Regarding compatibility, if you are using a mod that alters the Speech perks, the alternate 'No Perks' version should be downloaded instead of the default version. The default version will still work but only partially because some effects require vanilla Speech perks in this version. The No Perks version, on the other hand, only requires additional Speech skill levels for those effects and thus should not conflict with mods that alter Speech perks.
Ok, so I downloaded this mod onto my Xbox console. I’m playing as a bosmer. During game play I came across some forsworn camping at an unmarked location. Thought it would be good to share their fire for a while so I used the ceasefire power and it worked perfectly. However, I found out the hard way that there is a 3 minute time limit on it - the forsworn began to engaged in combat after three minutes. Found out you can use the power again to restart the timer but really wish it would last until I decide to disengage it. That being said, I still like the mod very much and will continue to use it. Thx for making the mod available. It’s made my gaming I little more fun.?
Ooh, sorry, I didn't have that kind of compatibility in mind. Also, I don't mod anymore so I can't entertain that request.
You can check in SSEEdit or the Creation Kit if I was actually smart and added an 'is yielding' condition or something similar to Subdue's magic effect or spell records. Have you already tested in game if you can't use Subdue on surrendering enemies?
This looks great and would go perfectly with my current character.I'm not sure that I like that you get the powers right off the bat though.The powers don't fit in theme with all my characters but on the other hand I could just not install it on my next planned character. Or I guess I could use my mod that hides powers I don't use. hmmm man I just like to complain about nothing sometimes.
Sorry if this next thing is already in the mod but I didn't see it on the description page. I think it would be a good idea to attach animations to some or all of the powers. A cheering animation for embolden, a fist shack for threaten, hold up your hands for ceasefire, a taunt for engage and maybe a hands on hip superman pose for confidence. Also maybe different animations for different genders.
I already have maxed mods but I think I can drop my that attempts to end combat peacefully since this does the same thing.
I added the powers to the player directly because anyone should be technically be able to do these things, but using them is of course not going to be as easy without levels or perks in Speech. These are just options for anyone's character to use. Go with whatever works for you. :)
Animations are honestly not so simple. Personally, I didn't bother adding them because I play in first person and I just imagine/roleplay my character doing things. For third person, I feel like no specific animation is going to satisfy each user so I just let it be. And you won't be able to, for example, hide behind your shield or ward while proposing/calling for a ceasefire. Also, adding animations will also require attaching a script to each power and I'm trying to avoid having too many unnecessary scripts. *shrug*
I'd suggest maybe adding your own custom NPC, who sells these abilities through spellbooks. I did this in my mod Slow and Freeze Time. That way, players can select only the abilities that they want to use, without forcing skill clutter on them. It also helps emphasize the tier needed for each skill, as you can set the prices for each skill book. Maybe we could see a special NPC at the Bard's College who teaches these abilities in the future?
While that is a perfectly reasonable suggestion (and yes, crowded lists are annoying xD - e.g. Religion mod's The Book of Daedra adds all Daedric rituals to the player), I don't really like adding exclusivity to these abilities. These aren't really special skills and generally everyone should be able to do them, I believe, at least to some extent. Hence, they have 'basic' effects for those who don't invest in Speech. I also don't like insisting that the player should go to a specific location when, for example, they're busy traversing the sands of Solstheim.
As a workaround, I suppose, one can resort to console commands, if one feels the powers list feels too crowded, unless that one adheres to a no 'console command rule'. :3
I love the concept of this mod but to be completely honest, i too find difficult to even test it without visual cues. If animations is not an option, then maybe some sound or visual effects? Its a little hard to proper use it if you dont know the radius and have no indication if it worked or not.
Its a great mod, at least in concept, but I'm really struggling with it
I have an idea for an alternate version that addresses a couple of the points others have made. Is it possible to grant the powers automatically after the meeting the requirement? For an example, upon acquiring the "Persuasion" perk or reaching level 55 in Speechcraft, the lesser power "Ceasefire" with the Persuasion effect is granted. With this version, I would be fine with the removal of the basic effects that would otherwise be available at game start.
As for indication of success or failure on attempts with these powers, could you display messages on screen? I am thinking of something like "Your persuasion attempt failed." Or, perhaps for a more immersive experience, this could be written in "first person" (i.e. "My attempt at persuasion was unsuccessful.")
@Kedavix @avallanche Sorry for the really late reply! For some reason, I never saw a notification for the replies, or I may have just gone completely inactive at the time.
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The prompt messages idea is good. A possible problem from it, though, would be the messages repeating themselves for every target the effects land on.
It would also be helpful if I knew which abilities really need the visual/auditory cues, if not all of them. Iirc, some of them would already have auditory cues because of the NPC responses to fear/calm/etc. effects. Ceasefire, for example, would have your followers say their fear-ed dialogues when disengaging, and the occurring combat in general would just stop, including the combat music. Confidence/Embolden, iirc, also should have a status effect visible on the UI when activated. And if nothing happens, that means the abilities just failed. It's also possible to 'cast' the abilities again every other second if you think they've failed.
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About the alternate version idea: preferably, I would like to not have to busy myself with more alternate versions, especially now that I've been mostly inactive from modding. Sorry.
19 comments
Credit and thanks to mertz for this SSE conversion!
Classic Skyrim version is here!
Xbox version is here! | Xbox No Perks version is here! || Credit: clofas1
Regarding compatibility, if you are using a mod that alters the Speech perks, the alternate 'No Perks' version should be downloaded instead of the default version. The default version will still work but only partially because some effects require vanilla Speech perks in this version. The No Perks version, on the other hand, only requires additional Speech skill levels for those effects and thus should not conflict with mods that alter Speech perks.
(Also, turns out the link I have in the sticky for the Classic Version was incorrect. lol)
I am installing Knockout and Surrender, which causes enemies to give up if they feel they are outmatched.
You can check in SSEEdit or the Creation Kit if I was actually smart and added an 'is yielding' condition or something similar to Subdue's magic effect or spell records. Have you already tested in game if you can't use Subdue on surrendering enemies?
Sorry if this next thing is already in the mod but I didn't see it on the description page. I think it would be a good idea to attach animations to some or all of the powers. A cheering animation for embolden, a fist shack for threaten, hold up your hands for ceasefire, a taunt for engage and maybe a hands on hip superman pose for confidence. Also maybe different animations for different genders.
I already have maxed mods but I think I can drop my that attempts to end combat peacefully since this does the same thing.
Animations are honestly not so simple. Personally, I didn't bother adding them because I play in first person and I just imagine/roleplay my character doing things. For third person, I feel like no specific animation is going to satisfy each user so I just let it be. And you won't be able to, for example, hide behind your shield or ward while proposing/calling for a ceasefire. Also, adding animations will also require attaching a script to each power and I'm trying to avoid having too many unnecessary scripts. *shrug*
All good feedback though. :)
I'd suggest maybe adding your own custom NPC, who sells these abilities through spellbooks. I did this in my mod Slow and Freeze Time. That way, players can select only the abilities that they want to use, without forcing skill clutter on them. It also helps emphasize the tier needed for each skill, as you can set the prices for each skill book. Maybe we could see a special NPC at the Bard's College who teaches these abilities in the future?
While that is a perfectly reasonable suggestion (and yes, crowded lists are annoying xD - e.g. Religion mod's The Book of Daedra adds all Daedric rituals to the player), I don't really like adding exclusivity to these abilities. These aren't really special skills and generally everyone should be able to do them, I believe, at least to some extent. Hence, they have 'basic' effects for those who don't invest in Speech. I also don't like insisting that the player should go to a specific location when, for example, they're busy traversing the sands of Solstheim.
As a workaround, I suppose, one can resort to console commands, if one feels the powers list feels too crowded, unless that one adheres to a no 'console command rule'. :3
Cheers!
Its a great mod, at least in concept, but I'm really struggling with it
I have an idea for an alternate version that addresses a couple of the points others have made. Is it possible to grant the powers automatically after the meeting the requirement? For an example, upon acquiring the "Persuasion" perk or reaching level 55 in Speechcraft, the lesser power "Ceasefire" with the Persuasion effect is granted. With this version, I would be fine with the removal of the basic effects that would otherwise be available at game start.
As for indication of success or failure on attempts with these powers, could you display messages on screen? I am thinking of something like "Your persuasion attempt failed." Or, perhaps for a more immersive experience, this could be written in "first person" (i.e. "My attempt at persuasion was unsuccessful.")
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The prompt messages idea is good. A possible problem from it, though, would be the messages repeating themselves for every target the effects land on.
It would also be helpful if I knew which abilities really need the visual/auditory cues, if not all of them. Iirc, some of them would already have auditory cues because of the NPC responses to fear/calm/etc. effects. Ceasefire, for example, would have your followers say their fear-ed dialogues when disengaging, and the occurring combat in general would just stop, including the combat music. Confidence/Embolden, iirc, also should have a status effect visible on the UI when activated. And if nothing happens, that means the abilities just failed. It's also possible to 'cast' the abilities again every other second if you think they've failed.
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About the alternate version idea: preferably, I would like to not have to busy myself with more alternate versions, especially now that I've been mostly inactive from modding. Sorry.
But yes, just download the No Perks version if you are using a mod that edits perks, including Speech's.