Upcoming Plans: -Extension of questline -Expanding blood armory to include separate and unique perk system -New spells featuring summoning of blood familiars -Other suggestions as posted here
Update 1.2: Made the blood spells weapons' damage and armor rating scaled to conjuration level so they stay more viable throughout a playthrough. Also added a condition on the dot health cost of all spells to be reduced if you have the blood mastery effect (from finishing the quest).
PS: Perk system and other features I wanted to expand on will probably be put on indefinite hold since there's a lot of things I am unable to script to work properly.
Imo I like the dot, it creates a sense of urgency to kill, and I really enjoy that for roleplay/immersion purposes as a vampire. would be freaking awesome if the weapons also absorbed stamina and magika to combat sun debuffs.
Does anyone know if the scythe is considered a greatsword or an axe? Does the Conjured armor replace the armor you have equipped or does it work more like the flesh spells? Which spells are the adept/expert/master? The description page was a little vague, so I was wondering about these things lol. Thanks to anyone who responds!
Definitely going to try this just for the sick look of the bound weapons. Been using the same blue bow and dagger for 11 years now lol
Edit: After super quick testing, there are definitely issues. The self-damage over time is still way too high, likely due to the multiplier on legendary difficulty. IMO, if the dot damage was removed and the initial health cost kept, it would be great. The dot also damages followers, leading them to attack me. The bound weapons are also pretty OP, though this could be due to how ordinator handles bound weapons. The dagger went from 45 damage to 176 with Mystic Binding and I have very little one hand skill. The sound effects were okay for the weapons, but the summon sound cuts off most of it. Lastly, the MCM only grants the conjuration spells, so I couldn't test the rest.
If someone could fix this mod, I'd be ecstatic, the weapon models are FANTASTIC!
115 comments
-Extension of questline
-Expanding blood armory to include separate and unique perk system
-New spells featuring summoning of blood familiars
-Other suggestions as posted here
PS: Perk system and other features I wanted to expand on will probably be put on indefinite hold since there's a lot of things I am unable to script to work properly.
Edit: After super quick testing, there are definitely issues. The self-damage over time is still way too high, likely due to the multiplier on legendary difficulty. IMO, if the dot damage was removed and the initial health cost kept, it would be great. The dot also damages followers, leading them to attack me. The bound weapons are also pretty OP, though this could be due to how ordinator handles bound weapons. The dagger went from 45 damage to 176 with Mystic Binding and I have very little one hand skill. The sound effects were okay for the weapons, but the summon sound cuts off most of it. Lastly, the MCM only grants the conjuration spells, so I couldn't test the rest.
If someone could fix this mod, I'd be ecstatic, the weapon models are FANTASTIC!