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You are an incredibly powerful frost mage yet crippled in other magic. So much so that your frost magic also hard to control. You occasionally leak magicka in the form of frost magic. How will you learn to control your magic? Will you find a way to reign it in or will you live in isolation?

 

 

I wanted to play a mage that couldn't do everything. Since this is Skyrim it, of course, had to be frost magic. The name comes from Hans Christian Andersen's fairy tale "The Snow Queen" which also inspired Frozen. It works with male characters too ("The Snow King"). This is an auto start quest that adds a perk and a few frost spells. You can summon an Ice Wraith and the player gains a huge resistance to frost magic. Wild Ice Wraiths  will be consumed and recharge the player's magicka. Sometimes the player will consume their own summoned Ice Wraith as well.


In Short
Magic is distorted for the player and is warped into frost magic and that has a chance of randomly killing someone. 
 

  • Any magic effect that has a frost related keyword (or gets included in a list by a modder) gets a huge buff.
  • Any other magic effect gets a huge debuff. Note that potions, enchantments, perks, etc.. are all based on magic effects. If you have a mod that alters weapon speed using a magic effect to do so it's going to be hit by the debuff.
  • You can summon Ice Wraiths.
  • Wild Ice Wraiths will be insta-killed when they get close to the player and restore magicka. Sometimes it will happen with summoned Ice Wraiths
  • There is a chance of a random casting of a frost spell that will target a nearby actor. You stand a chance of attacking and maybe even killing a follower, or a guard, or a nearby rabbit. 
    • Increased arousal from Sexlab Aroused Redux will increase this chance.
    • Devious Devices will reduce this chance.
    • Erotic armor from Sexlab Aroused Redux will negate Devious Devices on a 1 to 1 basis.

 

Required

 

Soft Requirements (and all their requirements)

 

Conflicts

Any mod that modifies player attributes through magic effects. Soultions will be listed below.

 


Enabling/Disabling

You can use "startquest _tsq_quest" and "stopquest _tsq_quest" in console. Stopping the quest will remove the added perk and also remove the starting spells. This will also work with script updates rather then an uninstall / reinstall. 

 

Alters

Magic effect AbFXIceWraith. It adds a check in the script to see if the actor base is one of the summoned Ice Wraiths. If so the ashPile is not dropped on death. This is a potential minor conflict which may result in summoned Ice Wraiths dropping the ash pile again.

 

No MCM

There's only 3 globals that can be changed via the console. No need to create a MCM interface.

 

Globals

Use "GetGlobalValue <Variable>" and "set <Variable> to <value>" to view and change

  • _tsg_incidentChanceBase - The base % chance that a random cast will occur. Default: 5
  • _tsq_incidentChanceRange - The max +/- that can be applied to the base incident chance. Arousal will apply a plus. Devious Devices will apply a minus. Erotic armor will negate devious devices. A random roll replaces these if the associated mod is not installed. You can set this higher than the base which will result in a negative (impossible) chance of a random cast. Default 5 for a range of 0 to 10%.
  • _tsq_incidentInterval - This is the base from which the time between potential incidents are calculated. The calculated interval in game hours can range from 1/2 this value to 2 times. Default 6 for a range of 3 to 12 game hours.

 

Access the Framework

tsqFramework tsq = Quest.GetQuest( "_tsq_Base" ) as tsqFramework

 

Functions

Some spells, e.g. Frost Cloak, lack keywords that identify is as a frost spell. These functions can be used for those cases of "should but don't"

  • Bool function addSpell( Spell kSpell )
  • Bool function removeSpell( Spell kSpell )
  • Bool function listHasSpell( Spell kSpell )

 

An incident is a random casting of a frost spell known by the player The interval is the time span between incident checks in game hours with some randomness added with a range between 1/2 to 2x the value.

  • Float function getInterva()
  • Float function setInterval( Float fInterval )

 

The base chance of an incident it is modified by Range which can be positive or negative.

  • Int function getBase()
  • Int function setBase( Int iBase )

 

Range is influenced by arousal (adds) and the number of Devious devices worn (reduces). A random roll replaces these if the associated mod is not installed.

  • Int function getRange()
  • Int function setRange( Int iRange )

 

Mod Events

"tsq_spellIncident" - this event is sent when the player randomly casts a Frost spell.

 

Parameters

  • Actor akPlayer - The player Actor
  • akTarget - The target of the spell Spell
  • kSpell - The random frost spell cast by the player

 

Usage

RegisterForModEvent( "tsq_spellIncident", "myCustomEvent" )

 

Event myCustomEvent( Actor akPlayer, Actor akTarget, Spell kSpell )

    ; Do my stuff

endEvent

 


  • Submitter
  • Submitted
    01/02/2019
  • Category
  • Requires
    SKSE 1.7.0
  • Special Edition Compatible

View File

 

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On 1/2/2019 at 7:58 PM, J the Hog said:

Please excuse my confusion, but I got lost in the description. What does the mod do? It summons ice wraiths when you cast frost spells? Why does it need DDi?
Thanks in advance


Any magic effect that has a "frost" keyword (or gets included in a list) gets a huge buff.

 

On 1/4/2019 at 5:09 PM, monkeyyy7 said:

I do not understand if the mod affects it, the enchantment of all objects is reduced to practically nothing

And anything else gets a huge debuff.

If you have a mod that alters spell keywords than that will make the debuff apply to everything. I'm working on an update for Perkus Maximus to include it's frost spells.

 

Plus there is a chance to randomly cast a frost spell at something/one. If you have Sexlab Arousal Redux installed that chance is increased. Devious Devices will reduce the chance.

 

On 1/3/2019 at 1:00 AM, Celedhring said:

Is the song "Let It Go" part of the mod?  Sorry..just couldn't resist. 


:lol

I was tempted. Just randomly play it but that would get annoying pretty fast.

It has made things interesting when encountering frost resistant monsters. That's for sure.

i.e.
http://elderscrolls.wikia.com/wiki/Karstaag_(Dragonborn)

Run. Just run away.

Link to comment

I'm having a problem in that this mod debuffs everything. Melee combat (swings weapon very slow) healing potions, perks that increase magic regeneration, magic items, etc. Even things like blessing from a God are debuffed, as are 'weapons' that do Frost damage (though if I can hit with them they would do massive damage)

 

Was this the modder's intent? If so then he should say that more than just 'magic' is effected.  

Link to comment
3 hours ago, Susa42 said:

I'm having a problem in that this mod debuffs everything. Melee combat (swings weapon very slow) healing potions, perks that increase magic regeneration, magic items, etc. Even things like blessing from a God are debuffed, as are 'weapons' that do Frost damage (though if I can hit with them they would do massive damage)

 

Was this the modder's intent? If so then he should say that more than just 'magic' is effected.  

Original said "magic effect" but that may not be clear to anyone but a modder. My bad.  So perhaps it should read:

  • Any magic effect that has a frost related keyword (or gets included in a list by a modder) gets a huge buff.
  • Any other magic effect gets a huge debuff. Note that potions, enchantments, perks, etc.. are all based on magic effects.

With emphasis added to "Any" and additional info in bold.

 


Don't know what's going on with your weapon speed. There's no direct adjustment to anything except effect maginitude and mana cost on magic effects. If you have a mod that changes weapon speed and it uses a magic effect to do so it's going to get the debuff.

I know devious training has a debuff for that do you have that mod?
 

Link to comment
3 hours ago, jbezorg said:

Original said "magic effect" but that may not be clear to anyone but a modder. My bad.  So perhaps it should read:

  • Any magic effect that has a frost related keyword (or gets included in a list by a modder) gets a huge buff.
  • Any other magic effect gets a huge debuff. Note that potions, enchantments, perks, etc.. are all based on magic effects.

With emphasis added to "Any" and additional info in bold.

 


Don't know what's going on with your weapon speed. There's no direct adjustment to anything except effect maginitude and mana cost on magic effects. If you have a mod that changes weapon speed and it uses a magic effect to do so it's going to get the debuff.

I know devious training has a debuff for that do you have that mod?
 

Fix the weapon speed problem (sort of). I'm using SPERG (Skyrim Perk Enhancement and Rebalance Gameplay) mod. It autochecks to see if there is any weapon speed issues with other mods. When I turned off that function inside of SPERG everything worked fine. BUT the only new mod that I've installed is yours so there is definitely a conflict there that you should let people know about. Other than that an interesting mod.

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23 hours ago, Susa42 said:

When I turned off that function inside of SPERG everything worked fine.

If you are not running any other combat mod then the conflict is with SPERG. I don't have this issue and I don't run SPERG.

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  • 1 month later...
On 3/8/2019 at 4:44 PM, LazyBoot said:

I noticed that Armbinders, Elbowbinders and StraitJackets seem to count 3x, not 2x like the comment in the script claims.

I increased the debuff because the buff to frost spells makes them really powerful. 

Link to comment
  • 2 months later...
7 hours ago, timothyk1 said:

quick question when i use your mod HDT heel docent seam to work as in i equip my boots with heel hdt and they dont raise anymore

Probably because this will reduce the magnitude of all spells that are not frost, and hdt heels use magnitude to set how high to raise the heels.

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