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Posted (edited)

I hope this buggy report doesn't mean you have to redesign everything again, but...

 

My PC just ran from Rorikstead to Riverwood and had 3 encounters on the way, and my settings are 'Everywhere', 48hrs and 1%.

I think that honoours  the 'Everywhere' part, but 3 encounters does seem a bit much with the 1% setting.

 

I'm also not completely sure what the current 48hrs do, does that mean the cooldown only starts running when the PC got hit by one of the curses? 

That would imply that when my PC evades them, they keep popping up very often. Is it possible to add a neutral cooldown of (at least) 48hrs, maybe even max(96)?

 

Oh, and I noticed that fireballs didn't effect my PC, except for a mild health hit. Sorry. ;)

 

Edited by Wut1969
Posted
1 hour ago, Wut1969 said:

I hope this buggy report doesn't mean you have to redesign everything again, but...

 

My PC just ran from Rorikstead to Riverwood and had 3 encounters on the way, and my settings are 'Everywhere', 48hrs and 1%.

I think that honoours  the 'Everywhere' part, but 3 encounters does seem a bit much with the 1% setting.

 

I'm also not completely sure what the current 48hrs do, does that mean the cooldown only starts running when the PC got hit by one of the curses? 

That would imply that when my PC evades them, they keep popping up very often. Is it possible to add a neutral cooldown of (at least) 48hrs, maybe even max(96)?

 

Oh, and I noticed that fireballs didn't effect my PC, except for a mild health hit. Sorry. ;)

 


Actually a lot of the behavior sounds about right.
 

The encounters you were hitting sound like my hard placed ones. At 48 hours at 1% the random pursuit encounter probably never even spawned anything. I updated the mod page suggested settings to Moderate instead of Everywhere to reflect the doubling of the encounter pool for that system.

 

Cooldown activates after being hit by any of the cultist mages spells in either system and resets the pursuit encounter clock.

 

And yes, those are copied fireball spells set to very low damage. Like it was said before, they want to corrupt you, not necessarily kill you. At some point I really want to learn the FX systems better and turn the spell pink for a finer distinction.

 

Posted (edited)
1 hour ago, SweetNectah said:


Actually a lot of the behavior sounds about right.
 

The encounters you were hitting sound like my hard placed ones. At 48 hours at 1% the random pursuit encounter probably never even spawned anything. I updated the mod page suggested settings to Moderate instead of Everywhere to reflect the doubling of the encounter pool for that system.

 

Cooldown activates after being hit by any of the cultist mages spells in either system and resets the pursuit encounter clock.

 

And yes, those are copied fireball spells set to very low damage. Like it was said before, they want to corrupt you, not necessarily kill you. At some point I really want to learn the FX systems better and turn the spell pink for a finer distinction.

 

Okay, then there is something I maybe don't understand.

Let's say I picked 'scarse' and the random roll selected a spot between say Whiterun and Riverwood.

Does that mean that when I keep running between those locations, everytime my PC gets near that spot, there will be a spawn?

Or does the 1% going to prevent that?

 

As for the fireballs, I totally forgot about the corruption, I though each hit would try to undress my PC or have them masturbate or anything else that is directly noticable. But of course that doesn't happen with corruption, so that was 100% my bad. 

 

 

 

Edited by Wut1969
Posted
1 hour ago, Wut1969 said:

Okay, then there is something I maybe don't understand.

Let's say I picked 'scarse' and the random roll selected a spot between say Whiterun and Riverwood.

Does that mean that when I keep running between those locations, everytime my PC gets near that spot, there will be a spawn?

Or does the 1% going to prevent that?

 

As for the fireballs, I totally forgot about the corruption, I though each hit would try to undress my PC or have them masturbate or anything else that is directly noticable. But of course that doesn't happen with corruption, so that was 100% my bad. 

 

 

 


Yeah so both systems work independent of one another

 

The None-Everywhere setting just tells the mod how many of the hand placed encounters are active. 
 

The random pursuit encounter, with hourly and percent chance, will read how long it’s been since you have been hit by a cultist spell, and once it has been long enough it will automatically drop a Mage (unguarded) within combat distance from the player no matter where you are. The hour setting tells the game how long to wait before attempting a roll for that mode. The percent chance tells the mod what the odds are that the roll is successful. And these are meant to reflect magic effect hours, so one hour translates to roughly 3 minutes.

 

Reading it back it does sound a bit complex…

Posted
1 hour ago, SweetNectah said:


Yeah so both systems work independent of one another

 

The None-Everywhere setting just tells the mod how many of the hand placed encounters are active. 
 

The random pursuit encounter, with hourly and percent chance, will read how long it’s been since you have been hit by a cultist spell, and once it has been long enough it will automatically drop a Mage (unguarded) within combat distance from the player no matter where you are. The hour setting tells the game how long to wait before attempting a roll for that mode. The percent chance tells the mod what the odds are that the roll is successful. And these are meant to reflect magic effect hours, so one hour translates to roughly 3 minutes.

 

Reading it back it does sound a bit complex…

I don't mind the complexity. 😁

But the amount of spawns is a problem for me.

 

If my PC travels often past one of the active spawn points, they run into the same scene each and every time. 

 

And with the 2nd mechanism, the 48hr timer will be relentless until the player gets hit. 

 

Personally, I think 1 event per 3 or 4 days would be plenty.

 

I'm not saying you should change anything for me, becausei ts your mod, not mine, but .. here are some suggestions anyway:

 

- Add very, very very sparse (1 or 2 spawn points out of 80) as an option. Reroll every in game hour. Now nobody knows what will happen next, or where. 

- For the 2nd one,for me, there should be an option to completely disable it: if there are no constraints on where/when the spawns occur, this can and probably will totally ruin any serious attempt to roleplaying.

When you're trying to sneak through the Thalmore Ambassady, suddenly boom.. Or you're a member of the Dark Brotherhood, trying to sneak on the emperors ship, or just an adventurer trying to sneak past a Dragon Priest.. 

And how did they get past the deadly clouds hiding Paarthunax? 

 

I do like your mod, a lot, but at the moment it's just not balanced enough for me. Sorry   

Posted (edited)
19 minutes ago, Wut1969 said:

I don't mind the complexity. 😁

But the amount of spawns is a problem for me.

 

If my PC travels often past one of the active spawn points, they run into the same scene each and every time. 

 

And with the 2nd mechanism, the 48hr timer will be relentless until the player gets hit. 

 

Personally, I think 1 event per 3 or 4 days would be plenty.

 

I'm not saying you should change anything for me, becausei ts your mod, not mine, but .. here are some suggestions anyway:

 

- Add very, very very sparse (1 or 2 spawn points out of 80) as an option. Reroll every in game hour. Now nobody knows what will happen next, or where. 

- For the 2nd one,for me, there should be an option to completely disable it: if there are no constraints on where/when the spawns occur, this can and probably will totally ruin any serious attempt to roleplaying.

When you're trying to sneak through the Thalmore Ambassady, suddenly boom.. Or you're a member of the Dark Brotherhood, trying to sneak on the emperors ship, or just an adventurer trying to sneak past a Dragon Priest.. 

And how did they get past the deadly clouds hiding Paarthunax? 

 

I do like your mod, a lot, but at the moment it's just not balanced enough for me. Sorry   

 

Couple things to clarify (I should probably update the mod page a lot of little things to keep track of).

 

- For the pursuit random encounters, there is a massive lock on when and where they are able to spawn. they should only be able to spawn in Wilderness, which includes roads, but not most heavily quested events.

-There is a way to disable it. Set the hourly to 0 or percent chance to 0 and it is set to not function 

-I think you have the effects mixed up. It would be one spawn attempt (the role would have to be successful) per 48 hours of magic effect time (waiting and sleeping excluded). That translates to one spawn attempt per 2 and half hours of actual game play. For example at 1 roll every 48 hours at 1% it would statistically result in one encounter every 200+ hours of gameplay (give or take).

 

Does that make sense?

 

Try setting the original Encounter setting to NONE and the random pursuit should be the only system functioning (set as desired), then it should work as described here. If not, and there are Bimbo Mages everywhere still, that is a serious problem, one that is not the intended behavior for the mod.

Edited by SweetNectah
Posted
40 minutes ago, SweetNectah said:

 

Couple things to clarify (I should probably update the mod page a lot of little things to keep track of).

 

- For the pursuit random encounters, there is a massive lock on when and where they are able to spawn. they should only be able to spawn in Wilderness, which includes roads, but not most heavily quested events.

-There is a way to disable it. Set the hourly to 0 or percent chance to 0 and it is set to not function 

-I think you have the effects mixed up. It would be one spawn attempt (the role would have to be successful) per 48 hours of magic effect time (waiting and sleeping excluded). That translates to one spawn attempt per 2 and half hours of actual game play. For example at 1 roll every 48 hours at 1% it would statistically result in one encounter every 200+ hours of gameplay (give or take).

 

Does that make sense?

 

Try setting the original Encounter setting to NONE and the random pursuit should be the only system functioning (set as desired), then it should work as described here. If not, and there are Bimbo Mages everywhere still, that is a serious problem, one that is not the intended behavior for the mod.

Ah, that does make sense. One last question: you wrote earlier that the 48hr mechanism would have mages pop up near the player. Do they pop up out of thin air on top of the player or are they at some distance? 

 

In case of the first, that needs a pink cloud and sound effects. 😁

And in case of the latter, that needs a pink cloud and sound effects. 😂

 

Posted (edited)
15 minutes ago, ebbluminous said:

This has made me think that we need Bimbo Dragons!

@jib_buttkiss, new request :D 

 

Honestly, pink dragons would fit better in this mod. 

Except that Bimbofication is a Daedric curse and Dragons are Ardric in nature. 

Edited by Wut1969
Posted
7 minutes ago, Wut1969 said:

Ah, that does make sense. One last question: you wrote earlier that the 48hr mechanism would have mages pop up near the player. Do they pop up out of thin air on top of the player or are they at some distance? 

 

In case of the first, that needs a pink cloud and sound effects. 😁

And in case of the latter, that needs a pink cloud and sound effects. 😂

 

 

The distance is set to 2000, should be close enough to start a combat encounter but to not be noticeable as if I remember the script right, its set to spawn not directly in front of the player. Another oddity for this feature would be elevations, I didn't notice anything gamebreaking while testing, but if it tries to spawn in a mage where the elevation is especially wonky, it may fail.

 

As for the effects, not against doing that at all, our good deliverer of all things Bimbo has a couple assets I could throw on to the spawning, it should be pretty doable. Just not my direct next focus.

 

 

24 minutes ago, ebbluminous said:

This has made me think that we need Bimbo Dragons!

@jib_buttkiss, new request :D 

 

 

10 minutes ago, Wut1969 said:

Honestly, pink dragons would fit better in this mod. 

Except that Bimbofication is a Daedric curse and Dragons are Ardric in nature. 

 

Should be pretty doable! I could probably adjust my addcorruption scripts that interact with BOS's corruption system to function on duplicated dragon shout magic effects with pink Effects. Could be cool if I set a tracker to see how many cultists you take down and once you get past a threshold *BAM* Bimbo dragon that selects a bimbofying effect in the shout and adds corruption. Might be a bit of a reach and I'm just thinking out loud here, lots of other work to do first!

Posted
7 minutes ago, SweetNectah said:

Should be pretty doable! I could probably adjust my addcorruption scripts that interact with BOS's corruption system to function on duplicated dragon shout magic effects with pink Effects. Could be cool if I set a tracker to see how many cultists you take down and once you get past a threshold *BAM* Bimbo dragon that selects a bimbofying effect in the shout and adds corruption. Might be a bit of a reach and I'm just thinking out loud here, lots of other work to do first!

I can be patient :)

 

I like to throw ideas out and see what sticks...

Posted
2 minutes ago, ebbluminous said:

I can be patient :)

 

I like to throw ideas out and see what sticks...

Well, it's definitely a fun one. I want to get the progression system for my shield done and figure out how exchanging the collected staffs will work with my npc's first. 

 

But you definitely got the gears turning! I'm adding it to my "Far Flung" section of my notes.

Posted

Well, there is this guy @audhol who knows a thing or 2 about visual effects. Maybe he can even help you with heart shaped fireballs or something. 

 

Audhol: sorry to drag you into this, but I do know you know stuff. 🤷

Posted
54 minutes ago, Wut1969 said:

Audhol: sorry to drag you into this, but I do know you know stuff.

 

I kinda speed read the post's but its past aperitive time here so it don't make a lot of sense what's needed.

 

Some effect shaders for a custom projectile right?

 

I'm a bit bogged down between my own mod, my promise to make assets for Maria Eden and being entirely consumed by modded satisfactory.

 

Wot does Sprawling Bimbos do and why do they need fluffy heart fireballs?

Posted
2 hours ago, audhol said:

 

I kinda speed read the post's but its past aperitive time here so it don't make a lot of sense what's needed.

 

Some effect shaders for a custom projectile right?

 

I'm a bit bogged down between my own mod, my promise to make assets for Maria Eden and being entirely consumed by modded satisfactory.

 

Wot does Sprawling Bimbos do and why do they need fluffy heart fireballs?

Thanks for checking in! This is my first mod and we were just discussing creating an effect like that for some npc encounters that get randomly spawned. Personally, I'm looking to turn the fire effects in Skryim pink for spells these NPC's produce. There is still lots to do in terms of new features, so its not super high on my priority list.

Posted
11 hours ago, audhol said:

 

I kinda speed read the post's but its past aperitive time here so it don't make a lot of sense what's needed.

 

I'm not jealous at all that you've had apero, because I had my own bottle of French cider and some cheese. 😛

 

 

Sprawling Bimbos is an addon for BoS where Bimbo cultists attack people to add corruption in a few different ways.

 

The mod is already very cool as it is, so first and foremost, you should put in in your modlist. 😁

 

We were discussing a few silly effects like heart shaped fireballs, pink clouds and even pink dragons and that made me think about the special effect thingies you made earlier. Especially because this mods focuses a bit more on the Deadric part of the curse. 

 

If I remember correctly, you did have some pretty deadricky pink cloud effects in the BoS thread. So if you still have the code somewhere, by the time @SweetNectahis ready for the polishing phase, he'd have a headstart. 

 

Posted
9 hours ago, SweetNectah said:

Thanks for checking in! This is my first mod and we were just discussing creating an effect like that for some npc encounters that get randomly spawned. Personally, I'm looking to turn the fire effects in Skryim pink for spells these NPC's produce. There is still lots to do in terms of new features, so its not super high on my priority list.

 

23 minutes ago, Wut1969 said:

If I remember correctly, you did have some pretty deadricky pink cloud effects in the BoS thread. So if you still have the code somewhere, by the time @SweetNectahis ready for the polishing phase, he'd have a headstart. 

 

 

So its a projectile spell that deals corruption fired only by NPC's right?

 

Yeah the pink poofy hearts was me but although they are animated they are static in the game world, well not static but they don't follow a projection path.

 

IIUC you want something that follows the path between the caster and the target who's visuals represent Bimbo corruption?

Posted
15 minutes ago, audhol said:

 

 

 

So its a projectile spell that deals corruption fired only by NPC's right?

 

Yeah the pink poofy hearts was me but although they are animated they are static in the game world, well not static but they don't follow a projection path.

 

IIUC you want something that follows the path between the caster and the target who's visuals represent Bimbo corruption?

I don't know if @SweetNectah likes the idea or if it fits their idea of the mod, but the poofy hearts could maybe be used as a portal the zealots enter the area.

 

And the fireball projectiles could be a bit more pink and less canonbally,

Although they do work as intended, I'm just a bit scared of fireballs as modded my game be low in magicka. Somehow that makes the remaining magicka using NPCs extra scary. So maybe that's just a me problem. ;)   
 

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