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Showing results for tags 'effects'.
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I am using this script tied to a quest reference alias, the script works and the sound plays but only after the loading screen is finished. I am trying to get the sound to play when the loading screen first starts starts, any thoughts would be helpful. Scriptname LoadSoundQuestScript extends ReferenceAlias Sound Property MySound Auto Event OnLocationChange(Location akOldLoc, Location akNewLoc) Debug.Notification("Load Screen Script Fired!") ; This is your visual confirmation MySound.Play(GetRef()) EndEvent
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- custom sound
- sound
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Does anyone know of a way to change the color of the red wet effect when the characters are in water?
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those giant 50 gallon pools lying on the ground that we walk thru, on the walls, desk etc..just nasty, cant we make them disappear?
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I'm going to be real. I love the idea of bound weapons. Summoning a blade of magic might to duke it out with your enemies is an awesome power fantasy. And there are a lot of mods out there that try to change these things. Adjusting the color, adding affects, new models. But I have yet to find one that makes something believable, immersive, and nice to look at it. I was wondering if there are any folks out there who are willing to try their hand at designing alternate bound weapon designs to make something that looks good, that looks real. I know very little about mods, but honestly, I would like to see a bound weapon that can take the appearance of the various other weapons out there. A purely aesthetic mod, that would allow you to decided what your bound weapon looks like. Rather than always being a daedric blade absolutely drowning in over-the-top blue fire. Imagine summoning a weapon made of dragon bone, steel, ect. The most important thing is personalization. Giving people the option to tailor their choices to their characters to fit with the character they're playing. What do ya'll think?
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A mod to replace the colors of your spells would be amazing. Mainly the base attack but it would be cool if you could have blue for your fire spells etc.. Thanks in advance... I really need to learn how to mod myself lol.
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Hello. To whoever may read this, I am sorry for likely wasting your time with such a stupid idea. There is a bit of logic to this thing however, probably also a market for it. I am intermediate into modding fo4 personally via fo4edit. I have recently concocted some pretty sweet legendary effects for myself. Things like ‘Arcing’ for laser weapons, which grants the weapon 25% increased energy damage and the dlc01lightning projectile and its arc capabilities - at the cost of firerate and reload speed. There are others. However, i tried my hand at editing the aforementioned quest… to no avail. What is likely happening is that there is a property precluding my entry from actually being read by the “legendary drop script” despite it being correctly entered and keyworded in the “legendary drop quest”. I am sure this is a wall many have hit before. It would likely be fixable in the CC but I do not want the CC. My Idea is as follows… Would it be possible for some absolute legend to create dummy values in both the script and quest, that can then be edited by users such as myself in fo4edit, to add our homebrew legendary effects to the actual “drop list”? I am aware that this would mean the names of said dummy effects would not be able to be changed (or you would re-run into the issue of script and quest being out of sync…). But since we can rename all weapons in-game… i don’t really care. This may also cause an issue of there being “blank” legendary drops whenever a dummy effect is randomly chosen that has not been edited by the user in fo4edit. Again, i do not care. Lol. is something like this feasible? Reasonable? possible? Have i been drinking too many refreshing beverages… (that may have actually been irradiated blood packs, but i digress)? I would imagine if a dummy effect drops it would just appear as “Dummy01 Laser Rifle” or “Dummy03 Western Revolver”… and they would either have one’s effect attached to it, or not, and could then be renamed to their proper name at a workbench. Perhaps different versions of this could be added including only one dummy effect for editing, then 2,3,4,5 and lastly 10. Just to circumvent the blank effect “issue”. i am aware that it is a tall task involving script, quest, and instance naming modifications… but what the hell you know. Just a shout into the void as someone who can mod well in fo4edit but really does not want to involve CC. Thanks for reading this far if you did. Peace! ps: feel free to tell me to get bent or to lay off the mysterious syr- er… bloodpacks… if you so desire.
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- fallout4
- legendary mod
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similar to the lightning effects from dmc4 and 4se https://static.wikia.nocookie.net/devilmaycry/images/0/0f/Royal_Justs.gif/revision/latest/scale-to-width-down/250?cb=20180616153913
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- dante
- devilmaycry5
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Something that could make the game look cooler, and take advantage of the engine capabilities on PC would be to add the point lights effects from MHW in Rise, one of the reasons I think they avoided using them in Rise was to avoid fps drops on the NSW. But i'm sure these kinds of effects are possible in the engine considering that the little wirebug/fairy in the shoulder lights the map most of the time, the issue would be finding out a way to actually turn them on in most of the in-game effects, maybe this can be also turn on for other effects like Hits, CB phials, GL explosions and jet, Zinogre lighting, Teostra fire and explosions, Bombs, Narwa attacks, fireballs, Rajang energy beam, Valstrax attacks etc or even some map effects to make them look prettier. I'll leave the link to a mod from MHW that changes the intensity of these hit effects, maybe it can be useful for anyone trying to make it work in Rise. I think it is related to the .efx files, maybe the small fairy/wirebug effect can be compared to other .efx files in game and try to increase intensity and play around with them. I wish i knew more about that kind of stuff, but I'm too noob to move these files. Examples: Example 1 (gif) Example 2 Mod Links: https://www.nexusmods.com/monsterhunterworld/mods/5496 https://www.nexusmods.com/monsterhunterworld/mods/468
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- visual effect
- mhw
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Would love to see a port of the Active Effect on Hud fallout 4 mod if it is possible.
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I have an idea for a fun melee weapon that creates an explosion when you use a power attack, but I'm new to making mods in the CK and was wondering if anyone knew how to do this, or could point me towards a mod that does something similar so I can see what they did (or even if this is even possible). Would appreciate any help you can provide!
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Would make it more cooler if the aura was not blue imo. A Dark bloody red or dark orange or black would be cool. Maybe even dark purple.
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- force hatchet
- lighting
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If somebody could bring alive a "Katana" with a "Black Wall effect" that would be nuts. (Over all though we need more dope Katanas with dope Kill Effects).
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Just wanted to place an offer up for anyone who can duplicate (or nearly) the Effects and Interface Mod from Odyssey or the Toggle HUD mods by the Janitor. I'm willing to gift the game to anyone who is capable of taking up the task. Being able to remove the cheesy effects and clutter really brings out the best in Ubi's environments. It's a shame they add so much unecessary gloss.
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Unfortunately im not good enough to make it myself, so while im reading into papyrus ill still make this request. The Mod: The idea is very simple; spellcosts are exchanged completely to health costs. E.g. Flames cost 8 Magicka per second, now cost 8 health per second. That is all. Im not sure how the game handels it, but it might be possible to reduce the spell costs just like in vanilla. That would be great too. It also makes every spell potentially kill yourself. Which I think is a nice little twist. PS: The question is not why I would want this mod, since it is somehow retardet, I just want it. -"But you could use equilibi- stop right there. NO. Thank you for constructive feedback and your time. Event OnEffectStart akCaster.DamageAV("Health", SpellCost) End Event
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- magicgameplay
- spells
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Hello everyone, Usually I can figure out what is wrong with my game on my own, but this time the game thrown me for a loop. Below is my current load order. I would post some screenshots but every time I try, it's too big a file The issue is that effects like wind and steam look like blocky textures and some have a mix of green and red color pallets are on my skybox. I wish i could post more screenshots :sad: Skyrim.esm=1 Update.esm=1 Dawnguard.esm=1 HearthFires.esm=1 Dragonborn.esm=1 Unofficial Skyrim Legendary Edition Patch.esp=1 ApachiiHair.esm=1 Schlongs of Skyrim - Core.esm=1 SexLab.esm=1 RaceCompatibility.esm=1 ApachiiHairFemales.esm=1 ApachiiHairMales.esm=1 ETaC - RESOURCES.esm=1 Lanterns Of Skyrim - All In One - Main.esm=1 OSA.esm=1 AemersRefuge.esm=1 notice board.esp=1 Apachii_DivineEleganceStore.esm=1 ZaZAnimationPack.esm=1 FNIS.esp=1 SkyUI.esp=1 RaceMenu.esp=1 RaceMenuPlugin.esp=1 EnhancedLightsandFX.esp=1 Palaces Castles Enhanced.esp=1 DialogueTweaks.esp=1 ELFX - Exteriors.esp=1 LegacyoftheDragonborn.esp=1 CollegeOfWinterholdImmersive.esp=1 3DNPC.esp=1 ETaC - Complete.esp=1 Fort Dawnguard Overhaul.esp=1 Sanctuary Reborn.esp=1 Immersive Orc Strongholds.esp=1 PCE - ELFX PATCH.esp=1 Unique Shops and Stores.esp=1 ShezrieOldHroldanVer2.esp=1 BHTNF_Eli.esp=1 SkyFalls + SkyMills + DG + DB.esp=1 Holidays.esp=1 ETaC - Complete Holidays Patch.esp=1 Immersive Whiterun.esp=1 CWIELnFXPatch.esp=1 CornerofTheSkyrimNoNPC.esp=1 MoonAndStar_MAS.esp=1 Undeath.esp=1 Immersive Solstheim.esp=1 Hothtrooper44_ArmorCompilation.esp=1 Fort(ified) Dawnguard.esp=1 WATER.esp=1 Do You Know Who I Am.esp=1 DawnofWhiterun.esp=1 mihailrusticweaponspack.esp=1 zMirai.esp=1 Oblivion Gates v3 - Skyrim + Dawnguard DLC.esp=1 Oblivion Gates v3 without Markers - Skyrim + Dawnguard DLC.esp=1 Clockwork.esp=1 Victoria Velina Revamped.esp=1 The Honored Dead.esp=1 TKAA.esp=1 SMIM-Merged-All.esp=1 UFO - Ultimate Follower Overhaul.esp=1 More Interesting Loot for Skyrim.esp=1 DBM_MoreInterestingLoot_Patch.esp=1 JKs Whiterun DofW Comp.esp=1 Dawnguard Sentries and Outposts.esp=1 JKs Whiterun.esp=1 Immersive Wenches.esp=1 ETaC - Dragon Bridge South.esp=1 flaho_shi_eagles_nest_ENG.esp=1 bathhouse.esp=1 DBM_Bathhouse_Patch.esp=1 CerwidenCompanion.esp=1 Religion.esp=1 Vjarkell Castle.esp=1 hillinalta2.esp=1 Teleport.esp=1 SexLab-AmorousAdventures.esp=1 JKs Skaal Village.esp=1 Wynter.esp=1 DBM_MAS_Patch.esp=1 Apachii_DivineEleganceStore_Patch.esp=1 Midas Magic Expanded.esp=1 MageBackpack_byTumbajamba.esp=1 000JNFWard.esp=1 Schlongs of Skyrim.esp=1 CircleSword.esp=1 dD - Realistic Ragdoll Force - Realistic.esp=1 TrueEyes.esp=1 SOS - Smurf Average Addon.esp=1 Serana.esp=1 The Ordinary Women.esp=1 Bijin Wives.esp=1 Cute Babette.esp=1 HolmwoodNahkin.esp=1 dovahkiinrelax.esp=1 Fantasy Soundtrack Project.esp=1 dragonslayer.esp=1 Berserk Black Swordsman Armor.esp=1 Valerica.esp=1 El_WayfarersCoat.esp=1 Hothtrooper44_Armor_Ecksstra.esp=1 Toccata as Elisif.esp=1 AMatterOfTime.esp=1 iHUD.esp=1 Sleeved Guards.esp=1 Brevi_MoonlightTalesEssentials.esp=1 XPMSE.esp=1 SOSRaceMenu.esp=1 imp_helm_legend.esp=1 30_fps_loading_fix.esp=1 Bijin NPCs.esp=1 RaceMenuMorphsCBBE.esp=1 UIExtensions.esp=1 CiriOutfit.esp=1 PCE - 3DNPC Patch.esp=1 ViewableFactionRanks.esp=1 FollowerAsCompanion.esp=1 dD - Enhanced Blood Main.esp=1 dD-Dragonborn-Dawnguard-EBT Patch.esp=1 Shia - follower.esp=1 RaceCompatibilityUSKPOverride.esp=1 CustomRaces.esp=1 Darkend.esp=1 AesirArmor.esp=1 SOS - Shop.esp=1 Phenderix's Magic Evolved.esp=1 JRC's Longsword Pack.esp=1 Ursine Armour.esp=1 Lilarcor.esp=1 The Paarthurnax Dilemma.esp=1 DBM_Undeath_Patch.esp=1 PCE - Legacy of the Dragonborn Patch.esp=1 DBM_IA_Patch.esp=1 InnovaEyes.esp=1 MariEyes.esp=1 Undiveyes.esp=1 EoGeom.esp=1 Eli Telvanni Hood.esp=1 BooksOfSkyrim.esp=1 HoldBorderBanners.esp=1 P1FlyingRing.esp=1 Oblivion Gates in Cities.esp=1 MoonAndStar_Undeath_compat.esp=1 Equipping Overhaul.esp=1 Hedge Mage Armor.esp=1 TW3_femaleArmors_zzjay.esp=1 CampingKitNorthernRanger.esp=1 LycHairstyler.esp=1 My Home Is Your Home.esp=1 Pilgrim Gear.esp=1 ChrisRichardz Anime Eyes.esp=1 Follow me for Sex.esp=1 LustmordVampireArmor.esp=1 GDZZJJDH.esp=1 CrimsonTwilightArmor.esp=1 More_Saddles.esp=1 Public Executions.esp=1 QuickLight.esp=1 CerwidenAppearancePatch.esp=1 SimplyKnock.esp=1 Vivid Weathers - Lanterns of Skyrim Preset.esp=1 Vivid Weathers.esp=1 Vivid Weathers - Extended Snow.esp=1 InigoPerkPointGiver.esp=1 JaxonzRenamer.esp=1 DeathApple.esp=1 Ebony_Crossbow.esp=1 ArmorOfIntrigue.esp=1 VanHelsing.esp=1 W_WitcherySkill.esp=1 Blush When Aroused.esp=1 Mirielle Follower.esp=1 Vivace.esp=1 Bijin Warmaidens.esp=1 gigapact armor.esp=1 TentacleEnt.esp=1 raeza.esp=1 LindsWoodlandAlchemist.esp=1 LingerieSetCBBE3_2ByNausicaa.esp=1 Mona follower.esp=1 KWCORVO.esp=1 TW3Eyes.esp=1 CaesiaFollower.esp=1 Faction Crossbows.esp=1 PCE - USLEEP Patch.esp=1 DBM_DBR_Patch.esp=1 Dr_Bandolier.esp=1 Battlemage Armour.esp=1 Immersive Citizens - AI Overhaul.esp=1 Relationship Dialogue Overhaul.esp=1 PCE - Immersive Citizens AI Overhaul Patch.esp=1 ELFXEnhancer.esp=1 Immersive Citizens - ELFXEnhancer patch.esp=1 Realistic Weapon Positions.esp=1
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EDIT: Solution found! If you are creating a new ability for a custom race with a constant effect, all you have to do is create the spell, then go edit something else and save the changes. It should stay in the spell window now!
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- custom race
- mod
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Hey everybody. I'm working on a custom voiced follower mod. He's a battle mage type, and I wanted to create a force push type spell that would use the unrelenting force visual effect, and sound. I also wanted him to be able to use this without knocking me or any non hostile actors over. What I did first was create a new effect for unrelentingforce3effect, or whatever its called. I then marked it as non hostile. However because of that it makes it to where it does nothing to anyone at all. (Which makes sense) So I then I tried to alter the vampiric grip spell to a fire and forget and aim category. Granted this would pull the actor to me at fist but it's a start. However this did nothing, in fact the spell wouldn't even show up in my inventory. So I decided I could either find the piece of scripting where the player is flung by the un relenting force and try and make it to where it only effects hostile actors, or use the piece from Vampiric grip (gripactoreffect) that flings the actor back. (That way it's more controlled.) I understand I could get someones permission to use their force push mod and lay my new unrelentingforce effect with it to get what I'm looking for. However I'm already using stuff from Apachi, Hothtrooper, Nicoroshi and others. I'd like to do this on my own. I'm having trouble locating where I can actually edit the script itself. So any help or recommendations would be appreciated thanks. I intend for this follower to be interactive with the player. I want to have him giving his own 2 cents in certain quest lines. (My favorite is a spat with Ancano). I really enjoyed Jespar (I've watched Gophers Let's Play) from Enderal and like how his story tied in with the players'. So I'm hoping to achieve something like that with this mod. It's a mod I've been passionate about, and have over 300 lines of dialogue done, with more to come. So I would really appreciate help on this tiny scripting issue. Thank you.
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- help
- creation kit
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Sorry, Here is one screenshot.
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Hey all, I would like to write a script that will allow me to use the 'Update3d' function on all of the currently loaded NPCs when the player loads a save game. By currently loaded I mean all NPCs in the grid that loads around the current cell the player is in. I am planning on adding the script to my existing script, that runs once inside a 'getgamerestarted' check, so I don't need a whole script written. So, for example; scn myscript begin gamemode if getgamerestarted == 1 my script stuff new section that calls update3d on all npcs endif endMy script already does everything else I need in the 'my script stuff' part, I just need to know what to write in the 'new section' part. From what I have read I think I need to use an array, but all of the information I can find on the subject is well beyond my scripting capabilities. If somebody could help me out with this it would be greatly appreciated and you would be credited for your help. Thanks in advance, BayK
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Is there any mod that can ... 1. Compile a list of all game ingredients (including ingredients added by mods to the game). I have several mods that add new ingredients to the game. 2. Randomise each of the ingredient effects whenever a new character is started. 3. Ideally, then create an alchemy book of those randomised ingredients.
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- alchemy
- ingredient
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I'm having that problem where the lighting in a cave, dungeon, tavern, ratway vaults or in this case Sky Haven temple where the lighting gets all bleached out or blocked off or something. Only happens when I position the camera a certain way. Is this a conflict with Enhanced Camera maybe? I dont have any light mods, havent even got around to downloading any. For the love of Talos this is getting insane. I think its gonna give me epilepsy its that bad. Truly game breaking. My eyes hurt right now writing this. This is Skyrim LE Edit: If you are experiencing the problems in the photos below, scroll down to grospolina's post about deleting the Skyrim ini's from your \my games\skyrim\ folder. This was the fix that killed this bug for me.Big thanks to Grospolina for the advice :thumbsup: I'm on a 2015 Macbook bootcamped to run Windows 7. It has a Nvidia GEForce 750M which has 2gb of video memory. Here's a few screen shots of my system specs and load order: Screenshot of the issue in Sky Haven Temple: Can anyone point me to a thread or video or have any advice on how to fix this? Thanks guys!
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I was thinking about a mod that would alter the effects of the radioactive storms to appear more like the emissions in S.T.A.L.K.E.R. Call of Pripyat as well as adding that going inside a solid structure like a house would protect you from the incoming radiation. As well as adding a "warning" that would play over the radio, diamond city radio or minutemen radio or both. Advising people to seek shelter, taking the one from s.t.a.l.k.e.r. might work, rather that that some guy with a clogged up nose, breathing into the mic trying to say it. That never feel right with any mod.
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- s.t.a.l.k.e.r.
- emission
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Hello everyone! If youre making a weapon mod and you need a new sound set for it but dont know how to make one yourself, you can ask me to create one for you. i have demonstrated my skills in my sound mod All Weapon Sounds Overhaul if you're wondering how much i know about sound modding. Please don't hesitate to request a sound effect. Ill be more happy if youre requesting a complete sound overhaul for a weapon mod that adds 40+ sounds or something like that :P If you need anything, just write here and we will discuss in PM. Thank you for reading!
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So for about a month or so I’ve been having this bug in survival where if I’m dehydrated/hungry, and I eat food or water to fix that, the notification and negative effects don’t go pop up and go away until about 10-20 seconds after the fact. It’s not just with this either, Most notifications, such as the little animation that appears from the “lover’s embrace perk” can take up to a minute to appear after the actual event takes place. Sometimes it will never even happen and the game will just freeze, not crash, just freeze with any music audio still playing. I read that 2 people with the Survival Options Holotape mod were having the same problem, but the thing is I still have this problem even after deleting this mod, so am I screwed? Would like some advice from anyone whose having and especially been able to conquer this game-breaking bug. Kudos! Here’s my load order by the way Unofficial Fallout 4 Patch True Storms: Wasteland Edition Endless Warfare AWKCR Blacksmith’s Crafting Expansion Deadly Raiders of the Commonwealth Deadly Gunners of the Commonwealth Deadly Triggermen of the Commonwealth Deadly Supermutants of the Commonwealth Deadly Ghouls of the Commonwealth NPCs Travel Valdacil’s Item Sorting (VIS) Immersive Hud Lite DEF_UI Core DEF_UI_HUD_preset by GrandSlam063 DEF_UI_Tabs Inventory Tabs (VIS) Plenty O’ Exploration The Beantown Interiors Project Crowded Commonwealth Stumble Upon Interiors Expanding Boston Longfellow’s Cabin Bridge Aquatic Beastiary, Sea Life Aliens of the Commonwealth Rad Spiders World to Come – Quest Mod A Cannibal in Concord The Collector – Bobbleheads Concord Speakeasy – Subtle Changes Ransacked Relays and Shuddersome Subways Quests+ WRVR – New Companion and Radio Station Everyone’s Best Friend (Dogmeat and standard companion) Conquest – Build new Settlements Anywhere Manufacturing Extended Commonwealth Livestock Solar Power Sentry Bot Light Colors Nuka-Cola Display Racks Better Crops Improved Level 3 Shops M.D. Wolfe’s Shipping Services Dave’s Settlement Fast Travel Enhanced Gameplay (Considering Deleting for other reasons) Hardcore Purified Water Overhaul Hardcore Fog – Far Harbor Hardcor Sanctuary Hills Hardcore Radiation Storms Deadlier Deathclaws Survival Options Realistic Ragdoll Force Draco’s leveled NPCs Mod Dracos leveled NPCs Auto DLC Patch Dracos leveled NPCs Far Harbor Patch Faster Terminal Displays Alert Carry – Lower Your Weapon Better Automatron Weapons No Aggro Impact Landing (Power Armor) Non-lethal fall damage (companion mod) Optimized Building Textures Seen Better Days – Player PIPBOY retexture [DN-0] Darker Nights (level 0) Fallout IV Gore Overhaul – 3.0 Settlement Limits Slashed Fizztop Grille – Settlement Ready Far Harbor Workshop Doctor Fix Ron Staples – inventory fix Provisioner Guard Dog Don’t Call Me Settler Open Carry Provisioners No Crafting XP No Crafting XP Automatron Move Power Armor in Workshop! Vault Tec Workshop – Power Conduit and Lighting extension Improved Map with Visible Roads Change Power Armor Interface – Clean Change Power Armor Interface – Green More Map Markers Missile Weight Reduction People are Strangers Loving Cait Loving Piper Pistol Reanimation Pack Vault Booty UNDER-WEAR UNDERWEAR – AUTOMATRON UNDERWEAR – FAR HARBOR UNDERWEAR – VAULT TEC WORK SHOP UNDERWEAR – NUKA WORLD Ponytail Hairstyles by Azar Taboo Tattoo Cut Content Restored M82A3 .50Cal AMR Defense Gun M4 Assault Carbine Improved Minutement Artillery Tumbajamba’s Power Armor Survival Quick Save – No Sleep till Bedtime Liberty Power Armor Lite Version Enclave X-02 Power Armor More Uniques – unique weapons Heroes Revolver (updated and supported) 10mm carbine – nuka world support Alien Assault Rifle Marksman Pistol Fusion Gun Scar-H M2045 Magnum Revolver Rifle M1014 Standalone Shotgun Mac-11 Machine Pistol Laser RCW (Alpha) Grenade Expansion Pack 2 Cargo Buddy Ish’s Respec Mod Deathclaw Armor/Skinning Handmade Rifle Apparel Item Cheat Terminal Immersive Coffee Mod K-9 Harness – Tactical Body Armor Plunketts Helmet Schematics See-through Scopes See-through Scopes – Nuka World .38 Submachine Gun Receiver Tactical Weapon Mods Realistic Sound (OWR-Boston) Old World Tunes Aesthetic Radio Fallout Suite Soundtrack Extended Ambient soundtrack Jihad supermutant test.esp Swearing animals Hey that’s pretty good! – ***** savant sound replacer [English] Full Dialogue Interface
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tldr => just scroll down to the technical problems to solve and give me a hand! You may know one of my current projects is Umbra and i've started thinking about the enchantment. Simple soul trapping is boring, i want to make something that reflects the behaviour Umbra should have according to the lore, i.e. the thing likes souls and it slowly takes control of the wielder (this of course only to certain degree and as much beneficial as possible, nobody wants a sword to destroy their characters) So, my idea or the user experience i want to create is two simultaneous systems, hunger and possession. Hunger is short-term and directly affects the charge of the weapon (which can also be forced charged with soulgems). The reason is umbra wouldn't fill your soul gems if he/she is hungry, so you first feed the sword then the sword feeds your soulgems. So the charge bar would turn into the hunger bar. Ideally some of the engravings on the blade could glow only when the sword is satiated. Possession is long-term, is basically a kill-count, the more you kill with it the more umbra bounds to you, unlocking new/better effects and also adding some passive effects to the wielder itself. This would be indicated by kill count messages every X kills or when a milestone is achieved and the effects change, as well as the actual sword description which should reflect the current effects with their magnitudes and everything. The high tier effects of umbra could be absorbing health/magicka/stamina, maybe a way to release the spirit within the blade? The passive effects applied to the player as a result of this Possession should be beneficial globaly otherwise you wouldn't use it, but should have some compensated detrimental effects i think, any ideas? Should they be permanent or only active while Umbra is equipped? So, the technical problems to solve, ideally not involving skse because after all is a weapon mod. Any ideas you have about any of them, please do tell. 1./ Have the glowing mesh activate only while the sword is statiated (charge above X%). Not sure if there is any way without using stuff like http://www.nexusmods.com/skyrim/mods/37481/? that i'd prefer to not need. If the glow mesh was the enchantments art then i think it should show only when the weapon has any charge, but doesn't update mid-equip and i'd like to have control of the threshold above which is shows. Is not massively important, just cool. 2./ Have the item's description show current effects and change dynamically as these evolve. I can think of you ways to do it: a) One magic effect of each type with a base magnitude and using <mag> and <dur>. When possession increases have a perk/s increase their magnitude/duration via conditioned "Mod Spell Magnitude" (works for enchantments too right?), If i want to have multiple steps then i'd need multiple perk entries. Never tried something like this so not sure if it will work. Is scriptless and, if it works, much more "solid" since what is displayed is the real magnitude. b) Multiple magic effecs of each type with different magnitudes and conditions similar to what dawnguard axe has, keep track of the magnitudes and display them in a single "description" magic effect or the item itself with text replacement globals. The problem comes (in either method) if i want some of the effects to not be present at all in the beginning and then appear when they are unlocked because, afaik, the enchantment will grab the description from all the magic effects ignoring their conditions. Maybe i could work the description completely on the script side as a string and use some text replacement, does alias name text replacement works in item/magic effect descriptions? Or just display "absorbs 0 health" until it's unlocked which looks kind of broken. Or have all the effects since the beginning but the high tier ones at very low magnitude.
