[Mod Request] Enchanting: NoTimed Recharge

Post » Thu May 17, 2012 7:08 pm

If we don't hear from Pluto soon, I might try my hand at, at the very least, increasing the amount returned by the Soul Syphon perk to 100%. I've been modding since Morrowind, so I have a bit of experience with it, but I've never really done my with TESSnip, so that may prove challenging. But I suppose I need to learn at some point. =P
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Campbell
 
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Post » Thu May 17, 2012 8:17 pm

If we don't hear from Pluto soon, I might try my hand at, at the very least, increasing the amount returned by the Soul Syphon perk to 100%. I've been modding since Morrowind, so I have a bit of experience with it, but I've never really done my with TESSnip, so that may prove challenging. But I suppose I need to learn at some point. =P


You totally should! I've been getting side-tracked with various things. I may or may not get to it tonight. But I'd encourage you to try it. Trust me - I only started 9 days ago. And I'd never modded a bethesda game before in my life - at least, created a mod. All I'd ever done was use wrye bash and OBMM to get FCOM working. :P

Plus, it's a pain for me to test stuff, as my laptop doesn't really play skyrim all that well anyways. <_<
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Tha King o Geekz
 
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Post » Thu May 17, 2012 6:27 pm

You totally should! I've been getting side-tracked with various things. I may or may not get to it tonight. But I'd encourage you to try it. Trust me - I only started 9 days ago. And I'd never modded a bethesda game before in my life - at least, created a mod. All I'd ever done was use wrye bash and OBMM to get FCOM working. :P

Plus, it's a pain for me to test stuff, as my laptop doesn't really play skyrim all that well anyways. <_<

Alrighty. I definitely won't be getting to it tonight, because I need to get to sleep soon. Gotta work in the morning. :sadvaultboy: But I'll definitely give it a shot when I get home from work, tomorrow.
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Laurenn Doylee
 
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Post » Thu May 17, 2012 8:49 am

For a bit of help, go here:

http://www.gamesas.com/index.php?/topic/1286593-tutorial-making-new-smithing-recipes-pre-ck/
http://www.gamesas.com/index.php?/topic/1291344-guide-to-modding-without-the-ck-sort-of/

The first in particular is in-depth, I just wrote up a quick overview of various data.
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Rowena
 
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Post » Thu May 17, 2012 7:47 am

I took the mod from that link above and changed his 15% to 100%

http://www.2shared.com/file/akX2zKgg/SoulSiphon100.html

Should be noted: It isn't 100% recharge, its 100% of the soul value of the target creature. So, cows still give crappy amounts of recharge value but killing a mammoth would give you the recharge value of grand soul.

I'm poking around trying to find out if/how to enable it to work on humans.
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DeeD
 
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Post » Thu May 17, 2012 6:56 am

I took the mod from that link above and changed his 15% to 100%

http://www.2shared.com/file/akX2zKgg/SoulSiphon100.html

Should be noted: It isn't 100% recharge, its 100% of the soul value of the target creature. So, cows still give crappy amounts of recharge value but killing a mammoth would give you the recharge value of grand soul.

I'm poking around trying to find out if/how to enable it to work on humans.

Very nice of you. Thanks.
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Charleigh Anderson
 
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Post » Thu May 17, 2012 7:51 pm

It doesn't seem to be working. That or a mammoth is definitely not a grand soul. Killed a mammoth with my bow at 1/4 charge and it only went a tad bit passed where it started, after only 4 shots.
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Scott Clemmons
 
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Post » Thu May 17, 2012 2:52 pm

Definitely works. Originally the rate was 0.05. The person who made the mod changed it to 0.15. I changed it to 5.0, just to make sure it was the right value to change. I killed an elk and got whackloads of charges, so I turned around and changed it to 1.0(100% as opposed to 5%).
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Penny Courture
 
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Post » Thu May 17, 2012 6:34 am

Definitely works. Originally the rate was 0.05. The person who made the mod changed it to 0.15. I changed it to 5.0, just to make sure it was the right value to change. I killed an elk and got whackloads of charges, so I turned around and changed it to 1.0(100% as opposed to 5%).

Hmm.. I'm wondering if it's something about my game, then. I have another mod I just got that doesn't work, even though most of the others seem to. Also, hell, you should change it to 500% or whatever wacky high amount. The whole point of this was to never have to worry about recharging stuff. =P
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ZANEY82
 
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Post » Thu May 17, 2012 8:04 pm

Here is one for 500%. Make sure its checked in the data files in the skyrim launcher. Then go murder a deer or something with some enchanted weapon.
http://www.2shared.com/file/6DfhlMQI/SoulSiphon500.html
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Antony Holdsworth
 
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Post » Thu May 17, 2012 2:33 pm

I think my problem was not using FO3Edit, which I'm guessing you used. It properly formats the subrecords.

If you remove the CTDA (conditional) subrecord it *should* work on anything. Alternatively, change the first parameter to 331966, which should change it to the actor type of cow, which isn't even used afaik (it's not used on cows). This is the CTDA for the effect, so it'd be the last conditional in the file (the perk conditions). You should be able to right click next to the 'Perk Conditions' header and remove it - or as I said, change the parameter.

Oic - apologies, FO3Edit formats the parameters as formID's. Change it to 000510BE (or BE 10 05 00) for the cow actor type. Dragons are 00035D59 if you wanted something for that, since the ActorTypeCow isn't used, maybe it needs a used parameter. Just giving out as much info as possible. :P
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Greg Swan
 
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Post » Thu May 17, 2012 8:11 am

I'd rather just get the option of what we have now (High Damage, requires recharge) or Less Damage/No Recharge. Maybe 30%-50% damage with no recharge. I don't even bother to recharge my weapons unless it's a big fight.
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Jessie
 
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Post » Thu May 17, 2012 2:30 pm

I'd rather just get the option of what we have now (High Damage, requires recharge) or Less Damage/No Recharge. Maybe 30%-50% damage with no recharge. I don't even bother to recharge my weapons unless it's a big fight.

I'd prefer that over what was default in the game, as well. And maybe there will be a mod for that, once the CK is out. Until then, I'm just glad we have something like this.
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Alexandra walker
 
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Post » Thu May 17, 2012 8:03 pm

It's definitely not working for me. Just curious, do you know if this requires the newest steam update to work? I wouldn't have assumed so, but it was just thought, considering I reverted back to the original exe after the whole patch fiasco. I also have a mod that makes most of the general armor type's helmets invisible, which also doesn't work. As far as I can tell, those are the only 2 mods of mine that don't work.
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Joie Perez
 
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Post » Thu May 17, 2012 3:44 pm

I'd assume the only required thing would be the Soul Syphon perk.
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.X chantelle .x Smith
 
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Post » Thu May 17, 2012 7:01 am

Well, I definitely have that. I've got a fair amount of Enchanting, up to the very last perk. I'm not saying your version doesn't work in general, just to clarify. I'm just trying to figure out why it and that one other mod don't seem to want to work for me.
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WYatt REed
 
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Post » Thu May 17, 2012 9:01 pm

Hmm. How did you install the mods? Did you use the NMM? It may have placed them in the wrong place, if so. Enabled in data files? Just checking the bases so far.
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Cesar Gomez
 
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Post » Thu May 17, 2012 11:15 am

Haven't a clue. I am running the 4gb patch as well as a bunch of graphical improvements, but they should not have any impact on changing a number within a perk. Like all .esp files, they just need to be placed in the skyrim/data folder and then enabled via the launcher. :S Not sure why it isn't working.
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NO suckers In Here
 
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Post » Thu May 17, 2012 5:58 pm

Yeah... I dunno. Both that and the no showing helm mod are in my Data folder, along with all of my other mods. They're enabled, and I even checked the Users/username/AppData/Local/Skyrim folder and made sure they were on the list in the plugins.txt. Even if there was something that caused one of them not to work, I don't see what could cause both of them not to. They really don't have anything to do with one another.
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rebecca moody
 
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Post » Thu May 17, 2012 12:15 pm

I don't know if it's just that the guy worded it wrong or if this has something to do with it. But I noticed that both with the original modder's description and with yours, it says something along the lines of "100% chance to refill charge on killing blow..." where as the original perk said "Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon." It could just be that the wording is wrong and the percentage actually pertains to the amount of soul refill. I just can't think of any of other possibilities as to why it's not working for me. I found out what was wrong with the other mod, so this is the only one not working for me, now.
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Ashley Tamen
 
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Post » Thu May 17, 2012 6:43 am

I don't know if it's just that the guy worded it wrong or if this has something to do with it. But I noticed that both with the original modder's description and with yours, it says something along the lines of "100% chance to refill charge on killing blow..." where as the original perk said "Death blows to creatures, but not people, trap 5% of the victim's soul, recharging the weapon." It could just be that the wording is wrong and the percentage actually pertains to the amount of soul refill. I just can't think of any of other possibilities as to why it's not working for me. I found out what was wrong with the other mod, so this is the only one not working for me, now.
It's x% of that creature's soul value. So 500% refill would be 500% of the creature you killed's soul value. Try killing a mammoth and watch your charge level.
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saxon
 
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Post » Thu May 17, 2012 11:39 am

I know what it is, normally. That's why I was asking whether it was just worded differently or if the original modder, the one whose mod Finnick edited, actually changed the way it worked. As it is, I see the new description, but I still only get 5% of whatever creature's soul.
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Lil'.KiiDD
 
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Post » Thu May 17, 2012 3:43 pm

I know what it is, normally. That's why I was asking whether it was just worded differently or if the original modder, the one whose mod Finnick edited, actually changed the way it worked. As it is, I see the new description, but I still only get 5% of whatever creature's soul.
Perhaps a dirty mod? Try moving the ESP to last in load order. Also, try cleaning your save of any changes to the perk, then retry one. Perhaps the different changes caused some sort of glitch causing it to revert to base? Just throwing ideas out, can't know what you've already tried.
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Russell Davies
 
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Post » Thu May 17, 2012 7:54 pm

I've seen FlightyFlea around the forums, hopefully he will port/remake his Enchant Restore Over Time mod, I loved that one in Oblivion.
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matt
 
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Post » Thu May 17, 2012 8:13 pm

So, I found out what it was. I had been testing the various mods with the same enchanted bow that I had from before I got any of them. Turns out, it just didn't work with anything I had enchanted prior to actually enabling the mod. So, I just had to get another copy of the weapons I had, enchant them and voilà, it worked.
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Andrew
 
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