makes world edits or requires console fiddling or might break perks, I get worried about compatibility. I don't want to take away from your vision, I just want to make sure that if I download this to play an Ordinator-run Maormer assassin mage (which I think I probably will because that sounds fun as hell), it doesn't break my game or require console fiddling to make work.
EDIT 3: If you're interested, I also have some compatibility-driven ideas for Falmerious I can PM you. I hope this isn't coming off as a "change this thing for me personally!," though.
Hey man, feel free to PM me. I'm always okay with criticism, like I'd rather be given alternatives that make the mod work better than have nobody say anything and let a mod be broken, yanno?
And with your spell idea, I try to avoid anything involving magicka in these mods. Like what if somebody wanted to play a Maormer warrior? It would pretty much make one of their abilities useless, yanno? However, I could make it cost stamina, everybody uses that
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Also, as stated very clearly in bold text, this mod is outdated, and you'll almost definitely encounter bugs if you use it. You should switch to Zebsirious, as:
A. I'm making add-ons for it, including one that adds new Giant Snakes, and maybe even a snake fighting arena.
B. If you encounter any bugs from using this mod, I won't help you.
Sorry if that sounds harsh, but I don't have the time to help people with mods that I clearly state have been superseded.
I'll upload a fix later, I just woke up
And what's your CK's problem with scripts, or was it just with mine?
And It's just that my creation kit can't open scripts, nothing to do with yours. I know what the issue is, but I can't figure out how to resolve it. Essentially, my computer doesn't think it has the .NET framework needed by the creation kit, and when I go to my Windows Features, I check the box for the .NET framework the Creation Kit needs, and it won't download. Searching for solutions leads me to web pages that supposedly don't exist :/
By the way, I'm uploading the fix to Colorless tomorrow, as part of my Zebsirious race compilation mod.
Nice.
Race seems balanced and 3 powers is something new.
Good job.
That said, this one has me a bit worried about compatibility, specifically with Ordinator. The "turn invisible while sneaking" power is something a perk already does, and they might conflict; would it be better to make that an activated ability? Also, maybe set the giant snake power to the quest power, so that even if something else kills the snakes, you still get them? The thunderstorm one is neat, but it might be more fitting as a passive, such as "when it's raining, your shock spells do 50% more damage."
This isn't to nitpick your decisions, mind you, just "I'm slightly worried about Ordinator compatibility and it might be a good idea to reshuffle these a bit." Still a great job!
And I'd like to make it a power, but I'd of course need something to replace it, and Tempest wouldn't translate over very well (I hate weather scripts, I tried one with falmerious and I wound up scrapping it). Perhaps I could turn Colorless into an at will abilitiy? Like I feel that would break the Imperious formula.
Or I could of course make it the power, and translate tempest into an ability that makes shock spells and enchantments 20% stronger, sorta how Falmerious makes frost spells stronger. But do you think that'd be too bland?
That is assuming "combat begins" is not "when you are detected" but "when you initiate combat." I'm not positive on that.
EDIT: Another option for Tempest or Colorless (if you decide to go the at-will route) might be that it's a power-like spell that consumes magicka when it's cast. Check out the Witchhunter Spells pack for what I mean by that; I feel like there's room for that kind of "pseudo-spell power" in Imperious's racial design without breaking anything. Then you can't exactly *spam* it for everything, but you can use it when it's important. You could probably also make either of them once-per-combat the same way Shockwave detects when it's been used already in a fight.
EDIT 2: Sorry, I feel like I'm being a little pushy. I had the same sort of reaction when I saw a bunch of things on the Falmerious page despite really liking Falmerious: when I see a race mod that makes world edits or requires console fiddling or might break perks, I get worried about compatibility. I don't want to take away from your vision, I just want to make sure that if I download this to play an Ordinator-run Maormer assassin mage (which I think I probably will because that sounds fun as hell), it doesn't break my game or require console fiddling to make work.
EDIT 3: If you're interested, I also have some compatibility-driven ideas for Falmerious I can PM you. I hope this isn't coming off as a "change this thing for me personally!," though.
And with your spell idea, I try to avoid anything involving magicka in these mods. Like what if somebody wanted to play a Maormer warrior? It would pretty much make one of their abilities useless, yanno? However, I could make it cost stamina, everybody uses that