Skyrim

67 comments

  1. qwertypol012
    qwertypol012
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    Great concept!

    I do have a question though. I want to know the technical aspect on how you implement it. To be precise, do you use a polling interval method (via scripting) to check whether the player has finished the quests? If so, then how many seconds does it loop?
    I'm just a bit worried with scripting performance lag in my game, due to my game is heavily modded already with many scripted mods inside
    1. AlanPaul
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      Hey :), glad you asked this question. I should've clarified this in the description itself.

      The monitoring for the quests is started by a script but not done by one, meaning there is no script OnUpdate loops and such which works through the Papyrus and should be concerning. Let me elaborate:

      Currently what happens is a hidden monitoring perk is added to the player with a constant ability which has a magic effect with one or several quest completions as conditions. Meaning the perk's effect is applied only when the conditions are true, and a single-run script is attached to the effect which adds the corresponding perks and spells to the player and then disables itself. So the monitoring is done without any Papyrus polling, the game's inbuilt condition checks does this in the perk ability.

      I believe if you test it you will find it very light and the hidden monitoring perks having no impact of performance, even though there are nine of them (and maybe more in the future!).

      Also, among the added perks only the "Aetherial Veins" perk has an OnUpdate polling loop (only during combat), with an interval of 1 second.

      Edit: Aetherial Veins has changed significantly, it has no polling at all in the latest update.
    2. qwertypol012
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      I see, that's a very good method indeed. Thanks for the insight, might also be useful for some mods i'm currently working on. Seems like i don't need to worry about using this mod
  2. Drakon94
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    Alright I have a question does the ritual spell you get for the vampire side of dawnguard, does it only work on humans and dogs our humans, dogs, and wolfs.
  3. TonyNj31
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    Me gustó tu mod, ya hice una traducción y si me das permiso me gustaría subirlo.
    Por supuesto, te doy todo el crédito por un mod tan genial.
  4. LinkorKnightkeeper
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    Hello! 

    I tought : it would be nice to add perma perk for "No One Escapes Cidhna Mine" (because that quest is interesting and original : we investigate about a mysterious conspiracy, get trapped and go out of a prison deemed to be unescapable. So a better reward than an ring or an armor would be nice...), "kyne's sacred trials" (That's a really interesting quest but just a necklace (and also a bow)? It's a trial where we need to fight animals' spirit incarnations!), "The Lost Expedition" (yes... i know... that not the only Dwemer place to explore but it's a quest where you have to save Calcelmo's researchers, find out their fate, reading their notes and learn about what happens. All of this while fighting against falmer and automaton. Just a little bonus would be enough) and "Rise in the East" (The quest is not long but its originality should have a corresponding reward : we're going trough the sea to fight pirates and defeat their wizard captain! Not necessarily a big bonus, but at least one.). 

    That's all the quests i could think about that it would be nice to get bonuses :3 
    It's just a suggestion. Whether you want to add them or not, you do as you want, it's your mod ;)
  5. ThalmorJusticiar7th
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    i always download mods manually. so i do not know whether i should install the scripts and source scripts or are they just optional ? again, i'm asking because im a manual mod installer, and the scripts are not in the "core files folder" ! thank you for the amazing mod !
    1. Klamactus
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      It is sufficient to install the esp and the bsa. You do not need any other files from this mod to be installed. Sorry for the extremely late reply.
  6. Burgao
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    Will you add more perks to others quests? because the concept of this mod is very amazing and The way that i play Skyrim by making multiples RP characters is very satisfying knowing that i will receive a reward for doing a vanilla quest.
  7. RozaMascheri
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    Yes, yes, yes, yesss!
    Pal, you nailed it!
    This is what it is called a "Rewarding" mod.
    And immersive since it really has sense.
    Very nice work !
  8. Thorbulos
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    Hey, this mod is exactly what i thought about some months ago, thanks for creating it.
    But im a bit concerned about balancing, for example the thieves guild power seems a bit overpowered, and lategame skyrim is allready unbalanced.
    Also, imagine having all the guilds, main quest + dlc finished, the passive effects alone make you really strong, not to forget your character is op in the lategame anyways.
    I mean sure, since you finished all these questlines you deserve to be strong, but skyrim in general has a balancing problem, especially in the late game, and this does more bad than good i think.
    Great concept for sure, but in my opinion a bit overpowered if you add all the passive effects up.
    I still appreciate your effort into this mod and dont want to talk your work down, its just a bit too much for me.
    1. Klamactus
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      I have been considering a nerf patch actually, what do you think would be ideal changes for TG and for other bonuses too?

      For the TG, is the movement speed too high? To note that it is only out of combat, so if enemies even suspect you around even without fully detecting you, the bonus is gone.
    2. YTAtlasGaming
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      I think some of the armor and damage buffs should be looked at. Basically when you stack these up you're doubling armor and damage for yourself and allies. Just 2 questlines, you get +100 armor to every friendly. That's like an extra set of armor, I just don't see how you could ever lose a fight on the highest difficulties. Which maybe that's what you were going for, but maybe a nerfed version for those of us who want to be strong but not gods.

      I think the buff you get from defeating Alduin is probably the best example for balance. It's a unique buff that deals with one enemy type, makes sense given the history of obtaining it, and it's lowkey. Small damage buff to shouts, decent damage buff to dragons, but you've killed a ton of dragons so it makes sense you should know some weakpoints in their scales by now.

      But important to think about these as they all add together. You end up massively increasing your damage output overall.

      All that said, this is one of the best ideas I've come across since coming back to mod Skyrim and play it again. This is something that absolutely should've been Vanilla and I can't believe this is the only mod that does this that I have come across so far. Personally, I just play most games to really challenge myself and honestly put myself through the ringer (idk, masochist I guess), so I think some of us would appreciate a really toned down version with small but still noticeable buffs. And the buffs don't always have to be combat or movement related!
    3. Klamactus
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      Good points. I agree that buffs from the smaller questlines can be toned down.

      Regarding the bonus armor rating, unless I am mistaken, 100 points of armor corresponds to 12% reduction in incoming physical damage. Does that change really sound too high? Especially the 75 AR bonus requires completion of Dawnguard, which is an extremely long late-game questline and with difficulty mods very arduous too.
  9. FrizeHsueh
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    I don't know why, but it turns out the "wizard fury" spell deals tons of damage, far more than the damage it's supposed to be (nearly 3 times stronger in my testing, so 15 points damage becomes like 50 each ).
    I guess it's only the three elements effect, since I removed the fireball/icestorm/chainlightning magiceffect in TESVEDIT, the other effects and arcane damage effects were all normal.
  10. FrizeHsueh
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    Thank you ! I always feel the rewards of major quests are too weak. This mod helps ! Especially the shout stagger effect.

    The mod is already good enough.
    But suggestion if you want (XD) , I still prefer one ability for one quest only, one very useful or unique ability for each character build/gameplay, not only a passive boost in stats. Just like the shout stagger perk! which makes all shouts useful and you are able to become a shout master with the perk.

    *I have a few ideas for example (Maybe too boring but just examples):
    Civilwar>Call serveral soldiers to join by your side for a day, or ability to summon a group of low level soldiers anywhere (without visual effect).
    Companion>Immune to melee damage for few seconds, but move very slower later for longer duration.
    TG>More golds or more valuable loots on your pickpocket targets.You can even pickpocket everyone to "spawn" enchanted items you want.
    DB>Instantly kill a human target if the armor rate is low. Or double your attack but makes damage you take very high for a few seconds.
    WC>A spell which can silence targets or drain targets magicka or drain magicresist.
    Dawnguard>Make all nearby undead flee for a few seconds when entering combat, only once per combat.
    Volkihar> Vampire lord ability in human form.Or command any hostile vampire below your level.

    (Again, I think the mod already did a good job with the perk effects, what I mean is I personally prefer a "stat-less" and unique perks. XD )
  11. Tentacle6
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    Hey so it seems this mod is amazing , i havent tried it yet (will do soon) , the reward for killing miraak is inmersive and makes the PC look more op , do you know if there is a mod that stops miraak from appearing when a dragon is killed? And good you are looking to keep stuff balanced , thanks for releasing it on LE also , idk why but i saw some mods recently and they dont even bother to release here ? (good thing i wasnt really interested in them)