Shaydow Posted August 22, 2013 Author Posted August 22, 2013 but i want to unbp And I want a fucking million dollars.
Angelvine Posted August 22, 2013 Posted August 22, 2013 but i want to unbp And I want a fucking million dollars. i want to unbp add for Celestials vampire lord but i look this Celestials is only cbbe and vanila that is why
Shaydow Posted August 24, 2013 Author Posted August 24, 2013 but i want to unbp And I want a fucking million dollars. i want to unbp add for Celestials vampire lord but i look this Celestials is only cbbe and vanila that is why I'm going to say it for the last time. Celestials as a RACE uses CELESTIAL BODY. It is built off of the cbbe base yes, but it is still a unique body I personally made FOR THIS MOD. Everytime someone says " hey make it UNP! " it really irks me, since I designed the entire concept or the race, armor and all, around using the unique body that I MADE. It also uses a highly customized version of XP32's skeleton. V4 even had unique nodes I built just for the use of animated wings ( something I had never seen before, nor have I seen anyone do it since. The only reason it was removed in V5 and after was because I realized anyone NOT a Celestial Race could never use the wings power I had made for the transformations, and so I was nice enough to remove the node AND the wings that went with them and change the wings, just so people NOT wanting to use, you know, MY RACE, could still use the powers. It is also the reason I removed the Tails from auto transform and made them added to inventory ). If you want it UNP, then YOU make all the armor / skins / etc compatible with UNP yourself, instead of asking me to, you know, say fuck all my hard work because you don't like it.
Shaydow Posted August 24, 2013 Author Posted August 24, 2013 On an aside from my previous post, I came to ask, so far has anyone experienced any BALANCE issues? Compatibility issues, and or things like CTD's are one thing, but what I need to know is, how is gameplay balance wise? How do you feel the gameplay is as a Celestial? Here are some things you can tell me I would like to know : 1) are you a Celestial or a Vanilla / other custom race? 2) Did you start from level 1 with this mod? If so, how did you find gameplay on all the difficulty settings? Is legendary to hard to start with / to easy to do? 3) How do you feel about the differences between the 3 forms? ( normal / angel / devil ). Do you find yourself using just one most of the time? Do you feel one is better than the other? If so, please explain why. 4) Aside from saying " I love the armors / powers " how are you enjoying Celestials? Do you find it FUN, or are there things you are getting frustrated with? Gimme some feedback guys, turns out in a few weeks I may have some free time on my hands, and I may take your input into consideration and work on this mod again in the future. P.S Edit : I was bored last night and decided to go ahead and reinstall Skyrim. The reason I had stopped playing was the same reason V6 took so long to come out, the drive I had that died was the drive that not only had my WIPS, but also my STEAM install on it. While I was able to piecework together some things here and there, and remake things I had already remembered making, I had not actually installed Skyrim myself. My wife still had Skyrim on her computer, as well as an earlier V5d version I had been working on ( it later became V6 ), but I myself have not actually had a chance to sit down and play V6 of Celestials, other than loading it up on my wifes computer to make sure everything was everything. I just started a brand new game the other night, and so chances are good I may make at least some tweaks / work on a few new things.
Shaydow Posted August 26, 2013 Author Posted August 26, 2013 No one? I guess I should take that as a compliment. Know that today I designed one new item, so get your feedback in if you can.
vonzevatel Posted August 26, 2013 Posted August 26, 2013 1) Celestial race. 2) New game, legendary from start, no any problem with difficulty, just some change in magic: not all casts aviable at start levels because lower mana points. Celestial speed onehanded perk + Dagon's dagger + timeslow shout is an ultimate cheat. Armor and weapon at start is too big present to my mind, i've drop it in first room of Helgen. 3) Using normal form, because caster(mage), form armor enchanted not my style. Angel better for surviving, devil more damage, I prefere damage. Also, angel form makes my game CTD(was OK at 30level, now 43 and crush don't know when start bug) Devil form is OK. Do not search a bug, I've changed to much files(body mesh, textures, skin, skeleton etc), my fault, using bsa everithing is correct. 4) Low height is a nice gameplay change(special jump disabled), craftable "celestial armor beta v1" is what for I'm making "dragonocide", realy like this decision about reagents. Unusual race, i like it. Good idea about transformation, nice armor, good complectation(animation, vampire lord addon, craftable items), not good body(my taste). Craftable armor need 100 smithing, think about the casters, they have some trouble with perk quantity to have 100 smithing with 5 free perk. May be cloth version of craftable armor with same reagents, but after 30lvl in aviable section for everyone, like leather? PS: I'm sorry for my english.
Shaydow Posted August 28, 2013 Author Posted August 28, 2013 1) Celestial race. 2) New game, legendary from start, no any problem with difficulty, just some change in magic: not all casts aviable at start levels because lower mana points. Celestial speed onehanded perk + Dagon's dagger + timeslow shout is an ultimate cheat. Armor and weapon at start is too big present to my mind, i've drop it in first room of Helgen. 3) Using normal form, because caster(mage), form armor enchanted not my style. Angel better for surviving, devil more damage, I prefere damage. Also, angel form makes my game CTD(was OK at 30level, now 43 and crush don't know when start bug) Devil form is OK. Do not search a bug, I've changed to much files(body mesh, textures, skin, skeleton etc), my fault, using bsa everithing is correct. 4) Low height is a nice gameplay change(special jump disabled), craftable "celestial armor beta v1" is what for I'm making "dragonocide", realy like this decision about reagents. Unusual race, i like it. Good idea about transformation, nice armor, good complectation(animation, vampire lord addon, craftable items), not good body(my taste). Craftable armor need 100 smithing, think about the casters, they have some trouble with perk quantity to have 100 smithing with 5 free perk. May be cloth version of craftable armor with same reagents, but after 30lvl in aviable section for everyone, like leather? PS: I'm sorry for my english. 2) The Celestial one handed perk is the same as the dual wield, so I'm not sure how it would be more overpowered than using vanilla the same way. The armor is a little better than steel I admit, however it is given to offset the penalties you mentioned. It is also given as a way to play a Celestial from start to finish and always have the gift given to you. The lore of Celestials is that you come from another plane to help Man when the dragons start to come back, as they ALSO come from another plane outside of Tamriel. The Celestials felt that if the Dragons managed to once again control Tamriel then it would only be a matter of time before they came after the Celestial Realm. You are sent to make sure that does not happen. 3) Your saying you CTD as an Angel form, but that it happens because you replaced the originals, and when using the originals everything is fine? If so I can't really help you with your replacements causing CTD's. 4) I'm glad the reagent requirements feel right to you. This is the type of feedback I'm looking for. I did it for the exact reason you mention, to make it worthwhile to ALWAYS wanna kill every dragon you can on sight. In Vanilla Skyrim your incentive to kill dragon's drops off less than halfway through the game, in my opinion at least. I'm sorry you don't like the body. Understand that all but the Angel form can be changed in game using RaceMenu by Expired. The only reason Angel Form was never done was if you look at the nif, you will see there is almost a metric shit ton of meshes in there, many of them small fine chains etc. To do the conversions in Blender would have taken a year and a day, and I never got around to it. etc) While I will take your suggestion of cloth versions into consideration, understand that but for a few perks all the armors and forms have no weight, and was done to try and get the player to feel they had the ability to benefit from all 3 armor types ( cloth / heavy / light ) at the same time. As far as I am aware, Celestials is the only armor type that allows the player to work on both heavy armor and light armor skills at the same time without the need to switch to a different armor type that looks the exact same. NEW QUESTION FOR EVERYONE : Few ideas floating around in my head. I'm thinking of changing Devil Knight Phase Shift to castable instead of a shout, under Illusion. I noticed it is almost impossible to die if you spam it when it runs out and your sneak is high enough. The Magicka costs would be high enough to cast it once or twice before you ran out of Magicka, and you would either need to wait for Magicka to regen in Devil Knight, or switch out and to say Angel Knight for the Magicka Regen power. With the introduction of Legendary ( in terms of making skills legendary and not difficulty ), I'm thinking of adding a new power along the same lines as Celestial Unleash, that after you hit a level you can use it. This power would add the specialization powers of each of the two forms in a toned downed manner to your Non - Form, I.E : you would get say Devil Knight Phase shift and Angel Knight heal at the same time, but neither would be as strong as the Form granted versions. I'm just trying to think of a good level to allow such a power to work, as in, a high enough level to feel it is a worthy reward for achieving such a level. I dunno.... level 150? 200? Too much? Just some ideas kicking around in my head.
Groovtama Posted August 28, 2013 Posted August 28, 2013 I like both of your Ideas^^ About the armor, I think the problems is not the armor rating of the items it's more that you can wear more parts of the armor than standard vanilla armors that make the armor a little bit op at start. It fades with higher levels or mods that modify the armor rating system like SkyRe or so but for basic vanilla it really is a little bit op. I see it more as a difficult breaker for the race itself so it's fine in my eyes. As for the weapons I think they are fine, the only thing I would wish would be that the arrows scale with the level or so, to reduce the bow damage at start, and still have it useful in high levels. also: 1. Celestial, Level 1 2. see above 3. mostly normal, about the 3 froms difference, I'm on the same page as vonzevatel 4. Why I use the race is the uniqueness, basically the forms, spells and so on, I think there is no race having all that in combination. The race looks also quite well, the mod is setted up quite cleanly, so if I want to tweak something I can easily do it.
Shaydow Posted August 28, 2013 Author Posted August 28, 2013 I like both of your Ideas^^ About the armor, I think the problems is not the armor rating of the items it's more that you can wear more parts of the armor than standard vanilla armors that make the armor a little bit op at start. It fades with higher levels or mods that modify the armor rating system like SkyRe or so but for basic vanilla it really is a little bit op. I see it more as a difficult breaker for the race itself so it's fine in my eyes. As for the weapons I think they are fine, the only thing I would wish would be that the arrows scale with the level or so, to reduce the bow damage at start, and still have it useful in high levels. also: 1. Celestial, Level 1 2. see above 3. mostly normal, about the 3 froms difference, I'm on the same page as vonzevatel 4. Why I use the race is the uniqueness, basically the forms, spells and so on, I think there is no race having all that in combination. The race looks also quite well, the mod is setted up quite cleanly, so if I want to tweak something I can easily do it. Well there are two reasons the armor and the values of the armor are what they are and why I give them to start : Remember, I recommend playing Celestials on at LEAST Master, from start at level 1. This new playthrough I am doing I started on Legendary, and I've gone down a few times. There are so many parts for TWO reasons : one is of course the ability to be able to mix and match how you see fit to make your character LOOK the way you want, although this was a pre - design when I gave the armor, now with V6 ( and one of the reasons I wanted to put out V6 no matter what ), the rest of the options are there as craftables down the line. Two is if you look at the starting pieces I give you, you will notice the balance of both heavy and light. This is a decision I decided I wanted, and wanted for Celestials. You no longer have to gimp yourself if you mix ( per say ), and can feel while you might be a bit OP to start, it was the best way I could deal with having Celestials be able to work both heavy and light armor at the same time without having to switch out armor. Forms do this also, although you might not be able to tell since you can't see the actual pieces in game. I didn't feel I needed to scale the arrows. Are the summoned arrows from the new V6 racial what you are talking about? Are they a bit to high in damage at level 1? I would rather not have to script the arrows like I did the Form weapons ( damage of the weapon scaled based on the skill ), but I will highly thinking about doing it if enough people say they feel the damage on the racial passive arrows is to high when lower level ( scripting like this is actually a pain in the ass, or at least I think so, and requires a lot of If Thens ). The reason I would rather not do this for arrows is then the arrows you already summoned wouldn't stack with the new ones you summon after a skill increase. 3) Are you saying you don't really use the Forms then, and usually just play as a non - form? ( this is what I thought Vonzevetal was saying ). 4) Thanks! So your saying it is FUN? There is nothing you find aggravating or annoying about being a Celestial Balance wise? I seem to be getting the impression that you guys think Celestials is TOO overpowered. This is why I asked for this kind of feedback. I want the next release to be a bug fix / balance pass, before I even think of adding anything new. Thanks for the feedback!
Shaydow Posted August 28, 2013 Author Posted August 28, 2013 Also, I never got any feedback on if the Vampire Lord Replacer is functioning properly with V6. I will of course do Dawnguard when I get to it, but remember, I'M ALSO playing through V6 for the first time myself, and it was something I'm not sure on.
Groovtama Posted August 28, 2013 Posted August 28, 2013 I'm totally fine with the number of armor parts and the reasons, I just wanted to give you my point of view on the armors, and why people see them as op, with at start I meant so around 1-10 so the first dungeons until the first dragon fight around it's a little bit op with the armors and weapons compared to vanilla race, then it goes rapidly down, with SkyRe and so the opness is minimal at ~1-10 because the caps are different. The summond Arrows ,yeah. The scaling is just a wish of me because I like that spell and at start (1-20) it's a really strong spell because the start stuff is crap compared to it, at high level they are completly fine. I use the forms mostly location and situation based, angel mostly at boss fights because of defense and devil on strong mass fights because of the damage (defense and offense that part of Vonzevetal, I'm on the same page), but I'm mostly in normal form because the difficullty is just sometimes fucked up in Skyrim and the form aren't sometimes needed, not a fault at the race more at the enemy system. I see them somehow as an ultimate for the race. Right since V6 I don't have anything negative to say it's just my most favored racemod, because all the stuff it provides in the race are perfectly entertaining, you can just adapt so well with the forms and the spells to anything, it's a race you can play how you want to, you can switch around how you want, it doesn't force you on a path, that why I have not much to say about the balance, I can balance the race with my playstyle and that makes a lot of the fun part.^^
Shaydow Posted August 28, 2013 Author Posted August 28, 2013 The summond Arrows ,yeah. The scaling is just a wish of me because I like that spell and at start (1-20) it's a really strong spell because the start stuff is crap compared to it, at high level they are completly fine. So I took a look at them and what I did was copied the Form Arrows for when you use Bow power as the base. So what happened is that they are slightly stronger than Deadric Arrows. I didn't realize I never balanced the base I copied them from when I created the new power with the new arrows. The next release of V6 will see the base drop by a fair amount, but as with the Armor, still slightly above steel in terms of damage. This will see the damage of them go down, but overall damage shouldn't be impacted that much at higher levels, and should only really be noticeable at the lower levels ( kinda like I did with the bow itself when I went from V4 to V5 ). Again, I don't really want to scale them based on your Archery, because then the arrows you summon at different tiers would NOT stack with the ones before, and I don't know about you, but I want each of the arrows summoned with the racial to stack, so that you always have a supply of arrows, unless you're a REALLY bad shot I also use an auto equip arrows when a bow is in hand and an auto unequip arrows when a bow is not in hand mod, so I may be biased In the End, the summoned arrows being as strong as they are is a BUG ( bugs are a mistake on the programmers part ) and I will balance them in the next release. I will also be changing Devil Knight Phase shift to a castable illusion spell ( that will also grant the appropriate illusion skill gains, of course, so with a nerf comes a bonus, and Devil Knight was always meant to be the " caster " form ) for a better balance, and I have also thought about putting a timer on Angel Knight Heal ( still castable, still gives good restoration gains, but can't be spammed ). These changes are what WILL happen in the next release, but I would like a bit more feedback before I go making releases willy - nilly ( I.E : I have not, nor do I want to, ever released a new version every week ). As for 1-10 and / or Helgen Keep, I will be honest, I WANTED it to be easy, even on Master. I wanted players to also be able to collect every piece of loot in there as they go through it, so as to not feel they missed out on something ( you can never go back ). This is why the wings grant carry weight and you get them at the beginning of the game. I wanted players to get comfortable with playing a Celestial and what I had given, and tried to scale the starting items in such a way that level 1 was a breeze and the tutorial ( the keep ) was a fun experience you didn't really have to worry about until about the time you hit the frost troll on the way to High Rothgar. I myself on Legendary couldn't pull off the first dragon alone without using a companion, but remember I never balanced the mod around companions, as I myself never really use them ( they tend to piss me off more then help most of the time ). I instead suggest just turning down the difficulty, something I COULD have done, but told myself this play through I would leave on Legendary from start to finish, so I needed a little backup As for Forms, I also tend to do the same thing. I find Angel Knight the best in terms of staying alive against tough Boss fights, Devil Knight is GREAT against large crowds ( Devil Knight flame cloak is a one of a kind spell that I made for doing just that, excellent AoE damage without it being so stupidly OverPowered or looking like Armageddon is raining down on everyone. It is also a spell I designed to help the player gain Destruction skill, since destruction is stupidly hard to gain outside my mod, the hardest skill to gain in the game, and even at 100, it doesn't do the same kind of damage 100 1-handed say does ), and most of the time in non-form, though I myself am in non-form most of the time because it is the armor I like the LOOK of the most Now for the feedback I STILL need ( from EVERYONE using this mod ) : 1) Angel Knight heal IS getting a cooldown. I'm thinking around 30 - 40 seconds. Thoughts? Angel Knight Shield ( the Magicka Regen ) will still be spammable as an Angel Knight. This was always kinda my point, Angel Knight should ALMOST always be able to keep themselves alive. 2) If you like the idea of a "higher" level Celestial Unleash that grants ALL the specialty powers of the two forms ( TONED DOWN ) without being in a form, what level do you think is acceptable for such a power? 3) Is there anything ELSE you feel is a bit overpowered?
Aranir Posted August 30, 2013 Posted August 30, 2013 Hey Shaydow Just wanted to say that I installed the mod and it looks great! Too bad though that my old character gets the gear equipped when I try to start her so I get an instant CTD, or is there something I'm missing in this? ^^' And out of curiousity, is it possible to get only the devil form spell extracted so it could be used on a normal Breton character or is that impossible? Anyway, love the mod and will probably start a Celestial after my next playthrough, love the idea! ^^ Greetings! (Edited typo's)
Shaydow Posted August 30, 2013 Author Posted August 30, 2013 Hey Shaydow Just wanted to say that I installed the mod and it looks great! Too bad though that my old character gets the gear equipped when I try to start her so I get an instant CTD, or is there something I'm missing in this? ^^' And out of curiousity, is it possible to get only the devil form spell extracted so it could be used on a normal Breton character or is that impossible? Anyway, love the mod and will probably start a Celestial after my next playthrough, love the idea! ^^ Greetings! (Edited typo's) When you say the old character gets equipped but it CTDs, do you mean you DON'T CTD when you make a NEW character? The script to give and equip the items will run one time and one time only on any save game it never ran on before. I.E : after it gives any character that has NEVER gotten the items before it will never run again. IF you are able to create a new character and NOT crash when that script runs, you can do it then on any other character. The reason your older character is CTD'ing is a conflict with the armor they already have on when the script runs. To solve this, turn OFF Celestials ( deactivate the mod ) now load up the character ( save game ) that you keep CTD'ing on. Take off ALL THE ARMOR THE CHARACTER HAS ON. SAVE the game. Shut the game down. Now reactivate the Celestials mod, and load up the save game you just made. It should work from here on out and your character will get the items ONE TIME. As for the second thing you mention, yes you can give a non - celestial the celestial form powers ( you still need to be lvl 30 or higher to use them ), read the first post on how to do this with the console. Have fun.
Groovtama Posted August 31, 2013 Posted August 31, 2013 Now for the feedback I STILL need ( from EVERYONE using this mod ) : 1) Angel Knight heal IS getting a cooldown. I'm thinking around 30 - 40 seconds. Thoughts? Angel Knight Shield ( the Magicka Regen ) will still be spammable as an Angel Knight. This was always kinda my point, Angel Knight should ALMOST always be able to keep themselves alive. 2) If you like the idea of a "higher" level Celestial Unleash that grants ALL the specialty powers of the two forms ( TONED DOWN ) without being in a form, what level do you think is acceptable for such a power? 1. A little Idea, I got from a MMOBA Game (Smite): By default you have as Angel form a Sword (main) and a Heavy Shield (off-hand), with a shout you can switch the main to the a instant heal with a 30 second cooldown and the shield with a shield/magicka reg spell with 12 sec cooldown and a 6 sec duration. That way you could build up a rotation with a lot of variation potential. If you want to heal you can't attack, with the shield/reg spell you lose defense. If you don't like the idea I'm voting for a 30 sec cooldown.^^ 2. I'm for level 50, so you get on 30, 30 levels away from min level (1) and 30 levels from default max level (with was 80 in vanilla without updates) your powers. Edit: Is the Vampire Lord Replacer still working with V6 did someone test it, might switch over to it again my current one gets boring.^^
Aranir Posted August 31, 2013 Posted August 31, 2013 Hey Shaydow Just wanted to say that I installed the mod and it looks great! Too bad though that my old character gets the gear equipped when I try to start her so I get an instant CTD, or is there something I'm missing in this? ^^' And out of curiousity, is it possible to get only the devil form spell extracted so it could be used on a normal Breton character or is that impossible? Anyway, love the mod and will probably start a Celestial after my next playthrough, love the idea! ^^ Greetings! (Edited typo's) When you say the old character gets equipped but it CTDs, do you mean you DON'T CTD when you make a NEW character? The script to give and equip the items will run one time and one time only on any save game it never ran on before. I.E : after it gives any character that has NEVER gotten the items before it will never run again. IF you are able to create a new character and NOT crash when that script runs, you can do it then on any other character. The reason your older character is CTD'ing is a conflict with the armor they already have on when the script runs. To solve this, turn OFF Celestials ( deactivate the mod ) now load up the character ( save game ) that you keep CTD'ing on. Take off ALL THE ARMOR THE CHARACTER HAS ON. SAVE the game. Shut the game down. Now reactivate the Celestials mod, and load up the save game you just made. It should work from here on out and your character will get the items ONE TIME. As for the second thing you mention, yes you can give a non - celestial the celestial form powers ( you still need to be lvl 30 or higher to use them ), read the first post on how to do this with the console. Have fun. Hey Shay, thanks for your reply. I had some time to test things out a bit more today and I found that when I create a new character, who isn't a celestial, can play just fine but CTD when I equip the armor. So I'm in Helgen keep, I have all the items in my bag and CTD the second I equip the armor. There's probably and answer in one of the first posts I'm overlooking -_-' Apologies for my ignorance Greetings!
Shaydow Posted August 31, 2013 Author Posted August 31, 2013 Now for the feedback I STILL need ( from EVERYONE using this mod ) : 1) Angel Knight heal IS getting a cooldown. I'm thinking around 30 - 40 seconds. Thoughts? Angel Knight Shield ( the Magicka Regen ) will still be spammable as an Angel Knight. This was always kinda my point, Angel Knight should ALMOST always be able to keep themselves alive. 2) If you like the idea of a "higher" level Celestial Unleash that grants ALL the specialty powers of the two forms ( TONED DOWN ) without being in a form, what level do you think is acceptable for such a power? 1. A little Idea, I got from a MMOBA Game (Smite): By default you have as Angel form a Sword (main) and a Heavy Shield (off-hand), with a shout you can switch the main to the a instant heal with a 30 second cooldown and the shield with a shield/magicka reg spell with 12 sec cooldown and a 6 sec duration. That way you could build up a rotation with a lot of variation potential. If you want to heal you can't attack, with the shield/reg spell you lose defense. If you don't like the idea I'm voting for a 30 sec cooldown.^^ 2. I'm for level 50, so you get on 30, 30 levels away from min level (1) and 30 levels from default max level (with was 80 in vanilla without updates) your powers. Edit: Is the Vampire Lord Replacer still working with V6 did someone test it, might switch over to it again my current one gets boring.^^ 1) thats not such a bad idea. 2) If anything it would be level 80. 3) I needed to know about Vampire Lord Replacer as well. It work for ME when I finally got the dawnguard the other day, but I'm also the mod creator, and have also fine tuned mine and mine is actually not the same as everyone elses ( the two I uploaded ). Mine differs greatly since it is still a WIP mod ( notice the one release I made is called a beta, I haven't been able to get back to it yet what with Celestials and everything else ). Hey Shaydow Just wanted to say that I installed the mod and it looks great! Too bad though that my old character gets the gear equipped when I try to start her so I get an instant CTD, or is there something I'm missing in this? ^^' And out of curiousity, is it possible to get only the devil form spell extracted so it could be used on a normal Breton character or is that impossible? Anyway, love the mod and will probably start a Celestial after my next playthrough, love the idea! ^^ Greetings! (Edited typo's) When you say the old character gets equipped but it CTDs, do you mean you DON'T CTD when you make a NEW character? The script to give and equip the items will run one time and one time only on any save game it never ran on before. I.E : after it gives any character that has NEVER gotten the items before it will never run again. IF you are able to create a new character and NOT crash when that script runs, you can do it then on any other character. The reason your older character is CTD'ing is a conflict with the armor they already have on when the script runs. To solve this, turn OFF Celestials ( deactivate the mod ) now load up the character ( save game ) that you keep CTD'ing on. Take off ALL THE ARMOR THE CHARACTER HAS ON. SAVE the game. Shut the game down. Now reactivate the Celestials mod, and load up the save game you just made. It should work from here on out and your character will get the items ONE TIME. As for the second thing you mention, yes you can give a non - celestial the celestial form powers ( you still need to be lvl 30 or higher to use them ), read the first post on how to do this with the console. Have fun. Hey Shay, thanks for your reply. I had some time to test things out a bit more today and I found that when I create a new character, who isn't a celestial, can play just fine but CTD when I equip the armor. So I'm in Helgen keep, I have all the items in my bag and CTD the second I equip the armor. There's probably and answer in one of the first posts I'm overlooking -_-' Apologies for my ignorance Greetings! Please read the entire main page. Again everything about playing the mod as a NON - Celestial race is there, including why you are CTD'ing. Celestial Race comes prepackaged with a skeleton and body type for the race that is compatible with the armor. As a non - celestial you WILL CTD if you do not have a compatible skeleton for the armors. XP32's Skeleton should be compatible, though I have not checked for any updates to it on Nexus in some time. If your non - Celestials are Vanilla etc ( I.E you never added a skeleton ) or if your custom race has its own skeleton, you need to work out what is or is not compatible on your own, since I can have no way of knowing what someone already has installed, hence why I opted to included a self contained race that already had everything needed.
Groovtama Posted August 31, 2013 Posted August 31, 2013 The old VL esp looks fine except one out of order subrecord, nif paths are also ok, but I have to decompress the bsa file now, or I make it standalone let's see^^ Edit: Works without problems just have to extract the texture folder from the bsa. Mixed a little bit the nifs from Alpha and Beta together. No problems.
Shaydow Posted August 31, 2013 Author Posted August 31, 2013 The old VL esp looks fine except one out of order subrecord, nif paths are also ok, but I have to decompress the bsa file now, or I make it standalone let's see^^ Edit: Works without problems just have to extract the texture folder from the bsa. Mixed a little bit the nifs from Alpha and Beta together. No problems. I'm actually play testing the 2nd version of it at the moment right now. Goes well with Royal Bloodlines. Have to balance it though. In case you're wondering, the 2nd version of the Celestial Vampire Lord is the one where you have no elongation of the body ( neck / hands / etc ) and use a brand new animation set ( TBBP compatible ). Only problem I had never been able to solve was making melee function, since the melee damage is very strange and is actual tied to the animations themselves, and since you CAN'T use the normal Vampire Lord animations when you change the skeleton ( well you CAN, but good lord it looks terrible, you become a disjointed horrible beast of a thing from the pits of hell whenever you make a single melee attack ). To balance it I am working on a good rework of the Vampire Lord magic system, so it WILL work. Just note that you will never be able to make a melee attack again if you use the next version ( whenever it comes out, probably sometime in the Fall after my kids go back to school ). Yes the only reason you need to have Celestials as required at the moment was I threw together the replacer on request some time ago. So I linked to folders already present in Celestials. I WILL make it a stand alone if and when I am ready for a next release that will solve the dependencies on Celestials, for those that don't want Celestials and don't know how to extract BSA's. *EDIT* Goove, what body base is it using? Is it the old one from Celestial Armors ( pre Celestial race ) or is it using the new TBBP body from V6?
Groovtama Posted August 31, 2013 Posted August 31, 2013 Take your time, can't wait for V2 but so long I'm tinkering around with V1 making it use 7B Body and so. For your question I tkink it's using the old BBP V4 or V5 or earlier Body (nifskope makes all white can't really see differences). VampireLordDevilForm.nif has only the Breast Nodes, not the Breast01 nodes, so definetly no V6 or TBBP Body. Melee combat with a VL is already completly broken on high level by beth, "hello no armor, mega damage incoming! You die!". If it's out who cares^^
Shaydow Posted August 31, 2013 Author Posted August 31, 2013 Take your time, can't wait for V2 but so long I'm tinkering around with V1 making it use 7B Body and so. For your question I tkink it's using the old BBP V4 or V5 or earlier Body (nifskope makes all white can't really see differences). VampireLordDevilForm.nif has only the Breast Nodes, not the Breast01 nodes, so definetly no V6 or TBBP Body. Melee combat with a VL is already completly broken on high level by beth, "hello no armor, mega damage incoming! You die!". If it's out who cares^^ Thank you Groove for letting me know! That was all I actually needed to know ( since MY version links to the newest body I made myself for it ). This was what I was worried about in terms of file linking between V5 and V6, since I wasn't sure if any of the texture paths had changed. Celestial Vampire Lord V2 will still be using a CB++ TBBP body. Sorry, and not saying sorry to " YOU " per say, since you seem to know how to make the changes you want, it's just my personal preference, and if I tried to make Celestials compatible with ALL the different body types, good lord, I would still be on V3, hence why I choose to just make my own body to work with it. As for melee combat, yes I understand even in Vanilla it sucks, and that it is much easier to gain Vampire Lord Perks using magic then melee, and that melee damage blows, sadly V2 Of Celestial Vampire Lord WILL break melee COMPLETELY, though as I said, I'm working on a balance of Vampire Lord magic abilities that will even this out, AND should make it much simpler for the player to gain Vampire Lord perks. I will, as I said earlier, be making it stand alone, so that the actual Body / Vampire lord Armor transform should be much easier to replace, if you just want the added " holy shit I'm not some ugly deformed thing anymore! " and still want to use whatever armor you want to as the transformation. The animations will be included, but unlike the normal animations, there are not only a LOT of them for vampire lord, but also some are very strangely named, and replacing them, while it will be doable, will be much harder for your average user / modder, so I'm trying to make sure they are all just fine for a casual " ooohhh that looks cool! " user ( it has taken me a long time to sort through each and every one to find what animation file is linked to what in game ). *edit* a preview of what MINE looks like ( same base as the new V6 Devil Knight Form, with changes to make it unique, more changes will come after balancing and playtesting are done ). Note that hands / gloves / tail / wings / etc are separate files and why you don't see then in that .Nif ( although I'm thinking of streamlining that later instead of going off the base Vampire Lord file structure ).
Shaydow Posted August 31, 2013 Author Posted August 31, 2013 By the way, in case anyone wondered, I'm also working on making Celestial Form wing powers let you fly. I have a lot on my plate now, but this is one of the things planned for V7 in the future. Right now I have it working, however I seem to be having a problem with collision, something I may or may not be able to fix before the next release ( I.E : you will still fly, but you can fly through things, the same as if you typed tcl in the console ). The only difference I have so far between TCL console command and the " flying " ability is animations that play when you fly.
Groovtama Posted August 31, 2013 Posted August 31, 2013 Nah the body from the V6 armors is ok, still using it the way it is in the files, the basebody in the race is switched to 7B, because I have many UNPB armors, and so I get no seams when I'm using an UNP basebody, the V6 armors have seperate body textures, so I don't get seams with them when using the UNP basebody that's all behind it. I'm just tinkering a bit around with the VL, just packing in the V6 body is too boring.^^ Only takes 10 seconds. The fun of modding is not the result, it's finding the way to come to the result. That why my opinion on "Celestial with UNP/UNPB/7B" is "Do it yourself!". The celesial files are really organized and it's really easy to change the body with nifskope only, you may have to leave some stuff out but still get the result without, 20 hours work^^
RedDice Posted September 3, 2013 Posted September 3, 2013 Hey, you asked for input on Celestials and I figured I'd contribute a bit. Like vonzevatel and Groovtama said before I do think that the starting armors are a tad strong early on and that the arrows are just op. I saw you reply that as a Celestial you are suppose to be a strong race in general so being able to stride through the early levels is fine, and the arrows were a bug. The craftable armors were also mentioned, and one idea that I had was having the Celestial crafting perk after the perk for upgrading enchanted armors. That way it would be more affordable to the more mage focused players that normally don't raise blacksmithing. You could still make the requirement 100 if you desired, but the ingredients are pretty steep to begin with. I like the forms and the magic that you included. I prefer the devil form visually and its more my playstyle, but I almost never use it because in first person, while sheathed, the handle of the scythe sticks up into the screen obstructing my vision. Unfortunately I can't play well with that, and it is the only thing I really want to see changed. It looks like you're going to change the spells. Personally, I don't believe that spells equipped to a hand need a cooldown. If you need to nerf the angelic form healing spell then; increasing the magica cost, reduce the healing, or making it a racial power(and adding a cd and possibly removing the magica cost because at that point the magica shouldn't be the issue) look like a better alternative. Making it the angelic power and not costing magica also opens up the offhand spell slot. You could make it a ward spell if keeping to the whole restoration theme, a type of shield offering even more protection, or something else. The flying and the devil form changes to illusion seem really nice. Unfortunately I don't have Dawnguard so I can't say anything about the VL stuffs. Level 57 here and haven't noticed any problems, although I ted to see just what I want to see. Combat seems relatively balanced too... except when I randomly meet bandits in hide armor.
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