singlepurpose Posted January 14, 2019 Posted January 14, 2019 First off, thanks for this mod! I do feel like the animations could use some work, but there are plenty of alternatives at the moment. Is it possible that you could release a version of the mod that makes all of the different sizes available as separate races? I'd like to have different playthroughs with the different sizes but uninstalling and reinstalling the mod every time is a pain. It would also be cool if you could "power up" from one size to another in game, though I don't know if that's possible or feasible. It could make for a fun questline.
Azazellz Posted January 14, 2019 Author Posted January 14, 2019 51 minutes ago, singlepurpose said: First off, thanks for this mod! I do feel like the animations could use some work, but there are plenty of alternatives at the moment. Is it possible that you could release a version of the mod that makes all of the different sizes available as separate races? I'd like to have different playthroughs with the different sizes but uninstalling and reinstalling the mod every time is a pain. It would also be cool if you could "power up" from one size to another in game, though I don't know if that's possible or feasible. It could make for a fun questline. Yes, this is one of my goals for future updates. Not sure about "powering up" (requires complex scripts to implement), but I definitely will make at least 4 different races with different abilities. 2
singlepurpose Posted January 14, 2019 Posted January 14, 2019 I'm afraid that my knowledge of scripting is limited, though there may be others out there who could help with that. If I can learn how to create an armor set in skyrim, I would happily contribute my artistic skills.
LillyButch Posted January 15, 2019 Posted January 15, 2019 On 1/11/2019 at 10:08 AM, Azazellz said: It's depens of what you can do. Not sure it's even possible. I'm trying to find something that can help me with editing vanilla killmoves - and can't find anything. Hmm, I could just give ideas. for starters. contribute some textures (TATTOOS) EDits, OR do some promo Posters for cover art. If you're in the market Then after a few reskins of the textures release them as a pack. But, other then that,sadly all the ideas of what should be done have already been suggested such as spreading the IDEA OF BUFF ORCS ETC Like magic spells for example. and well more clothes to have been suggested as well, and, important details as well. in all the comments I have read. so the matter of magics spells maybe, a spell that allows you to intimidate enemies with size. X number of size = this amount of effect (could be anything) I know ideas always Help I've seen you replay and accept some ideas. so I hope some of this helps. in some small way. it's just so much labor of love has been put into this mod. it had, moved me to speak my mind upon the matter. And with all that said keep up the AWESOME work Small things make big impacts. heh.
Azazellz Posted January 16, 2019 Author Posted January 16, 2019 So, I decided to put all my current work and thoughts in one place. Here a "speed sheet" of current racial passive abilities and stats. (Only passive, without "active"- type abilities). Races Adept - Warlock \ Warrior – Warlord \ Matriarch Spoiler Stats Health (50+) 70-100 \ 100-150 \ 200 Total: 120-150 \ 150-200 \ 250 Magicka (50+) 100-150 \ 70-70 \ 200 Total: 150-200 \ 70-70 \ 250 Stamina (50+) 150-200 \ 250-450 \ 650 Total: 200-250 \ 300-500 \ 700 In v3.0 race stats is (50+) 150 \ 150 \ 550 Total: 200 \ 200 \ 600 Carry weight (Base is 300) 500-700 \ 600-1500 \ 6000 In v3.0 carry weight is 6000 Health Regen (Base is 0.7) 0.9-1.0 \ 1.2-1.4 \ 1.6 Magicka Regen (Base is 3) 4.5-6 \ 3.2-3.4 \ 8 Stamina Regen (Base is 5) 6-7 \ 8-10 \ 14 In v3.0 race regenerations is 1.4 \ 6 \ 12 Skills Two Handed 10-15 Heavy Armor 10-15 One Handed 5-10 Light Armor 5-10 Block 5-10 Marksman 5-10 Smithing 5-10 Destruction 10-15 Alteration 10-15 Restoration 5-10 Conjuration 5-10 Illusion 5-10 Enchanting 5-10 Alchemy 5-10 Passive abilities Constitution Armor bonus (25-50 \ 50-100 \ 150) Magic resist (15-20 \ 5-10 \ 30) Arrows resist (25-25 \ 50-50 \ 75) Lungs (Waterbreathing) Poison resist (100%) Disease resist (100%) Stagger reduction (20-30 \ 40-60 \ 100) Fall damage reduction (85%) Knowledge More exp for race-related skills (20%) Movement Speed bonus (MCM 0-5-10-15-20) Muffle (100%) Combat Attack speed bonus (MCM 0-5-10-15-20-25) Unarmed damage (0-0 \ 20-40 \ 60) Other (???) (Accept suggestions) Magic Magic power Mod (?) Spell cost Mod (?) Other (???) (Accept suggestions) As you can see, I still accept suggestions for passive abilities. I also need a person who have good English to write a description of skills and effects. 3
irysius Posted January 17, 2019 Posted January 17, 2019 Yay new updates! For the magic related passive abilities, the following have been working out for me when I'm playing a magic character with the vanilla spells. - Multiplier to destruction damage, and speeding up destruction leveling (these two are hand in hand, in vanilla the progress is really way too slow and the damage really sucks) - Instead of a flat reduction of spell cost, I think a spell cost refund (or applied magicka absorb on enemies) effect would work well. I know you stated you want suggestions on passives, but I still find magicka costs to be tricky with higher level spells. Some form of Innervate lesser power (if you've played WoW, it's basically a standing cast on a long cooldown that restores a huge chunk of your magicka) could work. If you really need it to be passive, maybe if you stand still for a while your magicka regen is amplified? For something that's less destruction oriented, and that I don't think is currently covered by another mod (that I can easily google)... Spells you cast on yourself, such as fast healing, or oakflesh, with a passive ability *could* also have a copy of that spell be cast on allies as well. Or to put it another way, player has a passive such that if they have companions, if they cast oakflesh on themselves, oakflesh is cast on every companion they have, and if they heal themselves, the same heal is applied to their companions. (hrm, now having typed that concept, I wouldn't mind trying to script that...) Keep up the good work!
LillyButch Posted January 17, 2019 Posted January 17, 2019 4 hours ago, Azazellz said: So, I decided to put all my current work and thoughts in one place. Here a "speed sheet" of current racial passive abilities and stats. (Only passive, without "active"- type abilities). Races Adept - Warlock \ Warrior – Warlord \ Matriarch Hide contents Stats Health (50+) 70-100 \ 100-150 \ 200 Total: 120-150 \ 150-200 \ 250 Magicka (50+) 100-150 \ 70-70 \ 200 Total: 150-200 \ 70-70 \ 250 Stamina (50+) 150-200 \ 250-450 \ 650 Total: 200-250 \ 300-500 \ 700 In v3.0 race stats is (50+) 150 \ 150 \ 550 Total: 200 \ 200 \ 600 Carry weight (Base is 300) 500-700 \ 600-1500 \ 6000 In v3.0 carry weight is 6000 Health Regen (Base is 0.7) 0.9-1.0 \ 1.2-1.4 \ 1.6 Magicka Regen (Base is 3) 4.5-6 \ 3.2-3.4 \ 8 Stamina Regen (Base is 5) 6-7 \ 8-10 \ 14 In v3.0 race regenerations is 1.4 \ 6 \ 12 Skills Two Handed 10-15 Heavy Armor 10-15 One Handed 5-10 Light Armor 5-10 Block 5-10 Marksman 5-10 Smithing 5-10 Destruction 10-15 Alteration 10-15 Restoration 5-10 Conjuration 5-10 Illusion 5-10 Enchanting 5-10 Alchemy 5-10 Passive abilities Constitution Armor bonus (25-50 \ 50-100 \ 150) Magic resist (15-20 \ 5-10 \ 30) Arrows resist (25-25 \ 50-50 \ 75) Lungs (Waterbreathing) Poison resist (100%) Disease resist (100%) Stagger reduction (20-30 \ 40-60 \ 100) Fall damage reduction (85%) Knowledge More exp for race-related skills (20%) Movement Speed bonus (MCM 0-5-10-15-20) Muffle (100%) Combat Attack speed bonus (MCM 0-5-10-15-20-25) Unarmed damage (0-0 \ 20-40 \ 60) Other (???) (Accept suggestions) Magic Magic power Mod (?) Spell cost Mod (?) Other (???) (Accept suggestions) As you can see, I still accept suggestions for passive abilities. I also need a person who have good English to write a description of skills and effects. NAME IT MAGIC MAGIC DOMINATION and it gets stronger as you level up your magic and has added effects as you level certain powers. So little things do help That's great to hear hmmm. How about a passive that absorbs magica.
singlepurpose Posted January 17, 2019 Posted January 17, 2019 I am adept at English and would be happy to provide descriptions once you have the abilities and such locked down. Potential passive ability for mage-type race: Amazonian Dominance -convert (X)% of incoming spell damage to magicka Potential passive ability for warrior race: Sheer Force/Brute Strength -melee power attacks have a (X)% chance of disarming enemies on hit Potential passive ability for matriarch race: Force of Will -shouts paralyze/induce fear in affected enemies (duration based on shout cooldown length)
LillyButch Posted January 17, 2019 Posted January 17, 2019 10 hours ago, singlepurpose said: I am adept at English and would be happy to provide descriptions once you have the abilities and such locked down. Potential passive ability for mage-type race: Amazonian Dominance -convert (X)% of incoming spell damage to magicka Potential passive ability for warrior race: Sheer Force/Brute Strength -melee power attacks have a (X)% chance of disarming enemies on hit Potential passive ability for matriarch race: Force of Will -shouts paralyze/induce fear in affected enemies (duration based on shout cooldown length) these SPELLS/passives are also,potential ideas for the mage-type race. as well Thought i might add to the list heh If Singlepurpose dose not mind the help. Amazonian ABSORB to add X amount of magic to your own if depleted. Amazonian Control Mind control (X)% amount of time that pendent upon your size. Force of Elements - increase magic damage with fire or (X)% element for a set amount of time This is fun making up Skills for a epic race @singlepurpose
Azazellz Posted January 17, 2019 Author Posted January 17, 2019 14 hours ago, irysius said: - Multiplier to destruction damage, and speeding up destruction leveling (these two are hand in hand, in vanilla the progress is really way too slow and the damage really sucks) Yes this is a good idea. And more faster leveling is already here ("Knowledge" section) 14 hours ago, irysius said: - Instead of a flat reduction of spell cost, I think a spell cost refund (or applied magicka absorb on enemies) effect would work well. Suits better for active-type ability or spell. 14 hours ago, irysius said: If you really need it to be passive, maybe if you stand still for a while your magicka regen is amplified? Good idea, will be something like "When Amazon stands still, she switches her muscular energy from movement to produce more mana for spells." 14 hours ago, irysius said: Spells you cast on yourself, such as fast healing, or oakflesh, with a passive ability *could* also have a copy of that spell be cast on allies as well. Or to put it another way, player has a passive such that if they have companions, if they cast oakflesh on themselves, oakflesh is cast on every companion they have, and if they heal themselves, the same heal is applied to their companions. (hrm, now having typed that concept, I wouldn't mind trying to script that...) Too hard to implement. Have no idea how ? 12 hours ago, LillyButch said: hmmm. How about a passive that absorbs magica. Suits better for active-type buff or concentration spell. 11 hours ago, singlepurpose said: Amazonian Dominance -convert (X)% of incoming spell damage to magicka Skyrim system "absorb incoming spell for mana" works very buggy (affects even spells what you cast on yourself). So, I prefer to not deal with it. 11 hours ago, singlepurpose said: Sheer Force/Brute Strength -melee power attacks have a (X)% chance of disarming enemies on hit There is also a problem here - you can't cast two spells from different perks with "apply combat hit spell"-events. And we already have such system (pushing enemies away with power attacks). I can merge disarm and pushing spells into one spell, but... Don't see really need of this, because if enemy already pushed away - why bother with his weapon? Maybe I'll add disarm feature when you blocking incoming attack... But right now I have no idea how to make it. Or to active-type ability. Need to think about it. 11 hours ago, singlepurpose said: Potential passive ability for matriarch race: Force of Will -shouts paralyze/induce fear in affected enemies (duration based on shout cooldown length) Have no idea how to make it without changing shouts (and changing shouts is a bad idea because of conflicts). 50 minutes ago, LillyButch said: Amazonian ABSORB to add X amount of magic to your own if depleted. Sounds like "infinite magicka", lol ? 50 minutes ago, LillyButch said: Amazonian Control Mind control (X)% amount of time that pendent upon your size. Suits more for "mind-based" characters, like elves (or illithids from D&D universe). Why control something, if you can kill i? ? 53 minutes ago, LillyButch said: Force of Elements - increase magic damage with fire or (X)% element for a set amount of time It's equal to "add damage to spell". But maybe I'll add this as another buff-spell (similar to buffs from staves in my "Weapon Arts" mod). 2
LillyButch Posted January 17, 2019 Posted January 17, 2019 1 hour ago, Azazellz said: Yes this is a good idea. And more faster leveling is already here ("Knowledge" section) Suits better for active-type ability or spell. Good idea, will be something like "When Amazon stands still, she switches her muscular energy from movement to produce more mana for spells." Too hard to implement. Have no idea how ? Suits better for active-type buff or concentration spell. Skyrim system "absorb incoming spell for mana" works very buggy (affects even spells what you cast on yourself). So, I prefer to not deal with it. There is also a problem here - you can't cast two spells from different perks with "apply combat hit spell"-events. And we already have such system (pushing enemies away with power attacks). I can merge disarm and pushing spells into one spell, but... Don't see really need of this, because if enemy already pushed away - why bother with his weapon? Maybe I'll add disarm feature when you blocking incoming attack... But right now I have no idea how to make it. Or to active-type ability. Need to think about it. Have no idea how to make it without changing shouts (and changing shouts is a bad idea because of conflicts). Sounds like "infinite magicka", lol ? Suits more for "mind-based" characters, like elves (or illithids from D&D universe). Why control something, if you can kill i? ? It's equal to "add damage to spell". But maybe I'll add this as another buff-spell (similar to buffs from staves in my "Weapon Arts" mod). Good point... i'll work on the concept a bit better on the absorb or maybe something else. that Contributes to size. The elemental one, was The most thought out, one as of yet. tho so thank you for that response. and true the killing Thing makes more sense. hmmm...lots to think about
a88378438 Posted January 18, 2019 Posted January 18, 2019 19 hours ago, Azazellz said: Yes this is a good idea. And more faster leveling is already here ("Knowledge" section) Suits better for active-type ability or spell. Good idea, will be something like "When Amazon stands still, she switches her muscular energy from movement to produce more mana for spells." Too hard to implement. Have no idea how ? Suits better for active-type buff or concentration spell. Skyrim system "absorb incoming spell for mana" works very buggy (affects even spells what you cast on yourself). So, I prefer to not deal with it. There is also a problem here - you can't cast two spells from different perks with "apply combat hit spell"-events. And we already have such system (pushing enemies away with power attacks). I can merge disarm and pushing spells into one spell, but... Don't see really need of this, because if enemy already pushed away - why bother with his weapon? Maybe I'll add disarm feature when you blocking incoming attack... But right now I have no idea how to make it. Or to active-type ability. Need to think about it. Have no idea how to make it without changing shouts (and changing shouts is a bad idea because of conflicts). Sounds like "infinite magicka", lol ? Suits more for "mind-based" characters, like elves (or illithids from D&D universe). Why control something, if you can kill i? ? It's equal to "add damage to spell". But maybe I'll add this as another buff-spell (similar to buffs from staves in my "Weapon Arts" mod). Could be add some REALLY giant hits? like evey punch/hits have flying sand and rolling pebbles....? Just a little mod,or mcm to open it,because the weapon arts always have BUG,Can it be better than weapon arts ?
a88378438 Posted January 18, 2019 Posted January 18, 2019 Not a animations,normal attack have giant attack ability,i'm just hate that bug,i mean weapon arts.......so irritating
SharHyena Posted January 19, 2019 Posted January 19, 2019 I love the idea of this mod. Would it be possible if you did a Khajiit or Argonian version? Or a tutorial on converting your body to other custom races?
SharHyena Posted January 21, 2019 Posted January 21, 2019 I tried messing around swapping textures and meshes with the original mod. I'm going to figure out how to add a tail down the line. But I'm really liking the result so fat 2
Azazellz Posted January 21, 2019 Author Posted January 21, 2019 8 hours ago, SharHyena said: I tried messing around swapping textures and meshes with the original mod. Here two main problems - normal maps and textures. Fur (or scales) normal maps are very difficult to merge with muscle normal maps. Same for textures. Everything I tried to do before was of very poor quality. On your picture you used only normals for muscles, without fur. I think it's wrong - khajiits should have visible fur ?
SharHyena Posted January 21, 2019 Posted January 21, 2019 9 hours ago, Azazellz said: Here two main problems - normal maps and textures. Fur (or scales) normal maps are very difficult to merge with muscle normal maps. Same for textures. Everything I tried to do before was of very poor quality. On your picture you used only normals for muscles, without fur. I think it's wrong - khajiits should have visible fur ? I agree, I think I might try overlapping the normals. I'll post the result soon-ish Also, I haven't updated the animations yet, but does it affect just the amazon body's skeleton or all female skeletons? (If that makes sense, I'm not a modder lol)
Azazellz Posted January 21, 2019 Author Posted January 21, 2019 21 minutes ago, SharHyena said: Also, I haven't updated the animations yet, but does it affect just the amazon body's skeleton or all female skeletons? (If that makes sense, I'm not a modder lol) All animations was made for PCEA2, so it's only for player (for now).
SharHyena Posted January 21, 2019 Posted January 21, 2019 I tried about 50% overlay on it What I want to sort of go for is that maybe the fur is a bit too short 'cus of the extra muscle mass, or something. I dunno I need more sleep lol
Azazellz Posted January 21, 2019 Author Posted January 21, 2019 New "development diary" post ? Update to passive-type abilities: Spoiler Constitution Armor bonus (25-50 \ 50-100 \ 150) Magic resist (15-20 \ 5-10 \ 30) Arrows resist (25-25 \ 50-50 \ 75) Lungs (Waterbreathing) Armor weights nothing Poison resist (100%) Disease resist (100%) Stagger reduction (20-30 \ 40-60 \ 100) Fall damage reduction (85%) Knowledge More exp for race-related skills (20%) Movement Speed bonus (MCM 0-5-10-15-20) Muffle (100%) Jumps (MCM) Combat Attack speed mult (MCM 0-5-10-15-20-25) Unarmed damage (0-0 \ 20-40 \ 60) Stamina regen while standing (100%) Other (???) (Accept suggestions) Magic Magic Power Mod (25-50 \ 100)% Spell Cost Mod (20-40 \ 60)% Mana regen while standing (100%) Other (???) (Accept suggestions) And new "Power-type" abilities: Spoiler Power Within Duration for Warrior Race, sec (MCM 60-120-180-240-300), 1 per day Power Strike - push enemies on power attacks (MCM) Power Tremble - giant’s slam explosion with certain chance and push force on power attack (MCM) Block Disarm - chance to disarm attacking enemy while blocking (MCM) Sweep - on power attacks Power Charge (MCM) More armor (100-200 \ 300) More unarmed damage (30-60 \ 140) Stagger Immunity (100%) Arrows Immunity (100%) More attack speed (MCM 5-10-15-20-25) Power attacks do more damage (50%-100% \ 200%) Reduced damage from common (non-power) attacks (25%-50% \ 75%) Unlimited power attacks (stamina regen 1 per sec) Other (???) (Accept suggestions) Magic Within Duration for Adept Race, sec (MCM 60-120-180-240-300), 1 per day Magic Tremble - on elemental spell cast elemental force wave may push all enemies around caster with certain chance (MCM) Mind Drain – during combat drains mana from enemies who cast spells around player, per sec (10-20 \ 30) More magic resist (15-20 \ 30) Fire\Frost\Shock spells do more damage (50%-100% \ 200%) Incoming Fire\Frost\Shock spells do less damage (20%-30% \ 50%) Other (???) (Accept suggestions) Spirit Within (part of other “within” powers, for all races) Unrelenting Force Immunity (100%) Paralysis Immunity (100%) Fall damage immunity (100%) More Jumps (MCM) Other (???) (Accept suggestions) 1
a88378438 Posted January 23, 2019 Posted January 23, 2019 On 1/22/2019 at 6:22 AM, Azazellz said: New "development diary" post ? Update to passive-type abilities: Hide contents Constitution Armor bonus (25-50 \ 50-100 \ 150) Magic resist (15-20 \ 5-10 \ 30) Arrows resist (25-25 \ 50-50 \ 75) Lungs (Waterbreathing) Armor weights nothing Poison resist (100%) Disease resist (100%) Stagger reduction (20-30 \ 40-60 \ 100) Fall damage reduction (85%) Knowledge More exp for race-related skills (20%) Movement Speed bonus (MCM 0-5-10-15-20) Muffle (100%) Jumps (MCM) Combat Attack speed mult (MCM 0-5-10-15-20-25) Unarmed damage (0-0 \ 20-40 \ 60) Stamina regen while standing (100%) Other (???) (Accept suggestions) Magic Magic Power Mod (25-50 \ 100)% Spell Cost Mod (20-40 \ 60)% Mana regen while standing (100%) Other (???) (Accept suggestions) And new "Power-type" abilities: Hide contents Power Within Duration for Warrior Race, sec (MCM 60-120-180-240-300), 1 per day Power Strike - push enemies on power attacks (MCM) Power Tremble - giant’s slam explosion with certain chance and push force on power attack (MCM) Block Disarm - chance to disarm attacking enemy while blocking (MCM) Sweep - on power attacks Power Charge (MCM) More armor (100-200 \ 300) More unarmed damage (30-60 \ 140) Stagger Immunity (100%) Arrows Immunity (100%) More attack speed (MCM 5-10-15-20-25) Power attacks do more damage (50%-100% \ 200%) Reduced damage from common (non-power) attacks (25%-50% \ 75%) Unlimited power attacks (stamina regen 1 per sec) Other (???) (Accept suggestions) Magic Within Duration for Adept Race, sec (MCM 60-120-180-240-300), 1 per day Magic Tremble - on elemental spell cast elemental force wave may push all enemies around caster with certain chance (MCM) Mind Drain – during combat drains mana from enemies who cast spells around player, per sec (10-20 \ 30) More magic resist (15-20 \ 30) Fire\Frost\Shock spells do more damage (50%-100% \ 200%) Incoming Fire\Frost\Shock spells do less damage (20%-30% \ 50%) Other (???) (Accept suggestions) Spirit Within (part of other “within” powers, for all races) Unrelenting Force Immunity (100%) Paralysis Immunity (100%) Fall damage immunity (100%) More Jumps (MCM) Other (???) (Accept suggestions) what about my points..?
Azazellz Posted January 23, 2019 Author Posted January 23, 2019 3 hours ago, a88378438 said: what about my points..? 3 hours ago, a88378438 said: Power Tremble - giant’s slam explosion with certain chance and push force on power attack (MCM) But I will make this only if I can not fix Weapon Arts system.
a88378438 Posted January 24, 2019 Posted January 24, 2019 18 hours ago, Azazellz said: But I will make this only if I can not fix Weapon Arts system. Thanks,yes,i really want to weapon arts get fix....
a88378438 Posted January 24, 2019 Posted January 24, 2019 19 hours ago, Azazellz said: But I will make this only if I can not fix Weapon Arts system. wait wait,certain chance?i think its every heavy hits...
a88378438 Posted January 26, 2019 Posted January 26, 2019 what about this mod? Is can make charater punch become shock wave 龙拳mod,轻拳和重拳都带拳风.zip
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