As far as I know, RoM doesn't even touch these staves at all so it should be fine. LotD on the other hand, oh yeah. I think one or two of these staves aren't touched but the others are.
The models are cool, but some staff seems a bit overpowered, we're speaking about master level of illusions and destructions spells for free with high level limits, plus huge passive resistances. Maybe you can do an optional balance patch? It's a shame cause there are very few mods that tweaks this unique staffs effects.
I can give you my advices some result of my testing!
Gadnor: 100% fine, you can even rise the level limit at 20
Halldir: 60 second of paralysis are a lot, the enemy is dead, and regenerate life too. I would add a max level of 20 or if you want to keep it more powereful reduce the lenght of the effect and let this staff use a more long animation like the arcane authority (imo the best thing). A super fun thing would be like "less health the enemy have more long is the paralysis effect" given the nature of the staff.
Hevnoraak: i would move the regen passive effect from this staff to Rahgoth, that is way less powereful. Maybe reduce damage at 40 and keep the steal life effect but at 50% strenght
Rahgot: low damage but it's fine, i would add the regen effect from Havnoraak for a more "stall/leech seed" stile
Arcane Autority: the passive effect dosn't work at all to me. The effect added notification pops up but no new effects on the status page. I would decrease at 20/40% the reducing damage passive effect and set a limit level of 50 or 60, 100 is super high even at endgame level. The long casting time helps with balance a lot.
Hag's wrath: same as Arcane Autority the passive effect dosn't work for me. This staff do A LOT of damage, but dosn't show how many. I advice to remove/reduce the reducing passive effect and reduce even further the time the fire stick on the ground (it's still good dmg!)
Jyrik Gauldurson: 100% fine and super fun, the passive works
Tandil: very very high damage but is kinda ok. I would reduce the dmg at 100 for nearby enemies and less for more distant ones. Maybe remove the dot too if you want. The giant aoe is super fun! But remember that even warriors can use staffs.
Melka: 100% fine. Dosn't do any explosion, it's intended?
That's only my advices and testing result, no criticism of your work. Maybe you can do a balance patch or at last something for fix the passsive def effects that dosn't appear?
I admit that I didn't test a lot of this mod very well (very new to modding at the time) so I'm not surprised some of the more esoteric effects don't work right. The poisoned ice in particular was a huge drain (several hundred vertices needing to be colored individually) so things that came after got the get-it-done treatment.
Halldir was such a pain. It was originally a Calm effect, like the bandits describe, but that didn't play nice with the health drain. Def needs a cut on the effect. Maybe a rework if I get some inspiration.
Was actually using Rahgot the other day, def needs a boost. This one was based on the vanilla ice staff but that probably doesn't translate well to most LO's.
Arcane Authority was just a crap show on my part. The staff had no lore or real purpose to go off of.
Hag never worked the way I wanted and I finally just left it where it was. Could use a fresh look.
I don't remember what I originally planned for Tandil, I tossed the idea when I found the unused Firestorm in the Dragonborn files. I never really tweaked this one, actually, just slapped a new ID and description and off to the races.
Melka turned in the Fireball for an altered Firebolt that lingers much longer. I hate explosive effects since it scatters the loot.
Can't guarantee I'll change anything soon but I'll definitely take a look-see.
Hello, I saw that you uploaded this mod also on xBox yourself... I've made a mod called "Realistic Equipment" which does basically what pc's old Dual Sheath did, and it shows the left hand equipped weapons, and also the equipped staves on the back of the character... As xBox has limited esp count (150, and esls still count), I was wondering if you were willing to upload an alternate file containing your mod already patched to work with Realistic Equipment...
If you are willing to make the upload let me know and I'll make the modifications and send you the new meshes and modified esp for the alternate upload :)
Wow, I really need to check my messages more often.
I'd love to do that, but I would first need to figure out either the new CK fixes or how to revert the file version as I recently deleted the old launcher by accident. And I have no idea when that would happen.
That said, I also give full approval if you or anyone else wants to do it in the meantime.
Thanks! I'll make and upload the Alternate version then, and let me know when you have the CK figured out, so if you want to manage that version I can send you the files for you to reupload :)
This looks awesome! Just wondering if you think i can run it alongside Praedy's Staves AIO (its just a model & texture replacer, but i'm assuming i can place your mod below Praedy's and yours would overwrite?).
I don't see why it wouldn't, although unexpected errors might crop up anyway. What's funny is, my initial plans had been to use some of those models for this mod.
Also, keep an eye out; I've got a version with unique effects coming out today or tomorrow.
33 comments
I've restored 1.0.6 as the main file in the meantime. My apologies.
Edit: Support finally helped me fix the issue so 2.0.0 is now live!
I'm not familiar with this potema staff, however.
TL:DR is that my primary focus was on stave normally obtained through gameplay, but I will listen to suggestions.
LotD on the other hand, oh yeah. I think one or two of these staves aren't touched but the others are.
Edit: Yeah, that had some older files. Fixed.
Thanks.
Gadnor: 100% fine, you can even rise the level limit at 20
Halldir: 60 second of paralysis are a lot, the enemy is dead, and regenerate life too. I would add a max level of 20 or if you want to keep it more powereful reduce the lenght of the effect and let this staff use a more long animation like the arcane authority (imo the best thing).
A super fun thing would be like "less health the enemy have more long is the paralysis effect" given the nature of the staff.
Hevnoraak: i would move the regen passive effect from this staff to Rahgoth, that is way less powereful. Maybe reduce damage at 40 and keep the steal life effect but at 50% strenght
Rahgot: low damage but it's fine, i would add the regen effect from Havnoraak for a more "stall/leech seed" stile
Arcane Autority: the passive effect dosn't work at all to me. The effect added notification pops up but no new effects on the status page. I would decrease at 20/40% the reducing damage passive effect and set a limit level of 50 or 60, 100 is super high even at endgame level. The long casting time helps with balance a lot.
Hag's wrath: same as Arcane Autority the passive effect dosn't work for me. This staff do A LOT of damage, but dosn't show how many. I advice to remove/reduce the reducing passive effect and reduce even further the time the fire stick on the ground (it's still good dmg!)
Jyrik Gauldurson: 100% fine and super fun, the passive works
Tandil: very very high damage but is kinda ok. I would reduce the dmg at 100 for nearby enemies and less for more distant ones. Maybe remove the dot too if you want. The giant aoe is super fun! But remember that even warriors can use staffs.
Melka: 100% fine. Dosn't do any explosion, it's intended?
That's only my advices and testing result, no criticism of your work. Maybe you can do a balance patch or at last something for fix the passsive def effects that dosn't appear?
Halldir was such a pain. It was originally a Calm effect, like the bandits describe, but that didn't play nice with the health drain. Def needs a cut on the effect. Maybe a rework if I get some inspiration.
Was actually using Rahgot the other day, def needs a boost. This one was based on the vanilla ice staff but that probably doesn't translate well to most LO's.
Arcane Authority was just a crap show on my part. The staff had no lore or real purpose to go off of.
Hag never worked the way I wanted and I finally just left it where it was. Could use a fresh look.
I don't remember what I originally planned for Tandil, I tossed the idea when I found the unused Firestorm in the Dragonborn files. I never really tweaked this one, actually, just slapped a new ID and description and off to the races.
Melka turned in the Fireball for an altered Firebolt that lingers much longer. I hate explosive effects since it scatters the loot.
Can't guarantee I'll change anything soon but I'll definitely take a look-see.
As xBox has limited esp count (150, and esls still count), I was wondering if you were willing to upload an alternate file containing your mod already patched to work with Realistic Equipment...
If you are willing to make the upload let me know and I'll make the modifications and send you the new meshes and modified esp for the alternate upload :)
Thanks for your time :)
I'd love to do that, but I would first need to figure out either the new CK fixes or how to revert the file version as I recently deleted the old launcher by accident. And I have no idea when that would happen.
That said, I also give full approval if you or anyone else wants to do it in the meantime.
Edit: uploaded fixes.
What's funny is, my initial plans had been to use some of those models for this mod.
Also, keep an eye out; I've got a version with unique effects coming out today or tomorrow.