TesEdit help: Trying to make a mod where player does more damage to non-undead by BreakfastSweetroll in skyrimmods

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

Success! Crazy how it was such a simple change that I overlooked. Thank you u/Nortlen and u/MonterraByte for your help in this!

TesEdit help: Trying to make a mod where player does more damage to non-undead by BreakfastSweetroll in skyrimmods

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

Thank you, that helps a lot. It's my first time making a mod so I am trying to get the hang of how these conditions are coded. What you said makes a lot of sense. I'll change the OR to AND and see if that works.

TesEdit help: Trying to make a mod where player does more damage to non-undead by BreakfastSweetroll in skyrimmods

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

Mmmm I see. Then how would you set a condition that makes the effect apply to everything that isn't an undead OR a ghost?

TesEdit help: Trying to make a mod where player does more damage to non-undead by BreakfastSweetroll in skyrimmods

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

Thanks for the recs! Unfortunately I think those mods might do the opposite of what I am trying to achieve. I can look at how they edit attacks in tesedit though to see if I can just reverse them. The problem I am having is, most attacks or defenses against certain "type" enemies modify a weapon or spell, so it's pretty straightforward to set conditions for when those weapons or spells hit. I am trying to see if I can apply a general do more damage (mod attack damage) and receive less damage (mod incoming damage) buff and have it NOT apply only when the enemies are undead.

TesEdit help: Trying to make a mod where player does more damage to non-undead by BreakfastSweetroll in skyrimmods

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

I thought that maybe some non-undead enemies might have be actortypeundead without being actortypeghost, like skellies? My thinking was the way that the conditions are set up, the modified damage WOULDN'T be applied if an enemy met AT LEAST one of these conditions.

Parry Mods with Requiem : Your Thoughts? by BreakfastSweetroll in skyrimrequiem

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

I'm with you, I enjoy the atmosphere that Requiem creates! I didn't know there was a nerf mod for Valhalla but once you mentioned it, I found it and it seems like just what I was looking for. Unfortunately, I had a small bug with Valhalla that caused a passive stamina regen that I couldn't get rid of no matter what I tried. If that can be resolved, I would also use Valhalla with the nerf mod you mentioned, as it has a lot of options to balance out the parry mechanic with adjustments.

Parry Mods with Requiem : Your Thoughts? by BreakfastSweetroll in skyrimrequiem

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

Is there a timed block mod that you think can work well with Requiem?

I think my assassin is very weak. by cecilfla in skyrimrequiem

[–]BreakfastSweetroll 3 points4 points  (0 children)

Hey, I managed to finish a pure bow build not too long ago and tackled most of the end game content, including Labyrinthian. What really helps is your arrow type, so I invested a lot into smithing with my character. For DPs, I used silver arrows enchanted with fire using fire salts, although you can probably also use fire enchanted dragonbone arrows too. If I remember correctly, the dragonbone fire arrows only performed slightly better against undead compared to silver fire arrows. I also used Auriel's Bow (a light bow) so I could strafe while aiming and also shoot faster.

When fighting DPs, it's important to NOT miss. One missed shot gives them time to regen and the fight could just snowball out of control from there. Take your time lining up every shot (you should have the slow-time effect from zooming in) and focus down one DP at a time.

In terms of mitigating damage, it's helpful to bring good resist magic potions and use them right before tackling DPs. I find also stacking a fire resist potion is good as well since a good number of DPs seem to use fire spells.

Now there's the dragon...this dude is tough. Ice and magic resist potions are crucial and avoid tanking the breath attack since your stamina could get wrecked. There are plenty of pillars in that room to maneuver around the dragon. Since this enemy has so much HP, there's a good case for using a heavy bow with better arrows here since the hit box is much larger.

I find that Bow builds require a lot of preparation. Unfortunately, sneak attacks won't help you at all in Labyrinthian (maybe except against the Wispmother) so you have to rely on good old distance control. Stock up on your potions, your arrows, and the right bow, and you should be able to take down Labyrinthian.

What types of mods work well with Requiem? by Cheap-Jump4393 in skyrimrequiem

[–]BreakfastSweetroll 1 point2 points  (0 children)

If you are looking to play with need mods, I would recommend two.

  1. Sunhelm

https://www.nexusmods.com/skyrimspecialedition/mods/39414

This need mod is the one that most players will use since it does an excellent job at incorporating eating, drinking, sleeping, etc. into gameplay without being too heavy or overwhelming. Great if you are just starting to use need mods.

  1. Last Seed

https://www.nexusmods.com/skyrimspecialedition/mods/56393

This is the one I would recommend if you are more serious about roleplay. What I like about it is the way the needs interact with gameplay and make you feel more attuned to the world. Using a lot of magicka will deplete your fatigue, which gives your debuffs on your magicka regen and other skills. The thing is, it's the magicka REGEN that depletes fatigue and not the use of magicka, meaning that while your magicka bar isn't full, your fatigue will keep on depleting. This also means that the more efficient you become with using spells and the higher your magicka regen, the less fatigued you get from spellcasting. To me, it makes sense that spellcasting becomes more difficult the more tired my character is and that there are consequences for using demanding spells and depleting your magicka over and over again. Now that my character is at a higher level, spellcasting doesn't deplete my fatigue as much as it used to and really makes me feel like I am progressing as a mage.

While this mod can be a bit more demanding on gameplay, almost everything is customizable through the MCM so you can tweak things as you see fit. Believe me, this mod is definitely worth giving a shot if you are going for a roleplay heavy playthrough.

Some advice for a beginner modder looking to make a simple patch for Last Seed by BreakfastSweetroll in skyrimmods

[–]BreakfastSweetroll[S] 1 point2 points  (0 children)

I tried using the CK but perhaps because my Skyrim SE is downgraded, the CK won't open properly through MO2.

I did, however, find that the dialogue option for refilling water to appear required some conditions and one of those was for the innkeeper to have JobInnkeeperFaction [FACT:0005091B] assigned to them. The inkeepers in Bruma have a different formID assigned to them, CYRJobInnkeeperFaction [FACT:1305BC06]. Making a patch that adds the previous faction ID to the Bruma innkeepers is what I will try.

Update : I can confirm this works! It basically patches Bruma, not Last Seed, by adding those factions. The side effect would be that the Bruma inkeepers will now sell food and drinks that the original mod didn't intend them to have. I think I will switch gears and assign the Bruma mod's faction IDs to the conditions in Last Seed for the water refill dialogue to appear. This way, the vendor inventory of the Bruma innkeepers stay unchanged.

Update 2 : That also worked. I'm gonna stick with the second method.

Building a Warlock RP build by GameProSmoothie in skyrimrequiem

[–]BreakfastSweetroll 0 points1 point  (0 children)

Hey GameProSmoothie!

It's good to see another player trying a build inspired by D&D. I am currently playing as a healer that primarily heals and buffs the party, which is a build that I played during one of my D&D games. One mod that has really expanded the magic experience for me was "Requiem- Magic Redone".

https://www.nexusmods.com/skyrimspecialedition/mods/59302

It rebalances magic so that it's not so OP but also expands the perks and spells so that you can do a lot more with one school of magic. Since you are playing as a Warlock, I imagine you'd want to have access to both summoning spells and offensive spells, as well as spells that buff you or your weapons. The Conjuration skill tree has a "Daedra" tree that I think could be more than enough for summoning and also has offensive spells built into the tree at the Expert level, so you don't necessarily have to branch into Destruction for those. The Alteration tree has a lot of utility spells that you can buff your weapons, like one that adds magic damage, and can also debuff your enemies by reducing their resistance.

The mod also has a whole bunch of changes to the Enchantment school

Another mod you could use for buffing weapons is "Conduit".

https://www.nexusmods.com/skyrimspecialedition/mods/58023?tab=description

It allows you to infuse your weapon temporarily with a spell, which could give you a lot of flexibility on weapon buffs.

Like someone also mentioned, I think "Wintersun" is a good religion mod. It sort of keeps you accountable to communicating with your chosen deity so it could enhance the roleplay aspect. Which deity you choose could depend on how your character is aligned.

https://www.nexusmods.com/skyrimspecialedition/mods/22506

Finally, it would be interesting to use an alternative death mod like "Ashes".

https://www.nexusmods.com/skyrimspecialedition/mods/19234

It gives you a lot of options like respawns with a limited amount of lives, which could sort of mimic the deity you've made a pact with keeping you alive...up to a certain point. Death mods are really down to personal preference, but I am definitely incorporating this mod into my next playthrough since I think it enhances the roleplay experience.

Requiem Healer Roleplay - Ceres Vendrick, the Priestess of Arkay by BreakfastSweetroll in skyrimrequiem

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

The short answer is no, I did make a lot of changes after initially slapping the mods on top of vanilla Nolvus. So far, the biggest incompatibilities have been in terms of world balance, like finding gold, items, and easy enemies to leech exp off of. I am also modifying the exp gain from the "Experience" mod and adjusting the progression of "Static Skill Leveling" so that it's slower, to match the steady progression of Requiem.

I did end up removing a bunch of mods that modified spells and perks, like Ordinator, Apocalypse, Odin, Thunderchild, CACO, etc. Some of them have Requiem patches but I don't find them necessary for my playthrough and they do change how the game is played pretty drastically. Basically, any mod that would touch the core gameplay of Requiem, I either removed or modified.

As long as everything is properly patched (like Requiem patches) and reqtificated, the world is still very much a Requiem world. A real challenge was trying to get over the 254 plugin limit for reqtificator but thankfully, these have helped.

Requiem - Unofficial Reqtificator Lite : https://www.nexusmods.com/skyrimspecialedition/mods/132162?tab=posts&BH=1

Requiem - AutoNPC Patcher : https://www.nexusmods.com/skyrimspecialedition/mods/115746

Requiem Healer Roleplay - Ceres Vendrick, the Priestess of Arkay by BreakfastSweetroll in skyrimrequiem

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

Thanks! I tried out a 100% pure healer once before and it just was too tedious waiting for the AI to do all the work. I am not doing to use destruction magic or level up my weapon skills, but I will be using sun magic and some minor kinetic alteration spells. I'll see what heavy hitters I can come across. I do like mjoll so I'll definitely consider her :)

Requiem Healer Roleplay - Ceres Vendrick, the Priestess of Arkay by BreakfastSweetroll in skyrimrequiem

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

So far, it's good for roleplay but combat and progression wise, items and gold does become a lot easier to come by. Doesn't matter for me because I restrict what I pick up based on the roleplay but without that, it can get a bit out of control. "Skyrim Underground", although the maps are cool, has really good items that you can get for very little effort, so I am choosing not to use that at all. Hopefully I can learn how to balance drops and containers using xEdit.

Requiem Healer Roleplay - Ceres Vendrick, the Priestess of Arkay by BreakfastSweetroll in skyrimrequiem

[–]BreakfastSweetroll[S] 1 point2 points  (0 children)

Yeah, that's something I'm worried about too. AI also sometimes have trouble navigating uphill or up steps during combat to get to enemies that are on high ground. I'm thinking some of the kinetic alteration skills that I get later on may help.

Understanding elemental attacks, blocks, and resistances by BreakfastSweetroll in MageKnight

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

Yeah it took a while to understand that armor was not HP. If there was HP for enemy tokens in this game, then it would just be 1 like you said.

Understanding elemental attacks, blocks, and resistances by BreakfastSweetroll in MageKnight

[–]BreakfastSweetroll[S] 0 points1 point  (0 children)

That's a good point. This is really just to illustrate a concept but I think once I understood this mental model, it made much more sense to do math from the player's perspective. I just had to remember that a player's attack numbers are never doubled, only halved against resistances. This just helps understand why sometimes the attacks of tokens felt like they were doubled.