This mod is amazing but it needs a friendly fire filter of some kind. It's not practical as is, once the enemies are down it auto targets the nearest friendly.
Не по теме пост, но... Я знаю, что только Вы сможете мне помочь. Давно хотел мод, с помощью которого, для повышения уровня персонажа, нужен был не только подходящий опыт(заполненная шкала опыта), но и затраты золота. Чтобы каждый новый уровень увеличивался по экспоненте. И не так просто было накопить миллиард, в том числе. Я вижу это так - При нажатии "Новый уровень" - высвечивается диалоговое окно, перед распределением атрибутов. В котором буду указаны условия повышения уровня - Хотите повысить уровень за 50 септимов? - Да/Нет
- extend this ability to NPCs too, if they don't already have it. - foresee a deviation from the engagement of the enemy target that is inversely proportional to some skill of the character. - predict that the enemy can break the lock by moving quickly or performing a dodge. - predict a skill based error rate, in which the bullet randomly deviates from the expected, escaping the magician's control. - provide an option to activate some trail for the projectiles.
I'd suggest making the degrees of homing something like: 3 * Skill Level - 2 * Spell Level
25 skill in destruction casting a Firebolt (25) would give 25° of course correction
25 skill in destruction casting Fireball (50) would randomly veer off course by up to 25°
100 skill in destruction casting Firebolt (25) would hit targets behind the caster with some tracking left over if they futilely try to flee
That way, weaker spells have more utility at higher levels, casting above your skill level is ill-advised, and you don't get an aim-bot for your main damage dealing spells until you reach mastery. The coefficients "3" & "2" definitely need tweaking though, based on the intended amount of homing.
Holy sXXt! How is this mod even possible? I can't find a single script in vanilla creationkit to manipulate projectile. Thanks for this inspiring mod! I guess I will ask you some questions in the future on your discord, if I need to write some projectile scripts
Your mods are awesome. Magic in Skyrim are so overlooked compared to melee combat system. I very much look forward to your magic overhaul. And sorry to hear about your disappointment about modding. Sadly, many users don't have a care to even read the mod description. Things like using APIs or even editing json file surely are too much for them. But your mods are high quality ones. I hope you would resume modding some day.
Awesome mod! One issue I found that even though I'm facing hostile NPC, Ice spike keeps boomerang back to my nearest companion fighting alongside me. I was in Tovald's Cave doing Shalidor's quest and No Stone Unturned fighting off Chaurus. This also happens when I attempted to shoot the spike at Aringoth's mercenary yet it keeps targeting back at my one of my companion.
What version of the game do I need for this to work? Because Bugthesda loves to break s#*! for no reason, I wonder how far back I'd have to go to see this in a functional form. Does anyone know? No homing behaviour observed whatsoever, regardless of spell used or added to the list. Tried both versions of your projectile API to no avail.
41 comments
- extend this ability to NPCs too, if they don't already have it.
- foresee a deviation from the engagement of the enemy target that is inversely proportional to some skill of the character.
- predict that the enemy can break the lock by moving quickly or performing a dodge.
- predict a skill based error rate, in which the bullet randomly deviates from the expected, escaping the magician's control.
- provide an option to activate some trail for the projectiles.
And a target distance limit.
- 25 skill in destruction casting a Firebolt (25) would give 25° of course correction
- 25 skill in destruction casting Fireball (50) would randomly veer off course by up to 25°
- 100 skill in destruction casting Firebolt (25) would hit targets behind the caster with some tracking left over if they futilely try to flee
That way, weaker spells have more utility at higher levels, casting above your skill level is ill-advised, and you don't get an aim-bot for your main damage dealing spells until you reach mastery. The coefficients "3" & "2" definitely need tweaking though, based on the intended amount of homing.I mean, it's magic in magic?
I can't believe such a feature appears on Skyrim!