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Hi all, New to modding, and I'm having trouble with modifying perk buffs. I was attempting to do it in geralt_skills.xml, which can be found here: ~\gameplay\abilities. For the Gryphon school techniques The original perk buffs: <ability name="perk_6"> <tags>perk_6</tags> <spell_power type="mult" min="0.05" /> <staminaRegen type="mult" min="0.05" /> </ability> The modified perk buffs: <ability name="perk_6"> <tags>perk_6</tags> <vitality type="mult" min="0.05" /> <staminaRegen type="mult" min="0.15" /> <focus_gain type="base" min="0.05" /> </ability> The problem: When in-game and I hover over the perk, I’m getting this: spell power: 0% stamina Regeneration: 15% Clearly, I’m doing something wrong, as it doesn't add the new buffs but instead shows the old spell power to be 0% although it does display the new stamina regeneration percentage. I would really appreciate any help you can provide.
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In my past playthrough, I had created two custom abilities via Construction Set and added both to my character through the console (~). I did it for fun; one of them would allow my player to reflect 99% of incoming damage, the other would replicate the effects of the mundane ring (50% spell damage blocked and 35% of spells reflected). But I had a problem in my Windows system. By the time I had reinstalled everything from scratch, only my previous saves and mods folder remained. I reinstalled most of my most, except a few ones I thought would directly get in the way of game stability. As a result, I now have a very stable oblivion with many mods that doesn't crash, something that I honestly haven't seen until today. BUT I noticed that my character is permanently stuck with those custom abilities - reflecting damage and spells -, and that they are invisible (both magic effects don't show under active effects). Their previous known FORMIDs are said to be nonexistent when called by the removespell function; they are, however, being loaded from somewhere (certainly the save). Is there a way to delete them?
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Greetings to all, Based on the excellent mod https://www.nexusmods.com/metalgearsolidvtpp/mods/1114 regarding the revamped awarding of medals, I regret that the one is presumably closed its count and will not make the necessary additions to finalize its work. Concretely, we unlock the Distinguished Service Medal in a classic way (nothing to modify). Thanks to him, The Medal of Honor which requires having to go through the multiplayer normally is obtained in solo with a rank S mission. The missing medal is the Service Cross, available for ordinary soldiers it remains inaccessible by default for "specialists", "translators" and women (developers' decision). Here is my request: would there be a person generous enough to create a mod allowing to unlock these three medals without "blockages" or online constraints, only campaign conditions, (thinking of making, if necessary, two working versions WITH and WITHOUT Infinite Heaven for compatibility reasons). My thanks to all who will take the time to read this message and respond to me (my apologies if my English is approximate, it is not my language). :happy:
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This probably won't be ever be answered given how derelict this forum seems, but I'll take my shot in the dark. Two questions: First, I was curious if anyone here knows how to edit the duration of certain "character state" abilities (eg. Rey's Dash Strike, Obi-Wan's Defensive Rush, Grievous' Claw Rush, etc). If it's even possible, or if the duration is simply hardcoded. Second: How to modify Retribution's damage detection radius and damage increment. Specifically, how teammates near Anakin need to be when either they or Anakin take damage for the ability to build up, and how quickly the ability fills when taking said damage. I hope I'm wording this right. Thanks in advance.
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So If anyones ever seen or read demon slayer you probably heard of the scar tanjirou awakens in season 2 or if you read the books or just know about it SPOILERS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! then you should know about slayer marks, slayer marks are these interesting tattoo like markings that appear on the face arms or practically anywhere on the body and their all unique to the breathing style they used. now lets get back into the skyrim topic, I was wondering if someone could make a skyrim mod where whatever the requirements may be (suggest giving it some type of combat or skill tree requirements) where you unlock marks/ tattoos that are either based off of your race (probably make a one that goes for modded races) or randomized onto your character that gives you a cool boost and will only appear when you activate it and disappear when it goes away. Demon slayer inspired this concept so thats why i thought of this as a mod! And please if you can make it for skyrim se and vr if that changes anything and if someone whose good at modding wants to put a price name it and ill think about it!
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I'm trying to make the mind blast and dispel combos do a lot more damage. Right now they do 500% weapon damage which is good, but not that good since mages have weak weapons and the spells have no base damage. Just compare to immolate, which also combos for 500% but the spell's damage almost doubles the damage overall. I've succeeded in increasing the Lightning bolt paralyze duration to 4 seconds because by the time I'd cast the detonator the effect had already worn off, but I have failed to buff the dispel and mind blast damage potential. I realize that another way to go about this is to make the mind blast and dispel have innate damage, this is not my preferred option becase I like the idea of having to incapacitate them first, but it could help, unfotunately I also don't know how to do this. I have noticed that Alexius has a mind blast type spell that does damage and knocks back, so this route might be more feasible. I've been using the frosty editor because I am not familiar with using discord and, as far as I know, that is the way to get daimm. Any help is appreciated.
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I've been changing up my key bindings for better combat since I can't get my PS5 controller to work. Always sprinting would be a great way to free up a key
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Hey there, does anyone have a script for deactivating sustained abilities on a custom follower? For example when they go back to camp etc. The only reference to this I see in a guide is not working as it says there is a bug caused with Patch 1.04 and the link given to fix the issue which is not specified is to Biowares Offline server.
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Ok so I love this mod, but one of the issues of the mod is that there is not much in the way of character progression let alone many reasons to try and explore to find better weapons/can get boring after awhile, so I was hoping to request or even commission if required mods to add more replay ability to this mod, what I had in mind was like learnable moves and or various new weapons you find around the commonwealth to upgrade your moveset/increase your abilities. With different weapon combinations requiring certain weapons or being a certain robot to perform. Different weapons or modifications for yourself as you explore the wasteland as a self aware robot mercenary/bounty hunter. Not sure if this is possible given the Spaghetti code of the Creation engine, but Ive seen so many other mods that add stuff such as prone or tactical moves, animations ETC -a Spin attack for the assaultron dominator where you extend your arms and spin like a baneblade with a wide area of effect meant for when you are surrounded by enemies -another one which is like a grapple attack where you stick your blades, claws or just grab them and do a backflip bodyslam -an uppercut with an acrobatic flip attack -For the Assaultron Invader I imagined a few attacks based around their electric claws like one where you put them together and create an orb of lightning and hit the enemy with that stunning them or electrocuting them when they are in water -Different kinds of assaultron laser attacks, such as a sweeping laser attack or a concentrated attack towards a larger enemy -protectron attacks designed to stun or push enemies back to give you and your friends breathing room The idea here being that you have these movesets bound to your keyboard on different buttons and when finding and reading/equipping these holotapes you gain the ability to bind these movements to your character. that or basically build your robot as a character of its own/have its own unique playstyle. Now im not an expert in modding the most I do is work with the GECK and various texture programs. But I have always dreamed for years to be able to see more mods for this game. especially ones that can fundamentally change how the game works. So ultimately what I want out of this is to make Fallout 4 into a fun beat em up/mortal combat type RPG with the various robots being your character classes essentially. If its not possible than alright. but if it Is I am curious what it would take to make and or how much money would it take to make.
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Hello everyone, sorry, I wanted to ask you if there is a Mod in the Nexus that allows me to import the Abilities and Specializations from DAA to the DAO. To clarify, I only want the abilities and Specializations, nothing about Runes, or Potions or Poisons or other types of Arts... al Just as I want the Class, General Packpage Type, Packpage, Packpage AI, Treasure Category of DAA to appear in the Toolset is that I am Editing the entire DAO World and I really want to add new challenges... integrating it into the DAA is easy with the introduction of this Mod "Higher Level cap and more specialization slots" by Bleemak so the level to use the skills will not be a limit.
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I like using a variety of shouts in the game, including some modded ones. The Dragon Aspect shout is fun to use partly because it looks cool, and partly because you're super-powered.......but you can only use it once per day. There are other shouts like this too, like the werewolf power and others. I know the restriction is due to a "power" tag associated with the shout/ability and that restricts its use. It'd be nice if there was a mod that either removed the once-per-day limit on all things, or at least made them toggle-able in some way.
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Okay, so, I already have the Tame The Beasts of Skyrim mod and, even though I am enjoying it very much, I would also like the option to be able to mount them. I don't like just riding my horse and having my Sabre cat or my Dire wolf just follow behind. I want to be able to mount them. Like, maybe there could be a second option for my pets where it says "Talk to pet" or something for when I tell them to stay or wait, and the second option that says "Mount." Like for my "Bags for horses" mod where it brings up the black tile with the "Open horse bags" or "Ride" options. It's just a suggestion. I don't really care if you add it for dragons as well because I'm going to get Dragonborn, Dawnguard, and Hearthfire soon. Which means I'll get the "Bend Will" shout so...yea. I hope someone does make this mod because then I can get a mod which adds the ability to have 2 or more followers and bam-I'm riding my Mammoth with my Sabre Cat, my Dire Wolf, my Chaurus Reaper, and my other pets by my side. How epic would that be?
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I guess i would be cool if the Skyrim Character could cast spells like Amaterasu or Susanoo. Rinnegan Abilities are also not bad. For instance, you cast Shockwaves or Chibaku Tensei (would be overpowered i guess).
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Hello! I'm looking for a way to easily or simply change they way my character looks to that of another race, so that I can keep the racial abilities of the original. Specifically, I want to make a High Elf, but then make them look like a person. I've tried the showracemenu command but whenever I change my appearance and save (with the command window still open) and load the save, I have the race abilities and stats of the race I switched to- not the Altmer. So, I've been scouring the forum and Google in general to find an easy way to do this and I'm not sure there is one, although it seems like it should be pretty simple. Any help would be appreciated. Thanks!
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Hello all! I've been creating a new enemy unit, an alien unit based off the Archon. I have already finished the skeletal mesh and it looks great with the Archon animation sets, but the thing is, I want this new unit to be something a bit more unique, rather than just a palette (mesh) swap of the Archon. So I want to give it the Icarus Slam ability. I believe that only players with the Alien Hunters DLC would be able to use this mod, but that's ok. I'm just wondering how I can go about doing that. I've separated a bunch of threads and discussions on how to create new abilities, so I will be reading those, but in my research, I've learned that the code for the DLC Rulers isn't readily available. So, a couple of questions: 1. What is the code for the ability Icarus Slam, or where can I find it? 2. After finding it, how would I add the ability to the enemy unit? 3. Can I actually add this ability to a normal enemy unit? 4. If/when success is achieved, can I publish this legally? I'm not sure if it would only work for people with the DLC, or if it would be recreating the ability and setting it out for free, thus getting me in trouble? Thank you to all who read and can help!!
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Witcher 3 has only 16 ability slots even though there is a huge amount of abilities. I believe many others would agree with me that the default 16 just aren't enough. So what I want to request is a mod that adds more ability slots to witcher 3 so that the players can equip the ones they want. I think that we need at least double the original amount to be satisfied, so please can someone make such a mod.
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Hi everyone! I've finally managed to get a successful build put together to be able to test my custom class in game though a few things have occurred which I have been trying to figure out, would appreciate some help on the matters if that would be alright? 1) A few of my templates are not loading for the ability skills and i'm not sure why as I have done them all in the same pattern, following guides etc, some of my skills (such as the ones carried from different classes, and Opportunist) appear whereas the main one that the class is supposed to learn at the start cannot seem to create it's template (or rather the game is not finding it). If anyone could see the problem and let me know what's happened I can apply that to the rest of the tree. 2) Following This ability tutorial (https://www.reddit.com/r/xcom2mods/comments/4f4j4t/ability_tutorial_2_modifying_a_base_game_ability/) I managed to create light em up as a skill which appears on the soldier, however it is not actually having the effect in game (firing at the start using standard shot is still ending the turn). I have created it as a pure passive on the ability list as follows: Templates.AddItem(PurePassive(default.LightEmUpAbilityName, "img:///UILibrary_PerkIcons.UIPerk_bulletswarm")); the rest of my code is below, it should be the same as the example one but with the skill renamed, if anyone can see where the problem is i'd appreciate the feedback :) 3) I have carried over Suppression from the grenadier tree however the animation red screens when I attempt to use it as it cannot play the animation, is it because I am trying to use it with a rifle? I was wondering if anyone else has rectified this issue when making a class. if so what part of the code do I need to replace to allow it to use the rifle firing animation? Thanks for your time as I realize these are quite chunky topics, i'll try to cut down in future.
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Hello ! I try to made a script to reset special points (set them to 1) I already and successfull make a script to add points in each abilities (Strength, Perception, ...) by 1, 10, or 100 points but I don't know how to make a script to reset them to 1. Can you please help me ? Thank's :smile:
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Greetings, Is it possible to transfer Ciri's blink abilities (e.g. blink charge and blink strike) to Geralt? Maybe by replacing two signs of choice with 'Blink strike' & 'Blink charge' and replacing the standard dogde animation with the 'Blink evade' animation (dunno how it's called) from Ciri? Somebody already tried to do this but no one answered to his topic: http://forums.nexusmods.com/index.php?/topic/3183904-adding-new-abilities-to-geralt/ I know it's un-lorefriendly but it would be awesome.
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Greetings. Every time I add a new string to geralt .xmb files I get a new game with -1 in all entries: hp, weight etc, and cant cast signs. Changing already existing values works fine. All i want is adding Geralt "CiriBlink" and "CiriCharge" abilities which i copied from ...\gameplay\abilities\opp_base_abl.xml to ..\gameplay\abilities\geralt_skills.xmb. Help, please, any ideas how should it work?
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Hi, Would it be possible to mod a soldier with specific abilities or attributes? Say I want one soldier to have a base move +2 squares more than regular or I want a soldier to have a 100% mind control resist or have a permanent 10% aim reduction for every shot a soldier takes. Is this possible to create these then export them out? If anyone knows how to do this I could sure use a hand. Thanks!
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Yet another idea that I can't do because of my total lack of moding experience. So if someone would take up this idea or teach me how to do it it would be great. This is the third Idea that I post here. SO the idea is as follows. In Skyrim to learn a spell you go and find a tome either in loot or shop or just lying around. Then you read it and done the spell is yours. no challenge, no thinking, and an overcrowded spell list early on without being possibly able to use half of them yet. And perks do what? They give mostly passive bonuses which mostly you don't even notice. Sure there are multiple perk overhauls that are great. I raise my hat for them. But my idea is a bit different. I would like to implement spells through perks. Basically turn perk tree into a spell/ability tree. If I remember right there is already one perk overhaul that does impliment some new spells (or effects) through perks, but I think of an more or less complete makdover of it. Sure some perks would stay as passive abilities. The way it would work is simple. You have a the ability grid with abilities (perk tree). Each ability has requirements that need to be met to be able to learn the ability. For example: Magelight requires: • Stats: Alteration: 25 Magicka: 160 • Abilities: Candlelight • Other: None to be learned. Abilities can be upgraded up to 9 times each upgrade has slightly higher requirements than the pervious one and is stronger or even adds more effects. Only a few abilities can be learned or upgraded per level be based on amount of perk points gained (2-5). I was thinking about the comunity uncapper. Some abilities can also be gained in specific points of story and or sidequests. Most of the abilities naturally are the spells we find in tomes and then of course there are also passive abilities that affect character all the time starting from when they are learned without needing to be used (ex. Perks) they have requirements just like normal abilities. Creation perks: Enchanting, alchemy and crafting would aply to passives. ps. even if no one is making this I would live to hear your thaughts and critique about the idea :)
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Hello Nexus forums. While I have not been around here at all, I am here with a random, yet quite necessary, request. Is there any chance to have a mod that would create a significant difference between races? My interest in giving increased acrobacy, see Morrowind, to Khajiits, or native armor to Argonians and such abilities that would make a big difference regarding the way races are played. For example, a 'jumping' Khajiit, would make it a powerful tool in large areas where you could have good mobility for positioning and bow shots. Also this would give access to new areas. But to balance things a bit, Khajiit should receive a bit more damage, changing the tactics they are played, requiring hit and run. An armored Argonian would make them extremely tanky, since they have scales this actually makes sense. I can expand details regarding this mod, yet I need to know first if someone is interested in making it. I know there is "Epic races of Skyrim" out there and some other mods, yet I want a mechanical difference, with mobility changes and a decent gameplay impact. not just some random passives or a buff ability. I await your opinion and support towards such a mod. 'till then, good luck to you all!
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I found it pretty disappointing that becoming a werewolf just gave you disease immunity and a transformation. Vampires in skryim are a huge partyboat of abilities and new ways to play, by balancing your feeding and sun weakness and abilities, as well as getting new spells. Yet the werewolf is just a transformation, a cool one at that, but just a transformation. Vampires have the vampire lord transformation plus all their "human" form abilities. What I want is just some added passive perks while in human form as a werewolf. Something like 15% increase in health and stamina regeneration or something, maybe some added unarmed damage I've tried looking for some, but the only mods i found are like "Gives your human form the passive ability to read minds and gain 200000 health and stamina. and when you transform into a werewolf all enemies in skyrim have their heads explode, and then you ascend to heaven and punch talos in the face" I just want something simple that adds a few passive perks, maybe an active ability like "Hunter's Scent" or something in your human form that works like a detect life spell.
