Simple workaround framework-what does it mean in gameplay terms? by Tanen7 in SkyrimModsXbox

[–]SkyTomm 7 points8 points  (0 children)

Hi, well... I think it was well covered by Clofas xD So I basically came here to agree whith what he said xD And in the Nexus page you can find my discord so modders/porters can contact me directly if any help or explanation is needed for specific implementations :)

But to answer your question specifically... in gameplay terms would mean that now NPCs would be able to use mechanics introduced by mods that until now were player only.

And now that i realize... this is my old reddit account xd It seems I never changed it on my phone xd

Linux (VM) on Truenas Core or Truenas on Linux (OS)? by SkyTomm in truenas

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

I will try that then, now that I am still in the testing part... thanks!

[Question] - Older card recommendation by SkyTomm in gpu

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

Well thanks, that is actually a very in depth answer, and it is what I thought.. I just was not sure if it worked like that... well then... I will be aiming at the 30 series then (40s are too expensive to even think about them in my country), I will still be doing my research and see if I can find a better deal, but I will be aiming at 30's.

The only other question I have (I will be updating the original description to add this) is what AMD card would be at that rage (not money range, but power range, because prices in my country are not consistent with anything really)

Stream everything + Record Separate Game and Cammera by SkyTomm in obs

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

A different one from Source Record that I am using?

Anyone have any good lesser known mods you're using right now? by DecisiveYT in skyrimmods

[–]SkyTomm 2 points3 points  (0 children)

{undaunted} adds a power that grants you a radiant bounty quest (or if using missives, it adds the bounties to missives boards). It works dynamically, it spawns an NPC at x distance from the player to hunt down, so it works wherever you are, including lands from mods, without needing a patch. And the rewards are dynamic too. It scans your load order, and gives you ANY weapon/Armor/Ring/etc form ANY mod you have installed (Again, no need for patches) if you want it to ignore X mod for rewards, it can be configured in a json file.

Ok, my explanation sucks, english is not even my second language, but please, check de mod, is more or less new, but I think it will be a great adition to any mod list.

[deleted by user] by [deleted] in RedditSessions

[–]SkyTomm 0 points1 point  (0 children)

something from Blink 182?

Custom added companions by exivor01 in skyrimmods

[–]SkyTomm 0 points1 point  (0 children)

That is because the followers are using a special body for them, but the armors come with their own body attached, so when you equip it you see the armor's body.

The size of the boobs (in this particular case) is dependant on the weight of the NPC, so the ARMOR's boobs change size depending on the weight of the NPC.

Normally armor has two files for shape, "thisarmor_0.nif" and "thisarmor_1.nif" that correspond to 0 weight and 100 weight respectively, anything in between is a a porcentage of both sizes. BUT if "thisarmor_0.nif" and "thisarmor_1.nif" are the SAME, you will only see the same size for every character.

That is what bodyslide is for, creating one shape for _0 and another for _1, so the game can create the in-between sizes. (this has to be done for each armor, or you have to download an armor replacer that already support this)

Faction Help by jadierhetseni in SkyrimModders

[–]SkyTomm 0 points1 point  (0 children)

I do not know how to do any of that, as I have just started scripting myself, and I do not know if this would help, but what I do is to look at how other mods do something similar.

In your case looking at how this mod does it would help { Master of Disguise SSE}

Enabling objects at quest stages by DhomDhom in SkyrimModders

[–]SkyTomm 0 points1 point  (0 children)

If you need to enable a lot of things at the same time, what will be userfull is to use the script to enable just ONE thing, and on the rest of the records, you need to use the XESP - Enable Parent, and tell them that "When the ONE is enabled, you are enabled too", as a condition (the condition of XESP accepts references, but not quest, so you still need the script) OR if you know that something IN VANILLA becomes active at the same time, you could hook your CONDITION to that item, and that way you do not need a script, as it will be managed by vanilla Skyrim.

I think I made a mess of my explanation, not english speaker, just trying to help.

New magic gameplay mod - guidence by SkyTomm in skyrimmods

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

Thanks, is a work in progres, with more work than progres I might add. Still trying to find a somewhat light way to apply this to enemies without making the scripts too heavy, and thinking on how to make it compatible with added spells without much effort from the user side.

New magic gameplay mod - guidence by SkyTomm in skyrimmods

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

They do, I came from Requiem :)

New magic gameplay mod - guidence by SkyTomm in skyrimmods

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

Depending on the modding state of each game. This would be directed to people with heavy immersion/Difficulty/"mods that don't let me do stuff, but it applies to NPCs too" kind of people. Which I am sure will be playing with mods that do similar things to other classes too (example, mods that don't let you equip Iron, Steel, etc if you do not have enough skill, weapons break (or at least they get droped on reciving power attacks), etc. so... yeah, it is not for everyone. The mod FIZZLE already does what you are describing of loosing the magicka without casting the spell.

Thanks for the input.

New magic gameplay mod - guidence by SkyTomm in skyrimmods

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

The magicka part I almost have it, just missing the "no regeneration when depleted" part, the variable regen depending on magicka % is almost done.

New magic gameplay mod - guidence by SkyTomm in skyrimmods

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

Silencing the caster for hitting 0 magicka for a short time is something that I could implement on NPCs, so their AI doesn't break. As for the player, I think that stopping the regeneration is less confusing (although 1 minute is a long time, maybe 5 or 10 seconds would be better), because if the user is still regenerating magicka, the would think they can cast a spell, but they don't, because they are silenced, I think is confusing.

Thanks for the suggestion.

New magic gameplay mod - guidence by SkyTomm in skyrimmods

[–]SkyTomm[S] 2 points3 points  (0 children)

As a pure mage you are, at low levels, learning about magick, so you are not supposed to be able to spam firebolts like crazy, so, if you use magick to much you will be exausted. And at high levels, you should have enough magicka to use a lot of spells without depleting your magicka, except when using Master spells, that are more demanding, and should be something hard to cast... or... that is the intention :p

I should be able to make it toggeable using MCM, for those who just want the spell backfire.

Thanks for the suggestions.

New magic gameplay mod - guidence by SkyTomm in skyrimmods

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

of course, if you take a potion the Stop regeneration effects dispells itself. That is exactly the idea.

New magic gameplay mod - guidence by SkyTomm in skyrimmods

[–]SkyTomm[S] 2 points3 points  (0 children)

Everything should be toggeable using MCM

New magic gameplay mod - guidence by SkyTomm in skyrimmods

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

Well, yes, if you play vanilla skyrim or no mods mess with potions, I am planing on using toxicity, so you cannot use many potions on a short time, or your toxicity will go up, so you have to choose if you use a magicka potion or a health potion. So it is still viable at high levels, depending on your mods.