[RELz] The Revenge of Colette: Powers & Spells for Disce

Post » Tue Jun 26, 2012 5:07 pm

Ladies and Gentlebeings - welcome to v3.1, the single largest update to this mod yet! Holy crap I've been busy!
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Solina971
 
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Post » Tue Jun 26, 2012 3:56 pm

Ladies and Gentlebeings - welcome to v3.1, the single largest update to this mod yet! Holy crap I've been busy!
You put a lot of work into this and it shows. This is one everyone should try because it is not the usual generic magic mod. Keep up the great work and looking forward to your next update! :biggrin:
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Mr.Broom30
 
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Post » Tue Jun 26, 2012 3:51 pm

Alright, I'm running some tests right now, but if I get everything properly in hand, Destruction's going to be put off just a wee bit longer in favor of finishing Warrior's Revenge. I have some -really- good ideas that I think I just figured out how to make feasible. :D
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Dragonz Dancer
 
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Post » Tue Jun 26, 2012 11:03 pm

Is it intentional that spectral hounds camera view is extremely low, almost "underground"? Love idea of that spell, but i couldnt get the camera working properly. When i ran into some stone and rotated camera it sometimes zoomed out and i could actually see the hound itself, not just its front legs.
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Kirsty Wood
 
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Post » Tue Jun 26, 2012 5:16 pm

It should not be doing that. Is the ColettesRevenge.bsa file in the data folder correctly? Odd question, I know, but I double-checked the most recent BSA archive and it should have the proper skeleton loaded with the fixes.
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Nice one
 
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Post » Tue Jun 26, 2012 12:36 pm

That camera too low thingy happened to me too, especially disappointing since I tried out the mod only because of that spell. Doesn't help the fact that my saves are corrupted to hell and back though. Anyway, good ideas, I'll be sure to include the mod in my next playthrough, when Dawnguard launches.
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Bonnie Clyde
 
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Post » Wed Jun 27, 2012 12:52 am

That is disconcerting. When did that happen, Illuminati? Around v2, or in the last week?

The camera continues to work fine on my version here, so I need to pinpoint what the issue is.
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Samantha Wood
 
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Post » Wed Jun 27, 2012 1:33 am

Well it happened I believe a few days ago but don't take my word for it. My save's as unstable as they get and I didn't really bother to sort out the load order.

Version 3.0 says NMM. I tried searching for mod conflicts the old fashioned way but now, when I turn into the hound, I have the effect when a vampire goes out into the sun, that reddish thing everywhere, permanently on my screen.

Tried without mods as well, same effect, same low camera, like I'm watching everything from below the model. Something's wrong here but I think it has to do with my install.

Sorry I can't be of more help but my Skyrim is so messed up, I cba to fix it. I'm just gonna start over fresh when Dawnguard arrives.
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CHangohh BOyy
 
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Post » Wed Jun 27, 2012 1:32 am

No, that's two reports. I've got to figure out what's going on here. I'll get right on that today.
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Allison Sizemore
 
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Post » Tue Jun 26, 2012 6:18 pm

Right, I'm loading just from my BSA and it's working fine for me. I think I'm going to need some help pinpointing this. Could either or both of you post your lists of mods?
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Laura Hicks
 
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Post » Wed Jun 27, 2012 3:42 am

havent tried it with skyrim 1.6 yet. i will post my mods, hopefully later today.
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Baby K(:
 
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Post » Wed Jun 27, 2012 2:05 am

Thanks. I'm pretty sure it's a mod conflict based on some tests I had other people run, so I'd like to figure out what it is.

Appreciate it. :)
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Manuela Ribeiro Pereira
 
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Post » Wed Jun 27, 2012 3:13 am

This mod needs more attention. It ticks all the boxes, and still only has 800 and something DL's on nexus. Compared to almost 9.5k views.
:(
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quinnnn
 
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Post » Tue Jun 26, 2012 1:43 pm

Sounds wonderful! Hadn't stumbled across this until now, but very unique and contains some fab ideas! Keep up the great work - I'll be downloading it in a bit for a dabble. :tops:
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carla
 
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Post » Wed Jun 27, 2012 1:21 am

This mod needs more attention. It ticks all the boxes, and still only has 800 and something DL's on nexus. Compared to almost 9.5k views.
:(

You have no idea how gratifying this is for me to see from someone who I am not throwing my hands up in frustration at.

While coding/flowcharting, I pretty much refresh the Reddit, Nexus, Steam Workshop, GameBanana, TES Alliance pages for this mod every 30 minutes. Praying I'll get any sort of commentary - even criticism. Ready to jump on it, react, make the mod better accordingly. I'm in the middle of dead time because I'm waiting to go to law school atm, so I'm coding or flowcharting around 10 to 16 hours a day. I get nearly no comments, I'm worried my threads here are going to get locked because of the number of consecutive posts I make, I randomly get downvoted on Reddit and Steam Workshop without explanation, not a single download on TES Alliance...

It makes me pretty much want to just bang my head against a wall and go, "Why do I even bother?" with a combination of, "Do I seriously just really tick people off or something?" and "Maybe I am completely terrible and just self-deluded."
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jess hughes
 
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Post » Wed Jun 27, 2012 2:21 am

Oh, don't bang your head. I bet the stance release will be the push to get your mod off the ground. :biggrin:



EDIT:
Oh cool! You added an attack for the hound!!!
Well, it's a very small damage, still... :D
Also, I haven't encountered the camera problem, it works fine for me.
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Kyra
 
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Post » Tue Jun 26, 2012 2:38 pm

@ AstralFire

I've been following your mod with much interest. I haven't downloaded it yet because I see you're still updating it.

Some comments just based on the description provided here and at the nexus:

In your "warrior's revenge" I miss some anti-mage powers/spells since warriors typically have more trouble against mages than against other warriors. Examples: a cloak powers that protects against fire/shock/frost. A rune-like power that depletes an opponent's magicka upon contact.

I'd also like to ask clarification on the power 'Inner Serenity'. You say that we can 'anticipate an attack and parry it with increased speed'. How do you implement that? With a slow time effect similar to the perk 'quick reflexes'? You also say we 'become invulnerable'. Does that mean that even if we get hit we take no damage? If so, why bothering parrying the attack in the first place?

About 'Colette's revenge', some feedback on the 'mirror ward' spell: with this spell, you're basically adding a new gameplay mechanic to the game that -in my opinion- can make duels between mages much more involving. That's why I would like to suggest that:
1) this spell was a one-handed spell (so that you can both attack and defend in a duel)
2) this spell was an adept spell (if it is a master spell, people wait too much to discover this new fun mechanic)
3) this spell was added to opponent mages (so that you can have this mage duels)

Finally, I'd like to suggest a new game mechanic suitable for spellsword characters: if you have a melee weapon in one hand and a spell in the other, by clicking both mouse buttons simultaneosly the weapon is temporaily enchanted with the spell you have equipped. It would be some sort of 'on-the-fly enchanting'. There was one oblivion mod that did this and it was pretty fun. Could it perhaps be added as a power?

And that would be it. Suggestions aside let me congratulate you on this mod you're creating. It is innovative, it is well thought-out and it seems a lot of fun. Please continue it!
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JaNnatul Naimah
 
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Post » Wed Jun 27, 2012 4:06 am

@ AstralFire

I've been following your mod with much interest. I haven't downloaded it yet because I see you're still updating it.

Some comments just based on the description provided here and at the nexus:

In your "warrior's revenge" I miss some anti-mage powers/spells since warriors typically have more trouble against mages than against other warriors. Examples: a cloak powers that protects against fire/shock/frost. A rune-like power that depletes an opponent's magicka upon contact.

I'd also like to ask clarification on the power 'Inner Serenity'. You say that we can 'anticipate an attack and parry it with increased speed'. How do you implement that? With a slow time effect similar to the perk 'quick reflexes'? You also say we 'become invulnerable'. Does that mean that even if we get hit we take no damage? If so, why bothering parrying the attack in the first place?

About 'Colette's revenge', some feedback on the 'mirror ward' spell: with this spell, you're basically adding a new gameplay mechanic to the game that -in my opinion- can make duels between mages much more involving. That's why I would like to suggest that:
1) this spell was a one-handed spell (so that you can both attack and defend in a duel)
2) this spell was an adept spell (if it is a master spell, people wait too much to discover this new fun mechanic)
3) this spell was added to opponent mages (so that you can have this mage duels)

Finally, I'd like to suggest a new game mechanic suitable for spellsword characters: if you have a melee weapon in one hand and a spell in the other, by clicking both mouse buttons simultaneosly the weapon is temporaily enchanted with the spell you have equipped. It would be some sort of 'on-the-fly enchanting'. There was one oblivion mod that did this and it was pretty fun. Could it perhaps be added as a power?

And that would be it. Suggestions aside let me congratulate you on this mod you're creating. It is innovative, it is well thought-out and it seems a lot of fun. Please continue it!

Bonjour! I do appreciate feedback! :D

1) I think you'll be happy with the coming redesign of the powers, one of which adds a significant resistance buff when warriors use it.
2) The way it functions is by giving you an invulnerability frame. If you're struck during the period of time you are invulnerable, you immediate launch a counterattack.
3) I think you're right about introducing it earlier, and I'll be adding a lower level version that's one-handed, but also doesn't get the bonus to reflection damage. This mod will be fully compatible with ASIS soon, courtesy of Plutoman's generous offer, and enemy mages will be able to use the spell.
4) That new game mechanic you're suggesting is... possibly doable, but I think you'll like where I'm headed with the coming overhaul, which could take me a few more days to get out.
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Emily Jeffs
 
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Post » Tue Jun 26, 2012 1:35 pm

@AstralFire:

haha, I saw you in the vibrancy thread calling the authors teasers but now you're giving me the tease ;)
I'll wait; I saw your notes on stances and destruction spells posted at nexus and they looked promising. Also, at some point I wanted to ask you if the visual effects you're adding to your spells/powers would be compatible with an ENB such as vibrancy. Seeing that you're a fan of it yourself I take there will be no problems?
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Kat Stewart
 
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Post » Tue Jun 26, 2012 1:34 pm

Hey, now, I didn't give a release date! Staind's a tease, I'm just lazy. ^.~

The visual effects are already fully compatible with vibrancy and look great in it.
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Jerry Cox
 
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Post » Tue Jun 26, 2012 7:15 pm

Got about 90% of the code working - just a last obstinate 10%, going to take a break for at least a few hours.
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kasia
 
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Post » Wed Jun 27, 2012 1:06 am

This mod deserves more praise. :clap:
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Krystina Proietti
 
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Post » Tue Jun 26, 2012 5:08 pm

http://www.youtube.com/watch?v=XodI75M5CLs

Whee I made a video.
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Lucky Boy
 
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Post » Tue Jun 26, 2012 8:33 pm

The video sold :clap:
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Wayland Neace
 
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Post » Wed Jun 27, 2012 1:47 am

Yay! It looks awesome so far!
Oh, I wish you went into third person. I wanted to see the charge visuals. xD
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Laura Richards
 
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