DaedraGhost normal weapon immunity tiny mod ultra compatible

Post » Sun Jul 24, 2016 3:45 am

http://www.nexusmods.com/skyrim/mods/77201/?



After a huge amount of brainstorming, I've come the closest I likely ever will to a Normal Weapons Immune Daedra and Ghosts mod. The good news is it's compatible with literally everything, and an extremely tiny file. It only uses one script that runs only once adding a perk to the player at game start via quest. It also works with many creatures added by other mods as well. How does it do this? Anything with the keyword "ActorTypeDaedra" or "ActorTypeFamiliar" or "ActorTypeGhost" cannot be hurt with Wood, Steel, Iron or Imperial weapons (tried to create an immunity to fists too though that seems a bit buggy). Meaning- if anyone at this point ever goes on a project to ensure every vanilla as well as modded creature just has proper keywords that make sense, that one day EVERY ghost would be immune to normal weapons!



(The downside is that this perk is ONLY provided to the player, as in, unfortunately NPCs can still damage said supernatural creatures with normal weapons... I might try to change that if I can ever figure out how to make a Dynamic patcher).



The ESP is very small being literally 1 KB.



This isn't guaranteed to work against all ghost enemies sadly, as some of them don't seem to have the keyword ActorTypeGhost... However so long as modded in NPCs have the proper keywords added in it will work, and any mod that adds ActorTypeGhosts to all ghostly enemies in game will make this mod fully operational.

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Tamara Dost
 
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Post » Sun Jul 24, 2016 1:36 am

I did this several years ago and I still (to this day) see lots of ghosts from mods that do not use the keyword. Even about 1/3 to about half of the vanilla ghost I encounter in the game do not use it. So instead I do a string search for the word "ghost" in the name of the actor. This also has issues if an NPC has the word ghost in their name such as the occasional "Ghost Bandit" in the OBIS bandit mod but that occurs far far less than the issues where ghosts do not have the ghost Keyword. I also check for the ghost "voice type" and the ghost shaders.


Doing it that way I have never missed a ghost and only on very rare occasions get the bandits by mistake. A few days ago I added a check for the bandits so even that will not be an issue in my mod now.


If you also want to do this as well, this will require using SKSE, but then all the mods I make use the script extender anyway.


I love the script extenders, the OBSE made it possible to to do the impossible in Oblivion. And even in skyrim it often solves many modding problems that would otherwise require way too many annoying compromises using just the CK.
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Project
 
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Post » Sat Jul 23, 2016 9:42 pm


So many things have been removed that made modding much more difficult... Such as the removal of speed (it can be reproduced with speedmult AND a change carry weight script but still a pain), no more normal weapons, no acrobatics, and no jump spells. In order to modify the running speed of entire races in Skyrim, I actually had to duplicate and alter the SpeedWispBuff magic effect, attach a script that alters carry weight then changes it back, create multiple spells with different magnitudes, and then attach those spells to the race Specials lists in Skyrim's Creation Kit, and then to make things even more of a pain sometimes I have to toggle another setting in the Race tab just to add abilities to the Specials tabs there.



What would've taken me just a few minutes if there were a simple speed stat, takes me much longer, and a lot more effort cause of that.



Oddly enough I could've sworn I saw something in the Skyrim Creation kit pointing to "Normal weapons" which puts me under the impression Resist Normal Weapons was quite possibly only removed due to time constraints. I'm now working on a much more expansive mod based off of this extremely simple one (although regrettably will be less compatible cause of dirty edits I have to do just to add perks to NPCs).



I am pretty sure some of the checks are just something like "HasActiveSpell" and then a bunch of ORs, for stuff like ABGhost, although I'm wondering if the Creation Kit itself has checks for things like the name of a character or voice type.



I'm now working on another mod much less simple than this one that will be based off of making movement speed/fall damage/ghosts/daedra/vampires/racial stats be much more similar to Morrowind. And I'll probably name it the MorrowindizedStatsOverhaul project, or something akin to that. Summoned creatures will also have normal weapons immunity (So in this upcoming currently unreleased mod the player can benefit from it partially sometimes), and I'll add a check for Ghostly FX as well in the perk list. This mod will also give all vampires paralysis immunity, and add diverse run speeds based off of both race and vampirism status- as well as strain of vampirism, and also make creatures that logically should be fast, faster.



... Anyways, for now I'm taking a bit of a break from modding as I've been modding obsessively for about four days total doing nothing but modding. First I spent a few days on Soul Powered Dwemer Horse, then made a fix to Skyrulian Field being buggy, then I released the simple Normal Weapons Immunity, then I started working on the very base of my newest project MorrowindizedStatsOverhaul, which won't be released for a while. I sure wish Bethesda kept Normal Weapons Immunity in the game, kept active paralysis immunity on vampires, and that Bethesda made it EASIER to modify movement speed.



Diversity in movement speed, needing to have a high speed stat to be able to outrun most enemies, and enemies which will ordinarily always be faster than the PC (like cliffracers), I feel really added to the immersion in the game, and made different types of characters feel different.



Vanilla Morrowind: Want to be able to outrun/evade most of your enemies? Get that speed stat up (or find any way to increase movement speed), get a jump spell, level acrobatics, level up acrobatics, get some teleport spells, cause without these things you can't really evade danger without relying on stealth or immobilizing spells.



Vanilla Skyrim: Want to be able to outrun/evade most of your enemies? Just change directions, hold down the sprint key, and try to jump over a few obstacles here and there, no need to dedicate your character build to being good at fleeing from combat. Now sure, in vanilla Skyrim you could get paralysis spells/calm spells/slow spells/fear spells, and stack Stamina to sprint for longer periods but it's just not the same. And being able to outrun a Sabrecat just feels very wrong to me. Unless they're casting a spell to move much faster, wearing an enchantment that makes them much faster, or they've received a super powerful divine speed blessing from some deity, or they're casting a slow/paralysis spell, I just can't imagine a humanoid outrunning a Sabrecat.



... Uh where was I? I got lost rambling about that future mod of mine... I have installed SKSE, Steam fortunately makes it mercifully easy, although I never made a mod before that relies on SKSE, and I'm not quite sure what making a script that relies on SKSE involves.



I'm guessing that if SKSE is installed, stuff that normally wouldn't compile, compiles? And that one would look at SKSE events, conditions and stuff, instead of the official script conditions on the official sites?

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Steve Smith
 
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Post » Sun Jul 24, 2016 12:16 am


Right, it is so well integrated that once you have SKSE loaded (sounds like you do now) all you have to do is "script" and compile as normal. The SKSE functions are made to FEEL like Bethesda really went out of their way to help modding and already put those functions in the game (that maybe they do not need but modder's would OBVIOUSLY NEED such as a fire bow event that works on all actors not just the player for god's sake :facepalm: ) .



Surprisingly they are also all ingratiated into the CK wiki along side the vanilla functions so you do not need to refer to separate docs as we had for a long time in Oblivion.



You will get a little backlash from some users that are afraid of SKSE. But these days that is not as a significant size group like it was in the Oblivion days.



It will be interesting to see if Beth changes their ways on this for future games considering that most of the best MODs will never (probably) be able to be ported to the dam Consoles unless they adopt the SKSE type functions into their games as vanilla functions.

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Amy Cooper
 
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