[RELz] Appler's Passive Birthsigns

Post » Wed May 11, 2011 8:59 pm

I don't know much scripting either, but you could use Revan-Avo-Kai's spellbook idea of you made the player 'forget' spells after so much use and have to re-study them. It would also add some realism to the game, an apprentice would spend vast amounts of time studying in theory then in practice.
To balance, make the player's spell ranks affect how many times the spell can be used.

Of course, i don't know how well this would work. I would guess the script would have to contain information about every usable spell.
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lucy chadwick
 
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Post » Thu May 12, 2011 5:07 am

Been away a bit while working on my newer mod, Killtastic!

Will resume work on this mod shortly ;) It's amazing how much you realize one mod needs work whilst working on another one.
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Penny Flame
 
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Post » Thu May 12, 2011 3:02 am

Shameless bump :embarrass:

I shall get to work now
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Jessica White
 
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Post » Thu May 12, 2011 12:37 am

I don't know much scripting either, but you could use Revan-Avo-Kai's spellbook idea of you made the player 'forget' spells after so much use and have to re-study them. It would also add some realism to the game, an apprentice would spend vast amounts of time studying in theory then in practice.
To balance, make the player's spell ranks affect how many times the spell can be used.

Of course, i don't know how well this would work. I would guess the script would have to contain information about every usable spell.


Wouldn't it make more sense for the PC to forget spells if (s)he hardly uses them at all? That plus a strain on you when you have more spells in your spellbook so you're more likely to forget others.
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Beth Belcher
 
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Post » Thu May 12, 2011 6:39 am

I can't seem to get the mod to activate on my existing character.

I have RBP installed aswell. I've tried showbirthsignmenu, and changing birthsigns by saving and loading. No luck.

Is there perhaps a script I can call to force it to update? I'm playing The Thief on this character.
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k a t e
 
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Post » Thu May 12, 2011 2:16 am

I can't seem to get the mod to activate on my existing character.

I have RBP installed aswell. I've tried showbirthsignmenu, and changing birthsigns by saving and loading. No luck.

Is there perhaps a script I can call to force it to update? I'm playing The Thief on this character.


Sorry, ignore that.

I tried again this time.

showbirthsignmenu
Switch to any other birthsign
showbirthsignmenu
Switch to the one you want

Worked! Yay The Thief is fun.

However, if you run RBP with an existing character, you get the existing Birthsign bonuses/weaknesses. Which works for me with The Thief, but could be WAY OVERPOWERED for The Warrior.
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Nicole Kraus
 
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Post » Thu May 12, 2011 9:19 am

Sorry, ignore that.

I tried again this time.

showbirthsignmenu
Switch to any other birthsign
showbirthsignmenu
Switch to the one you want

Worked! Yay The Thief is fun.

However, if you run RBP with an existing character, you get the existing Birthsign bonuses/weaknesses. Which works for me with The Thief, but could be WAY OVERPOWERED for The Warrior.


Tej?n has released an "empty birthsign" that is quite useful when switching from one birthsign to another. It uses a new formid (right?), so it doesn't replace any existing ones. I'd recommend that, if you'd only like to be born under one sign. :P
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Glu Glu
 
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Post » Wed May 11, 2011 5:51 pm

Uploaded v0.963!

Illusion specialization added. It's pretty fun :)
Singularity has been improved, should be bug-less now
Lord removed.. I didn't like it much. Trying to think of a better effect.
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James Smart
 
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Post » Thu May 12, 2011 2:59 am

Hey!

This is looking really nice!

Just before you made the last update I was going to suggest moving the Lord on a circular "fate". That is - grow weak -> grow strong -> grow weak -> grow strong, etc. So it wouldn't happen just once, but say, every two in-game days or a random period so you don't get used to it and only do risky stuff when you know you're strong.

About The Steed - I'm worried the poor horse might die well before the player is in any real danger. I don't know the exact numbers, but I would think a horse doesn't have that much health. I noticed that the alchemy kind of fell of from this sign. I assume you wanted a sort of a "ranger-y" feel when you thought horse & alchemy. One idea would be to increase the number of ingredients the player receives from plants when the horse is nearby, another to have a sort of "detect plants" shader when together with the horse. Even have the horse "generate" a certain plant - as in he's looking for it when you're not riding her/him.

For the Ritual I'd plead for a longer after-sleep bonus or a slight change in the mechanic. I'm another immersion player and sleeping in a cave filled with vampires just isn't going to happen. Make the bonus take effect after waiting - kind of like a meditation. Have the player wait one hour and give a bonus of two minutes.

Give The Lover a chance to have one of his enemies attack their own as well maybe? Kind of like your Illusion bonus for the apprentice.

That's all I have for now. Keep up the great work!

Cheers!

cc
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Eibe Novy
 
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Post » Thu May 12, 2011 6:20 am

About The Steed - I'm worried the poor horse might die well before the player is in any real danger. I don't know the exact numbers, but I would think a horse doesn't have that much health.


Not sure what you mean here... Horses have roughly 150 health, which is plenty. Besides, the sign also sets any horse you ride to 'essential' meaning it can't die. It will collapse, leaving you vulnerable until you can mount the horse again (or kill everything).

And I do plan on added something Alchemical to the sign, eventually :P

For the Ritual I'd plead for a longer after-sleep bonus or a slight change in the mechanic... Make the bonus take effect after waiting - kind of like a meditation.


This is a pretty good idea ;)
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Gemma Archer
 
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Post » Thu May 12, 2011 8:44 am

Not sure what you mean here... Horses have roughly 150 health, which is plenty. Besides, the sign also sets any horse you ride to 'essential' meaning it can't die. It will collapse, leaving you vulnerable until you can mount the horse again (or kill everything).

And I do plan on added something Alchemical to the sign, eventually :P



This is a pretty good idea ;)


Well, setting it as essential is good enough for me. I thought a high level player would have well over 300 health points so channeling all the damage on the horse would have been painful for the poor thing. That's the reason I brought it up.

Any chance on bringing back the Lord with a cyclic aging cicle? You didn't mention that in your reply, so I assume the idea didn't really click for you. I only bring it forth because I really think it would make for an interesting gameplay - not knowing when weakness will strike, making the most out of your period of strength - a lot more... fluid, if you will, than what is common for Oblivion.

Cheers!

cc
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Nikki Morse
 
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Post » Thu May 12, 2011 5:40 am

You didn't mention that in your reply, so I assume the idea didn't really click for you.


No, I think it's a very good idea. But instead of just "Stronger -> Weaker -> Stronger -> Weaker" I think it'd be cool to incorporate some of the things the Lord already had going for him.. like the low Fatigue + no running, scale differences, etc. and some new things like different NPC reactions (refuse bartering, increased aggression..) and other gameplay changing things like that.

So I guess kind of a disease that alters the player's appearance/anatomy at random times that changes what you can/can't do.

But of course, there will be good changes as well ;)
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Lil'.KiiDD
 
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Post » Wed May 11, 2011 8:49 pm

Hm. Mind if I make a crap-tastic patch for this and RBP? I might not release it, since it's bound to be crap-tastic, but this sounds interesting.
I mean, it'd be such a small mod it isn't funny(adding scaling magicka boosts to certain signs, such as mage and apprentice, but also shadow and every other one that gets them from RBP), but this looks like a really interesting mod. I like certain features of it much more so then others(lord sounded odd, lady sounded silly, apprentice sounded kind of gimped), but I just might end up playing the mod because it sounds interesting. But, I can't give up the scaling magicka bonus, so I'd make a patch.
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IsAiah AkA figgy
 
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Post » Wed May 11, 2011 8:50 pm

Hm. Mind if I make a crap-tastic patch for this and RBP?


That's fine with me.

apprentice sounded kind of gimped


For real?! He used to be... but now I'm thinking he's better than Mage. All the specializations are quite powerful. I mean, come on.. Singularity?! Fork?!?!?!?
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Code Affinity
 
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Post » Thu May 12, 2011 7:56 am

I was mostly just miffed at the 15 spell limit. I mean, 15 spells? I need at least 50 for my midas spell collection, and that's on top of my plenty of summons.
I honestly haven't played the mod at all, so I don't know how awesome those specializations are, but Fork, eh? What's that do?
And further more, I'd love a explanation of what all specializations do. I mean, singularity is somewhat self explanatory(black hole on target, I'd guess), but fork is just crazy sounding without knowing what it does.
EDIT: Way to miss that bit of the OP, me.
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Andrea Pratt
 
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Post » Thu May 12, 2011 11:20 am

Yeah, the OP only contains short descriptions though. If you open the readme, there are great details on each birthsign.
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leni
 
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Post » Thu May 12, 2011 7:20 am

Version 0.967 out!

*Notifications for Apprentice specializations - in case you can't count how many books you have :P
*New Apprentice Restoration specialization - it may seem more 'basic' than the other specializations, but it fits Restoration nicely. It's not too shabby either.
*New Lady perk - calms enemies in water while you are in the water... aka, swimming is safe ;)
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katsomaya Sanchez
 
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Post » Thu May 12, 2011 11:45 am

I think it's time I post a to-do list as well :foodndrink:

1. Fix Ritual as per cc's suggestion.
2. Fix Lover, as Lover and Lady are nearly the same birthsign (ew).
3. Finish last Apprentice specialization (Alchemy)
4. Add small bonus to Singularity: the effect will be much more powerful if the spell cast was a Burden spell.
5. Work on Lord
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Nathan Maughan
 
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Post » Thu May 12, 2011 5:27 am

Hey, appler, how's it going? :)

cc
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No Name
 
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Post » Thu May 12, 2011 11:36 am

Sorry, I was recently laid off of my FT job, so I've been busy doing real-world stuff :( I'd like to resume modding soon, though!
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Louise Dennis
 
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Post » Thu May 12, 2011 12:20 pm

Sorry, I was recently laid off of my FT job, so I've been busy doing real-world stuff :( I'd like to resume modding soon, though!


Sorry, man. Great work on this mod, however, I was shocked when I was reading through it! :D

I read earlier about the problem on game startup with the Serpent birthsign and the starting healing spell. My suggestion would be that you build a line that refers to another script, or just write into the main script itself, some code that, after the player chooses his birthsign, detects if the player has the Serpent birthsign, and if it does, then it can do one of these possible things:

1.) Add a scroll that doesn't do anything to the player's inventory, switch the player's spell to this scroll, and then switch it back to the previous spell, and delete the scroll. The problem is that I don't know whether it would be possible to remove the little ticker message at the top that would inform the player of the scroll being added to the player's inventory. If you can fix the message that appears, then this would be the best solution, as it would avoid any of the other problems with the other solutions.

2.) Just switch to the next spell in the player's spellbook and then switch back again. The problem with this is if the player has already deleted all other spells from his spellbook (unlikely, but a possibility nonetheless).

3.) This is probably impossible, but perhaps switch the spell to a null counter and then switch it back to the previous spell.

This really isn't a very big problem, but if you make a script like this function very quickly, it would be a nice touch, I might think.

Thought of a fourth solution: just write a line that switches to the spell the player currently has selected again. The equivalent would be pressing a spell hotkey twice in a row. I can't test to see if this works or not because this is a unique situation, but it would be the best solution if it does.
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JeSsy ArEllano
 
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Post » Thu May 12, 2011 2:10 pm

Awesome-looking mod, but I'm currently having trouble with the Mage birthsign. The changes to my spells don't persist (that is, they have the same stats as if I never took the birthsign) when I save, exit, and reload. Load order:
Spoiler
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User avatar
Suzie Dalziel
 
Posts: 3443
Joined: Thu Jun 15, 2006 8:19 pm

Post » Thu May 12, 2011 8:16 am

The thief birthsign is by far the most amusing one to hear, I can seriously imagine the fun of being chased by 10+ guards(or 30 if you use the mass npc mod) It does fit in perfectly with thieves and assassins. If you want to get away, you're definitely going to run much faster and harder than normal.
User avatar
Trevi
 
Posts: 3404
Joined: Fri Apr 06, 2007 8:26 pm

Post » Wed May 11, 2011 10:46 pm

Very intiguing mod!
I too usually don't remember to use the Greater Powers, so passive effects is a great idea.
I'm going to play an assassin in my upcoming game, so I'm very tempted to install this mod and use the Serpent birthsign.

Checking in TES4EDIT I see the birthsign conflicts with OOO, Birthsigns Expanded and RBP. BE would be silly to have installed at the same time, but if loaded after OOO and RBP (which BOSS does for you) there should be no compatibility problems since APB removes the vanilla powers and spells and adds its own instead.

Anyone using this mod now? What are your experiences with it?
I see very few downloads on Nexus and Appler has not posted anything since April 10th.
User avatar
Russell Davies
 
Posts: 3429
Joined: Wed Nov 07, 2007 5:01 am

Post » Thu May 12, 2011 2:24 pm

I've recently been trying out this mod as I've only recently started playing Oblivion again.
This mod is indeed awesome. I think it adds much more depth to the game, as the old signs would essentially just add powers that you can just make or enchant later, but with a 24 hour cooldown.

As awesome as the new signs are, I think some need work. The two I would like to see changed are Serpent and Shadow.
Serpent just needs to have the persistent bounty changed to a bounty multiplier. Evil people have to pay out heavier fines :P

As for Shadow, I love the idea of Vengeance and I really like the graphic of being partly transparent. I have a few changes that I'd to see implemented that I believe would make this sign useful for more than just getting your [censored] kicked.

1) Vengeance: Applies bonuses at <= 35% health.
- Bonuses applied: Speed and either Agi, Str, Int or Will. Whichever is highest.
2) Keep the magic weakness or even boost it, but remove normal weapon and disease weaknesses. (Seems more in line with Mage's nerf).
3) 15-30% resistance to normal weapons. Being partly shadow, you should be able to avoid some of the damage from swings and arrows. (When was the last time you could hit a shadow with your sword?).
4) Shadow's Swiftness When in a shadow (if that can be scripted) or at night, The Shadow receives a small health regen and speed bonus.
5) Enveloping Shadows When crouched and still for five seconds, The Shadow vanishes [Invisibility] into the darkness. Any actions such as attacking, casting spells, and picking up objects or coming into contact with a light source (again, if that's possible to regulate with script) will cancel the effect. Only usable in a shadow or at night.

This sign would make me feel like I'm partly infused with shadow and doesn't seem overpowered imo and it also allows the sign to be useful to casters as well.
Thoughts?
User avatar
April D. F
 
Posts: 3346
Joined: Wed Mar 21, 2007 8:41 pm

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