Development Thread and Help Request.
Demo Available (only about 10 SoulStones but all the scripting to make more)
Requires OBSE 18 beta 3
Edit - Download Removed see later posts for newest version
I am working on a project to add SoulStones to Tamriel. A SoulStone is similar to a Sigil Stone in that it allows you enchant weapons with effects. This expands upon my MMM Diverse Runeskull Rebalance mod (awaiting MMM 3.7b3 public release), by using OBSE to add all sorts of new weapon effects. This is planned as an add-on for FCOM users. It will not *require* any FCOM resources, but "SoulStone of Balrog" doesn't really make sense with MMM. Also loot that is dropped (instead of hand placed in the world) will be configured for FCOM 0.9.9.5+ loot lists so some content may not be available for non-FCOM users (hard to imagine a "SoulStone of Giant" without giants. I will do my best to keep everything lore friendly and balanced.
These effects are broken down into 3 basic categories
1) Effects that do special damage. (some examples)
a. Bonus Damage to Undead with a chance of releasing their soul.
b. Bonus Damage to Daedra with a chance of sending them back to oblivion (assuming you aren't in oblivion)
c. And my favorite ? Black Widows Touch. When used by a female Player there is a chance to kill male NPCs based upon the NPC level and player Personality
2) Effects that stack. As long as you hit before the previous script runs out, effect will stack indefinitely. (some examples)
a. Finally burden that can stack. A typical weapon does X burden + X/10 stacking burden with each hit.
b. Stack for drain any attribute
c. Stack for drain skills like blade, blunt, Light Armor, Heavy Armor
d. Stack for weakness to magic, fire, frost, ect.
3) Special Weapon enchantments that add enchantment to the player when Equiped (some examples)
a. Some drain your skill or attribute in some way.
b. Some damage fatigue, health, magicka.
c. Some are the souls of great Warriors/Mages long dead that provide massive buffs to some stats and drain others
Almost everything is implemented with scripts that use the script name to pass the Magnitude of the effect and other special information (like "ignore resist magic"). This way only one script is needed to implement all the possible stacking burden spells and in fact, that is just a place holder script. All the drain X scripts use a single OBSE function so results *should* be bug free.
What do I need from you?
I really need people to come up with ideas for soul stones. Some back story to the SoulStone and what effects you think it should have. I will use the scaling model from my RuneSkull work to balance them. The scaling information is the Excel spreadsheet included in the 7z.
These runeskulls will be added to the world (mostly in dungeons but some elsewhere). They will each have some small story associated with them (see Viator Jarol below). This will be added as a book somewhere or NPC dialog but not as quests. You can find them on your own if you are lucky, but they will be well hidden and the clues will be very useful.
If you want to keep from spoiling your story for people reading this thread feel free to PM the backstory and weapon suggestion.
If you are a good script modder I could use help adding more features. Right now all the base work is done and about half the total effects have been implemented. I could really use help implementing/testing more "special damage" effects that people come up with.
If you are good with the CS and can build SoulStones with the supplied scripts I could use your help. Right now I only have added 10 of total goal of around 250 (50 different SoulStones with 5 levels each).
Testers. Are you willing to help try out the new SoulStones and make sure all the effects work as they should. A lot of work in the console testing scripts.
Anyone that can help me make new texture/mesh for SoulStones
Examples of some of the SoulStones in the Demo
1) SoulStone of Warlocks. Warlocks are powerful wizards that spend their lives mastering the power of Destructive magic. It has been rumored that the souls of some warlocks can be trapped inside Soul Stones if they miscast a powerful spell. These can be used to create the most powerful magical weapons imaginable, but pity the poor mortal who tries to use yield them.
Stats for SoulStone of petty(Grand in parenthesis) Warlock:
Fire Damage 5(15) on Hit
Frost Damage 5(15) on Hit
Shock Damage 5(15) on Hit
Stack Weakness Magic 6(18) on Hit
Damage Player Health 2(6) on Hit
2) SoulStone of Giant. Giants are known to roam the mountains in part of Tamriel. A weapon enchanted with the soul of a giant creates a powerful weapon capable of encumbering most foes. However any normal man or beast will struggle under the weight of the weapon.
Stats for SoulStone of Common Giant:
Burden 100 for 20 seconds
Stack Burden 10 for 20 seconds
Stack Drain Spd 1.2 for 20 seconds
On Equip Damage Fatigue 2 (damage the player fatigue 2 per second when equipped)
Story of Viator Jarol
SoulStone of Viator Jarol that does bonus damage to undead and chance to release the undead's soul (kill the undead)
Backstory ? Diary of Arcturus Ernarde (Grandfather of Basil Ernarde)
Viator Jarol a Paladin of unmatched was skill was commissioned by Meridia to form Holy Order and cleanse the world of undead. The Blue Order quickly gained respect and fame thanks to Viator's unmatched combat abilities and unwavering confidence. Many young men flocked to Blue Order in hopes of adventure, experience, or fame.
I joined the order at the tender age of 18 not for piety, or want to clean to world of evil, but for the adventure the loop and (hopefully) the goodwill of the ladies. What we young recruits lacked in ability, we felt we more than made up with enthusiasm and alongside Viator we were never in any real danger.
That all changed one horrible day . . . Our order was on a routine expedition to Hame to scout and clear any undead. The first two levels were nearly devoid of undead and we were all joking about the women we would bed with our tales danger and victory. Half way through the third level my life would change forever. Our group was ambushed by an unholy onslaught of undead lead by the powerful necromancer Gilen Draconis. Within the first 15 seconds half of us were dead. Without a lucky burst from an arrant fireball I would have bleed to death on the spot from the stump of my severed arm. Realizing we were outmatched against such an organized foe, Viator ordered a retreat. The levels above us were now crawling with newly awakened undead. I though there was no way we can fight our way past these new enemies, much less slow the horde advancing behind us. At a narrow hallway, Vitor Ordered us to form up and push our way out as he alone held up the main group behind us. Against all odds we young recruits managed to clear path. By god, I thought those remaining would all make it out alive! We called to Vitor, and he was nearly to us when Gilen Draconis emerged through to hallway Vitor had been holding. I'm not sure exactly what happened next as I was nearly unconscious from the blood loss and the fighting. I don't know if Gilen cast a spell on Vitor, or the sight of his slaughtered companions reanimated against him drove Vitor to madness but something within him changed. Vitor turned around and drove back into the advancing mob. Every hit of his hammer felled an undead and through the mass of severed limbs, we saw Vitor's great hammer come down upon Gilen's head. Separated from Vitor by nearly 50 undead, all wounded and about to pass out we were forced to fall back. We waited at the entrance of the ruin for nearly two weeks. None of us were brave enough to go back down and search for his body or return home and tell others of our failure. I suspect this is the only accurate account that will ever be recorded of what happened within the depths of Hame.
A couple lines of dialog will be added about Basil Ernarde that mentions his grandfather and something about his journal currently being kept for possible preservation in the basemant of the anvil mages guild.
The Diary is added to the basemant in the Anvil Mages Guild. It can be found at any time, Basil just points the player there.
At the bottom of ruin there is an activator that when touched by the player, activates "Ghost of Gilen Draconis" and the loot of that lich is the "SoulStone of Viator Jarol"
This weapon enchantment provides.
Damage undead 30 ? damages undead only and Percent Chance (based on target level) to free undead soul,
Weakness to Magic 20%
Spirt of Vitor Jarol (some paladin effects)
What I am looking for from submissions:
If you could provide me with
1) back story for a runeskull (either one of the existing ones,one of the new OBSE ones detailed above, or a new idea for a runeskull)
2) Location it points too (bottom of cave X)
3) How the backstory is activated (talk to NPC Y or find book Z in his home)
4) What happens when the runeskull is activated (spawn creeps, magical effect, whatever).
If you want to send me an esp with everything in it great, if you want to send me a couple paragraphs that would be very helpful too.
What do you get out of it? Credits with the release and a chance to help make a fun mod for other people.
-dan
From the technical readme
What does this mod do.
The basic idea was to expand upon my runeskull rebalance mod (awaiting Public Release of MMM 3.7b3) by adding new scripted effects to weapons and enchantments (such as Fortify blade 10) to weapons.
Section 1 Stacking effects.
Adds effects that can be stacked (Burden, Drain Att, Drain Skill, Weakness to xxx)
These are called with the appropriate magic effect script (ie Scriptname xDanSoulStoneStackBurden)
The magnitude of the effect is set by the name (ie "Stack Burden 10")
There is no way to set the magic effect magnitude in the CS or Tes4Edit so I use a script to set the Script Magnitude when the weapon is enchanted. This information is saved in the game and can be accessed later by the magic effect script "xDanSoulStoneStackBurden".
Also I use the effect hostile flag to store if the effect ignores resist magic. This is also set by the name (ie "Stack Burden 10 Ignore Resist Magic"). BY default the target's resist magic ability will be applied.
They magic effect script (ie Scriptname xDanSoulStoneStackBurden) grabs the Magnitude and Resist magic setting and calls OBSE Function "xDanSoulStoneFunctionStackEffect". This function handles all the real work and in fact the magic effect script is really just a placeholder so that you can have different effects with different durations on a single target.
Unlike default oblivion, I support float magnitudes with a resolution of .01 Since oblivion only supports whole number effect, the remainder is used to calculate a chance of increasing the effect by 1.
For example 1.2 has a 20% to yeild 2 and an 80% chance to yeild 1
.75 has a 75% chance to yeild 1 and 25% chance to yeild 0.
The enchantment magnitude of script effects is calculated and added to the enchantment. You really need to use to spreadsheet to see how much mana an enchantment is going to cost.
Quest script xDanSoulStoneOnEquipEffectsQuestScript runs every .25 seconds and handles all the work of given script effects their magnitude and setting the enchantment mana cost (after the SoulStone is used). This script also handles the custom weapon enchantments any time a weapon is added or removed.
The first setting in almost every script is it's "debug mode"
Debug 0 = no messages
Debug 1 = Error messages only
Debug 2 = level 1 messages plus major status messages
Debug 3 = Level 1 and 2 plus a whole lot of status messages
Change as you see fit for testing. They are all pretty high (2 or 3) at the moment. Beta release will be down to 1 and final release 0 or 1.
Section 2 Custom Attacks
I added scripts to do custom attacks (like "Damage Undead 10") that deals special damage to undead with a chance of killing them outright based on the Magnitude of the damage and the level of the undead. I plan to extend this to include deadra and possibly other types. This uses the same Script Name engine to set the damage based on the magic effect name so only one script is needed.
Section 3 Custom Weapon Enchantments.
Weapons enchantments that do things like Drain some attribute, or Damage Fatigue, or Add all kinds of stuff.
This is implemented with Tokens. When a weapon with a matching script is first enchanted, the appropriate token is added to your inventory.
When the weapon is equipped the token is equipped and when the weapon is unequipped the token is unequipped. OBSE checks on every weapon change so the problems with on equip behavior are eliminated.
The array that associates Names with Tokens is found in Quest script xDanSoulStoneOnEquipEffectsQuestScript (really this script does all the hard work - understand this and you understand the mod). This array must be manually updated with each Token/Enchantment added via the CS.
The spreadsheet calculates Mana Usage and Number of charges based on LAME magic system. Based on your magic system the total mana of each enchanted item will change
Future Versions will use tweaked LAME settings to set all weapon enchantment charge/cost independent of your magic system. This will greatly improve compatibility.
-dan
Add because its not available publicly yet, here is the readme from my RuneSkull update as it provides so basic information about the overall goal.
beta Release
I was not happy with the Runeskulls effects in the original Runeskulls mod, the FCOM rebalance, or MMM Diverse Runeskulls (Based on FCOM rebalance).
FCOM Exnem Runeskulls
I love the idea, I'm just not in love with the implementation.
I don't really like a lot of the changes made in FCOM_ExnemRuneskulls
Example damage health 1 for 60 seconds. That doesn't do much good.
damage 1 for 3 seconds would be just as useful on a sword or damage 1 for 5 seconds would be just as useful as a bow.
Originally i found myself never actually using any of the runeskulls. 90% would be used to make items for sale. I could easily find better enchanted weapons than I could make with runeskulls, so i would mostly just make items and sell them for gold.
Also, I think they should have a downside. You are using the soul of some not very happy creature to power your enchantments. That's got to have a downside, right???
So here is what I set out to do . . .
1) I want all runeskulls to be interesting to some charcter type.
2) I want to weapon and item enchantments to be "balanced" for each runeskull - a player has to make a hard choice on which way to go with each one.
3) I want them to be equally powerful or greater than items you find in random loot/ on NPCs at your current level.
4) Provide something new and interesting not normally found in the game.
5) Rework the leveled lists so that Runeskulls are rare (especially at low level)
6) Add negative effect to all enchantments
7) Balance all enchatments using a standard balancing "system"
I think I have met most of these goals with the beta results. I'm sure some will be over/underpowered but that's why I need YOUR feedback.
To get a good overview of all the changes check out the spreadsheet in the "data spreadsheet" folder.
Runeskulls are balanced to yield weapons of 600/1200/1800/2400/3600 charge.
This is based on LAME magic settings. other magic systems will yield different charges. I will release an OOO complaint version with the FCOM 0.9.9.5
Please Report all bugs to the Forum or PM me (kandiedan)
I also felt Runeskull drops were way to high in previous versions, so I included a new Runeskull drop list. THIS MUST BE PLACED AFTER YOUR BASHED PATCH. This is a temporary fix that needs to overwrite everything. The next version of FCOM will include a greatly improved Runeskull drop system.
-dan
If you somehow managed to get this far, you deserve a cookie!!!!