Jump to content

Photo

[REL/ WIP] Auto-cast Racial Powers

Race Autocast Power

  • Please log in to reply
36 replies to this topic

#1
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK

Auto-Cast Racial Powers Version 3
Build Changes
This build fixes multiple issues introduced with the latest patches (and Dawnguard). It also makes some slight balance changes in light of feedback provided. These changes will be noted in brackets below.
Known Bugs:
When loading a save of a character you are currently playing on, the powers break. (This will mostly occur when you die in game). In this circumstance, all you need to do is return to the main menu and re-load the game.
It is an annoying bug, however it appears to be a fault with the creation kit itself, and as of yet, I have found no workaround.

What Does it Do?
This mod will Re-vamp the racial powers to bring them back into your game play experience.

1. All racial powers now auto-cast in situations where your character needs them.
2. Additionally, these new Auto-cast racial powers will activate for NPC’s, both enemy and friendly, making fights much more interesting and adding a new element to prioritizing targets in larger fights!
3. All Racial powers have had their cool down periods reduced to 3 in game hours.

Powers in Detail:


Altmer: Highborn power will now have a 40% (Down from 60%) chance to activate on each spell cast when Magicka reaches 20% (down from 40%) or below.
Argonian: Histskin power will now have a 40% chance to activate when hit by an aggressor when Health reaches 50% below.
Bosmer: Command Animal will now have a 25% (up from 10%) chance to activate when hit by a Beast.
Breton: Dragonskin will now have a 10% (Down from 25%) chance to activate when hit by an enemy spell.
Dunmer: Ancesters Wrath will now have a 10% chance to activate when hit by an aggressor when Health reaches 60% or below.
Imperial: Voice of the Emperor will now have a 10% chance to activate when hit by an NPC.
Kajiit: Nighteye is now a toggled ability. This change also applies to Werewolf and Vampire equivalents.
Nord: Battle Cry will now have a 10% chance to activate when hit by an aggressor when Health reaches 40% (Down from 70%) or below.
Orc: Berserker Rage will now have a 10% (Down from 25%) chance to activate when hit by an aggressor when Health reaches 50% (Down from 60%) or below.
Redguard: Adrenaline Rush will now have a 25% chance to activate when hit by an aggressor when Stamina reaches 25% or below and Health is at 80% or below.



NPC Re-works:
Most of the racial powers worked fine for both the player and the NPC, however a few needed to be changed so that they worked better with NPC characters.



Bosmer: The NPC version of this ability uses the Animal Charm spell used by Spriggans.
Imperial: The NPC version of this ability will cast Oakflesh.
Nord: The NPC version of this ability will cast a Frostcloak.
Orc: The NPC version of this ability will just be a Damage increase.
Other: Redguard, High elf and Argonian abilities needed some slight adjustment to work and may be a little weaker/stronger than the originals.

Useful Links:
Steam Workshop
Note: I no longer support the Steam Workshop.
Bethesda Forum post
Skyrim Nexus: English
Skyrim Nexus: Italian
Note: The Italian version is currently version 2.
Want to see your language here? PM me!


Download Instructions:
Full instructions can be found on the Readme.

Version Information:
Known Issues: See above
Italian Credit: SimonRiver
Special Thanks: Xetrill

Edited by thesniperdevil, 20 August 2012 - 05:10 PM.


#2
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
Enjoy folks :) If any issues are encountered chuck them here, hopefully there wont be (m)any though! :D

#3
griz024

griz024
  • Members
  • Pip
  • Curate
  • Joined: 22-May 10
  • 907 posts
Sounds interesting. I never really use powers myself as i always want to save them for that mythical "harder battle" down the road.

Quick question: you mentioned that if you have a mod that alters racial powers your mod will use that ability. Would that be still be true for a mod that changes the dark elf power to summoning an ancestoral ghost instead of the fire cloak?

#4
Strategy Master

Strategy Master
  • Members
  • PipPipPip
  • Diviner
  • Joined: 16-April 06
  • 2157 posts
  • Location:Fereldan
Now thats a great way to get powers to be used rather than forgotten :) I will have to try this out.

#5
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
griz, it depends on how the other mod implemented that change. In skyrim, racial powers have a heirachy.

Race >(is assinged a )> Power > (which calls an) > Effect.

If the other mod has edited the "Effect" used by vanilla, then it will be compatible with my mod. If however, they have repalced the vanilla effect with a custom one, then it will not.
For reference sake the heirachy used in my mod is as follow.

Race > (is assigned an) > ability >(which calls a)> Script effect > (which calls a) > Spell > (which calls the ) > vanilla effect.

#6
griz024

griz024
  • Members
  • Pip
  • Curate
  • Joined: 22-May 10
  • 907 posts
Sounds interesting. I never really use powers myself as i always want to save them for that mythical "harder battle" down the road.

Quick question: you mentioned that if you have a mod that alters racial powers your mod will use that ability. Would that be still be true for a mod that changes the dark elf power to summoning an ancestoral ghost instead of the fire cloak?

#7
evilgiraffe

evilgiraffe
  • Members
  • PipPip
  • Disciple
  • Joined: 24-November 10
  • 1637 posts
  • Location:Oxford, England

Sounds interesting. I never really use powers myself as i always want to save them for that mythical "harder battle" down the road.

Quick question: you mentioned that if you have a mod that alters racial powers your mod will use that ability. Would that be still be true for a mod that changes the dark elf power to summoning an ancestoral ghost instead of the fire cloak?

You already asked that...
Sounds good, I always seemed to save my power just in case, and never use it, so I'll need this mod!
A slight tweak on griz's question: If another mod has removed the flame cloak power, and "replaced" it with a power with a different ID, does that mean there will be no power for your mod to activate, and as such it will only affect other races? Or will it cause a crash? (I'd check that myself but I have work I should be doing...)

#8
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
I am currently working on my next version, and it should be set up to be more compatible with other mods.
It should follow this set up:
VanillaPower > modEffect >modspell>vanillaEffect

If another mod just EDITS the final vanilla effect, it should be compatible. But if it makes changes to the vanilla power, or removes them from a race- then it wont.

Example: Another mod changes dark elf power to summon a ghost.
If they went into the editor and changed the "PowerDarkElfFireCloakFFSelf" effect so that it summoned a ghost instead of doing the cloak, then it *should* be compatible with my mod.

If however they change the "PowerDarkElfFlameCloak" power in any way (such as changing the effect it calls) or change the dark elf race in any way, then it is likely to clash. Depending on load order, all that will happen is that one mod's changes will overwrite the other (so no autocasts at all, or no ghost)

#9
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
Also, new version will work on a toggle nighteye ability to give some kitty representation (maybe an autocast when away from lightsources, but I doubt this is viable).

As well as optimised scripts and hopefuly a fix with some NPC powers not casting properly.

#10
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
Bumping the new version :) sleep time for me!

#11
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
I am again, bumping this thread. New version which should be totaly ready for public consumption :) its been a long and windy road but I think I made it :D

auto cast powers for you and for NPC's; wont affect brawls; should be nice and clean and compatible with some other race mods. Its all in once neat package. lots of resources for modders to see how I achived this too :)

spread the word :D spread the love, more hits the better :D

#12
evilgiraffe

evilgiraffe
  • Members
  • PipPip
  • Disciple
  • Joined: 24-November 10
  • 1637 posts
  • Location:Oxford, England
Don't call it a bump, you're legitimately posting a new update! I'd been looking for this, thanks!
I found your nexus link through the steam page, but you might want to put the nexus one on the first post (steam isn't an alternative if it's the only option visible! :P )

#13
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
ohh, good shout! I put the wrong link in the first post, not too great to point people to the topic they are already in! :biggrin: I'll stick the nexus link up!

also- now that the mod itself seems to be all good, if anyone would like to assist me with giving it a facelift I would appreciate it!

Be great to have a nice logo and video showcasing the stuff! Perhaps someone can re-format the descriptions/readme and credits etc to look more professional/ presentable too.

I am not very good at this type of thing :(

Edited by thesniperdevil, 28 March 2012 - 05:26 AM.


#14
Kieslev

Kieslev
  • Members
  • Initiate
  • Joined: 06-February 12
  • 93 posts
this sounds awesome, defenately downloading asap. ...now i just wished i could get Thuumic launcher to work.

#15
Stormchild

Stormchild
  • Members
  • Adept
  • Joined: 27-March 06
  • 388 posts
  • Location:exactly where I was 0 seconds ago.
Great !
I for one like a bit more flow in my combat and a bit less "open-(fav)menu-change-spell/wep/shout/power-close-menu-use-reopen-menu..." etc. Without needing too many hotkeys.

That's why I use the thuu'mic shouter so I call my shouts without a menu.
That's why I'll use your mod so my racials are also used because otherwise I forget them anyway.

So I can focus on my swordplay, my spells, while shouting in my mic and letting my racial power kick in for that extra help !

Can't wait to try. Thanks for this !

Edited by Stormchild, 29 March 2012 - 06:42 AM.


#16
dudster

dudster
  • Members
  • Adept
  • Joined: 20-April 11
  • 235 posts
  • Location:Trondheim, Norway
I've been using this on a new character and it's an awesome mod :)

One thing though I've seen certain animals getting a spell (racial power?) on them during combat? I can't remember exactly what sorry but it was something stupid like a mudcrab or wolf? I think a bear got it once as well...

#17
Stormchild

Stormchild
  • Members
  • Adept
  • Joined: 27-March 06
  • 388 posts
  • Location:exactly where I was 0 seconds ago.

I've been using this on a new character and it's an awesome mod :) One thing though I've seen certain animals getting a spell (racial power?) on them during combat? I can't remember exactly what sorry but it was something stupid like a mudcrab or wolf? I think a bear got it once as well...


Are you playing a bosmer perhaps ? And when they hit you, there is a chance to trigger a command spell on the m or something ? (just wondering)

#18
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
good news :) and yeah Dudster, if a woodelf NPC or a woodelf player are hit, they will affect beasts that are aroudn them. If you are attacking NPC Bosmer (woodelves), they may cast the spriggan power (which makes nearby wild animals ally with them as well as making them invisible). If beasts are attaking you (as a bosmer) then there is a chance that the racial will cast (and acts exactly as the vanilla spell works).

#19
dudster

dudster
  • Members
  • Adept
  • Joined: 20-April 11
  • 235 posts
  • Location:Trondheim, Norway
Yeah my character is a Bosmer, I knew what racial power it had but stupidly I never made the connection. I guess because my health is low when it happens I've been too busy fighting for my life to notice :s

#20
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
And that is why I made this mod, let the powers take care of themselves, you just stay alive! :D

#21
Psymon

Psymon
  • Members
  • PipPipPipPipPip
  • Patriarch
  • Joined: 11-November 08
  • 12448 posts
  • Location:California
Great idea!

This looks innovative and now these abilities are on the table again.

#22
Jester814

Jester814
  • Members
  • PipPip
  • Disciple
  • Joined: 27-October 03
  • 1217 posts
So for imperials, instead of calming all nearby NPCs, it gives you oakflesh? I like this, being a melee character, and never ever using my racial. :smile:

How long does it last?

Edited by Jester814, 30 March 2012 - 02:34 PM.


#23
wiz0floyd

wiz0floyd
  • Members
  • PipPipPipPip
  • Master
  • Joined: 22-April 06
  • 9143 posts
  • Location:Bassland, Maryland

So for imperials, instead of calming all nearby NPCs, it gives you oakflesh? I like this, being a melee character, and never ever using my racial. :smile:

How long does it last?

oakflesh is only for NPC imperials.

#24
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK

oakflesh is only for NPC imperials.


yeah this is correct :) The voice of power ability is actualy usefull, I play an imperial and whenever I am getting mobbed by bandits this ability quickly becomes a lifesaver!

#25
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
--------update-------
This mod needs a face lift! If anyone out there would like to help me publicise this mod, with nice logo's, video compositions of in game footage as well as having a better layout for descriptions etc, please let me know! An italian version is in the works and I still welcome otehr language translations!
-------------------------

#26
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
And an italian version has been released :D
http://skyrim.nexusm...le.php?id=14370

Still looking for assitance in pimping this mods page as well as any other translations! :D

#27
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
This is a last bump of this thread, over the weekend I will likely create a new one with a better title that fits the standard of othr mod threads here :)e

#28
Illius

Illius
  • Members
  • PipPipPip
  • Diviner
  • Joined: 24-January 07
  • 4639 posts
  • Location:Netherlands

This is a last bump of this thread, over the weekend I will likely create a new one with a better title that fits the standard of othr mod threads here :)e


No need to make a new relz thread, just ask a moderator to change the title of this thread to what you want it to be. :)

#29
thesniperdevil

thesniperdevil
  • Members
  • Adept
  • Joined: 08-January 12
  • 285 posts
  • Location:UK
How do I go about cntacting a moderator for this reason? I am not sure what the correct channels to do this are.

#30
Illius

Illius
  • Members
  • PipPipPip
  • Diviner
  • Joined: 24-January 07
  • 4639 posts
  • Location:Netherlands

How do I go about cntacting a moderator for this reason? I am not sure what the correct channels to do this are.


Well i guess the quickest way would be to use the report button. Explain in the message that you want your Thread title changed, and then mention the new thread title. :smile:

Or you could contact one of the moderators with a personal message.

Edited by Illius, 19 April 2012 - 01:07 PM.



1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users