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EDIT: FIXED Hi, I am creating a Hearthfire build your own home style house for my mod, Midwood Isle. The house works great, however I have run into a problem regarding checking if a room is complete (so that the option to pay to decorate it disappears). I currently have it set up so that when the misc object is created at a workbench, it enables the reference in the room and runs the Function CheckCompletionStatus() This function is setup like this (the example being the library room): The MI_CheckLibraryList is a formlist of all the Misc objects that can be created in the library - currently 35 objects. However, this seems to be very inconsistent.For some of the rooms, it sets the global when I have created like half the objects, and for some it never sets the global once all are created.Additionally, I tried changing it to be == 35, however this also doesnt work. The weird part is when I set it to == 5, sometimes it works and sometimes it doesn't.I was wondering if anyone knew of a problem with using formlists for GetItemCount or GetSize? After banging my head against a wall I tried coming up with a different approach (a bit messy): For this, the DecorationsLibrary points to an array of ObjectReferences (all the references that are enabled in the room). My thinking here was the script would quickly run through the array, and if any are disabled it sets a global that it is incomplete. At the end, if the global hasnt been set, the room is complete.The weird thing here is it causes the exact same issues as the first one. The same rooms that were completed early are still completed early, and the rooms that didn't complete still dont complete. From what I can tell, all the globals, formlists and arrays are identical to each other (except what they contain). The MiscObjects you create at the workbench all have the script calling the function CheckCompletionStatus() - so I have no idea whats different about the rooms. Alternatively, is there a better way for me to remove the dialogue to pay to decorate a room when it is completed? Hearthfire doesn't actually have this feature - so I'm almost tempted to just leave it, but it'd be nice to have. I'm completely lost in this, so would appreciate any advice!
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Hello, I need help with this particular function, I'm a fairly seasoned modder, but have never used this one before, I figured it wouldn't be too hard, but it's throwing all kinds of errors my way, is it my implementation? The Code: My Papyrus Log: It keeps returning 151211165 whenever I try and get the FormID of any formlist attached to a AmmoList in the AmmoType structs, I'm confused, but maybe it's something really simple I'm just not seeing, or maybe I'm just doing it wrong, I'm not sure, but any and all help would be greatly appreciated.
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Hello, I need help with this particular function, I'm a fairly seasoned modder, but have never used this one before, I figured it wouldn't be too hard, but it's throwing all kinds of errors my way, is it my implementation? The Code: My Papyrus Log: This particular line: [09/29/2023 - 01:18:18PM] [Requiem:Main <RequiemMain (09034C65)>]: 151211165Happens every time I try and print the FormID of any formlist attached to AmmoType.AmmoList, I'm out of ideas honestly, but maybe it's something simple I'm just not seeing.
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Hey can someone tell me why my script isn't compiling? Scriptname TwinAxesScript extends ObjectReference {Summons left Twinaxe} Actor property PlayerRef auto Spell Property SpellToCast auto Event OnInit() RegisterForActorAction(0) EndEvent Event OnActorAction(int actionType, Actor akActor, Form source, int slot) If akActor == PlayerRef If !source If ActionType == 6 If !slot SpellToCast.Cast(Self, Self) Endif Endif Endif Endif EndEvent This is the error it keeps giving "Starting 1 compile threads for 1 files... Compiling "TwinAxesScript"... C:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\Scripts\Source\temp\TwinAxesScript.psc(7,4): RegisterForActorAction is not a function or does not exist No output generated for TwinAxesScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TwinAxesScript" Not sure what I am doing wrong if someone could help that would be good. It is supposed to be a script attached to a weapon, and once that weapon is drawn it should cast a summon weapon spell and summon into the left hand. As in a "paired weapons" script.
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I've been trying to compile a simple script that removes 1,000 gold from the player. The compiler keeps telling me that Gold001 and RemoveItem do not exist. I have my script extending Actor (which extends ObjectReference), so there's no reason that the "RemoveItem is not a function or does not exist." should be popping up. The compiler shows that it is loading both Game.psc and Actor.psc with "unknown user flag hidden". But even though Actor extends gameref, it's not finding the RemoveItem function there. The code is as follows. Scriptname MyScript Extends Actor Event OnInit() Game.GetPlayer().RemoveItem(Gold001, 1000, true) EndEvent So then it also says that Gold001 does not exist. I tried adding a Form Property like so, Form Property goldItem Auto But this line of code makes absolutely no sense. There is absolute zero way that the game can determine that goldAuto is supposed to represent the item 000000f or Gold001. Form Property goldItem = Game.getForm(Gold001) ... ... RemoveItem(goldItem) ... Tells me that Game.psc does not exist. I can't fathom how you can type in Form Property [somerandomvariablename] and the game determines exactly which item / object you intend to have there. Clearly, this does not work. I have been Googling this problem since 5:00PM CST. It's currently 3:24AM the next day.... I'm going insane, I swear. The search results amount to, "Oh, I have this same problem!" "nvm, figured it out, bye!" With nobody posting a solution. Tutorials about Forms Properties Actors ObjectReference Extending Compiling Eating a Horseare all miserably incomplete and unhelpful across the entire internet. I came here as a last resort because I hate to bother you guys with such noob questions. It's a very basic, beginner question, I'm sure, but I'm driven mad by the sheer hours I've put into Googling this and the fact that I am fluent in C++, C#, Lua, Python, Java, JavaScript, VisualBasic, Basic, SQL, HTML, PHP, CSS and anything you throw at me, but then some rinky-drink, slapped-together Bethesda middleware script kiddie garbage pops up and I roll a critical failure apparently and end up breaking the universe trying to write the simplest, most basic, hello-world-level papyrus script. Moral of the story? Papyrus is trash. Can anyone restore my sanity so that I don't have to go to the Shivering Isles and be a slave to Sheogorath for all eternity? Thanks, really, truly, I mean it. Any help at all would mean a lot. I'm goin' nuts over here...
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So this isn't working again, and I don't know why! Basically, I have it set up like this: This here is part of a larger script attached to spelltomes, but this part is the part that adds the spells in the tomes to the formlist. Then my script, here, calls the formlist and uses the function from this post to add the spells to the player. Except that it's not doing that. It adds the spell that I have manually added into the formlist through the CK, but none of the ones it should be adding from the tomes. To clarify, it is being called, as all the debugs are going off, it just isn't working. In addition, the function to remove the spells also isn't working. Here's the script for that: It's not even removing the spell that's manually added in the formlist, I don't know what the deal is. Here's the full script, for reference:
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Hi, I have an issue currently where pre-order weapons in my game are showing up as red exclamation marks. However, I can't seem to figure out which mod is causing it. I vaguely remember while messing around with console commands a command that, when entered would return the specific .esp files that modified whatever was selected (weapon, item, etc.) Does anyone know anything useful? I don't really want to reinstall my entire game just to fix this bug. I'd really like to figure out what's causing this, and yes, I have archive invalidation set up. Any help would be appreciated.
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Hello everyone! I don't exactly know how possible and/or hard it would be, since I have absolutely no experience with modding, so I'll just ask. I recently started playing a hybrid character with http://www.nexusmods.com/skyrim/mods/37658/?, and I'd like a feature I didn't find anywhere. (Neither Nexus, nor Steam Workshop, etc. Extensive Google research was done, believe me.) http://www.nexusmods.com/skyrim/mods/9891/? This mod is sadly not updated anymore, but its functions still work with the newest Moonlight Tales Essentials and other mods, and are exactly what I'm looking for. Meaning: werewolves can loot, interact, open their bag and the map, and keep the items on the character pre-change equipped, though said items don't appear visually, but their bonuses and enchant effects are given to the werewolf. Is it possible to either port these functions to the Vampire Lord as well, or make something exactly like this for the Vampire Lord? Another possibility is to use this mod: http://www.nexusmods.com/skyrim/mods/21631/? as a base, and add the functions to keep equipped items equipped, and to open bags and other menus. This mod isn't updated anymore either, and older versions aren't on Nexus anymore (he did say "added an SKSE plugin" to do it, so it might not be that complicated) ... of course, the 1.3 version seems to be exactly what I needed. Thank you in advance for any replies, or help!
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I have the following code Busy = True While (index < COB_OldBaseHome.GetSize()) ObjectReference MyObjReference = COB_OldBaseHome.GetAt(index) as ObjectReference Debug.Trace("Attempting Enable "+ index + " "+ MyObjReference ) MyObjReference.Enable() index += 1 EndWhile Busy = False I want to also display the name of the item in the form as it displays in the creation kit when you view the form.
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Hey all! So I am currently working on a shape-shifting mod, and it is working quite well aside from one problem that I cannot figure out. I'd like a clean way to get the players' current health through an event if that's possible. Basically here's the scenario, you are in a shape-shifted form but your health goes below 10%, so you then revert to your original form. I use death alternative so when you hit low health you go into bleedout, so I am also trying to simultaneously make it work with this mod, as being in a different form for these scenarios can cause many problems. I've tried using OnHit event, to check the players health but there's many issues with this and I'd prefer not to use it, not to mention if you are under the effect of a damage over time effect, that can take you below 10% health and it will not register. I tried OnEnterBleedout, but that didn't really seem to work either and even if it did it wouldn't really be preferable, as I'd like you to lose your form at a certain health threshold, ie <10%. One thing I did think of was how on a new character, when your health/stamina/magicka get low a tutorial message pops up. I am not sure where these tutorial scripts are but they seem to detect it in a way I'd like to. Does anyone know how these work? Thanks :blush:
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What I need: A container that only accepts a single item, whatever happens, not one stack, just one item. And access from another script to the form of that item to pass it as a parameter for FindClosestReferenceOfTypeFromRef. The container will be accessible by the player "equipping" a misc item but haven't got that far yet... Ideally the weight of the misc item would increase with the content of the container, but that would require skse, right? It's not a main feature anyway and cosnidering you can only place a single item, the amount of weight you can cheat is low. What I have: Some of my concerns as comments within the code. Looks good and reliable? any errors you can spot? Improvements? Scriptname CONTAINERTEST extends ObjectReference {Accepts only a single item and stores its form} Bool IsFull Form Property MyItem Auto ; to be accessed and used by another script as a form parameter ; wiki says you cant "make" a form property as in fill it in ck i guess, but can you store stuff in it? Event OnItemAdded(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akSourceContainer) If !IsFull IsFull = True MyItem = akBaseItem If aiItemCount > 1 Self.RemoveItem(akBaseItem, aiItemCount - 1, true, akSourceContainer) ;keep 1 item send the rest back, should take care of stacks Endif Else Self.RemoveItem(akBaseItem, aiItemCount, true, akSourceContainer) ;if full send everything back Endif EndEvent Event OnItemRemoved(Form akBaseItem, int aiItemCount, ObjectReference akItemReference, ObjectReference akDestContainer) IsFull = False ; if it only accepts one item, whenever anything is removed it should be empty? reliable? endEvent
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Can anyone please help? Every time I change into the vampire lord form I'm invisible. I can see the spell glows in the hands, but the body itself is completely invisible. I see the body just as I change into the vampire lord form, but then it goes invisible for some unknown reason.
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this is like a dream becoming true if anyone could do it ,it would be much apreciated
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Hey everyone ^^ So, this last few weeks I've been reading the Fables comics (a lot of you might know them because of Telltale's The Wolf Among Us) and, as some of you may know (and if you maybe want to avoid a minor spoiler about the final chapter of TWAU, don't read this part) the protagonist, Bigby Wolf, has werewolf blood, allowing him to turn into human and werewolf but also into his original form which is a giant wolf. Soooo I was thinking, that would be an awesome thing to integrate into Skyrim, I researched a little if there was a mod to turn into a wolf but I have found nothing, so, as I have no experience with modding, I though I would post it here and hopefully someone would pick up. I have everything in my head, so I'll try to number the general things about the mod I'm thinking and if anyone picks up the project I will provide more ideas. For those that don't know, Bigby Wolf has 4 "forms": - Human - "Half Werewolf" - Werewolf - Giant Wolf This implies, of course, that Bigby has total control over his werewolf nature and transformations, which would bring the first characteristic: In order to make it balanced and not that over-powered, it would be a high level perk, maybe at the end of the werewolf perk tree and with some kind of restrictions like level, numbers of kills, etc.Now back to the forms I was talking about, Human would be normal character, maybe with some extra strenght and an increase in senses (which works perfectly with Predator Vision already). . Half Werewolf forms, for BIgby, looks like this in the Wolf Among Us: Some stetic changes (eyes, claws) to the model would be cool, but they're not that necessary, this form could be just a temporary increase in health and stamina regeneration and a great boost to unarmed combat. So... Introduce "Half-Werewolf" form, a temporary boost to health and stamina regeneration and unarmed combat. Also, since this doesn't change appearance that much, it wouldn't make guards attack you or something like that. Basically: A way to implement werewolf power into normal battles in towns and quests.Werewolf form is just plain werewolf, I don't think it needs many changes (not anything that hasn't been suggested or done by other mods, anyway. Finally, full Wolf form, which looks like this in Fables: Basically, a giant Wolf (I don't know how hard it is to make the model of a Skyrim wolf bigger...). He does changes it's size with every transformation. Sometimes he seems to be the same height as a normal human and sometimes he is truly massive (like in TWAU), so the size of the model ingame would be, I guess, whichever size is easiest to work with. Introduce final, full wolf form, which would turn you into a wolf with speed and attack bonuses, aside from health and stamina bonuses. I'm guessing bites and hitting with it's fangs would be this form way to attack. It would be, obviously, really powerful and would need a lot of restrictions (For example, aside from it being a high level perk, you can only achieve it when your life is low in werewolf form and you have completed a certain number of feedings). So, that's basically what I have in mind. I believe the hardest part would be to make the wolf model playable ( I know you can play as creatures with console commands but they have a lot of limitaions and issues ), but I think "Turn into creatures" mods have been made before, so I know it is possible. Anyways, if anyone ever reads this, I'll be glad to hear your opinions and, please, spread this idea around, I'm pretty sure it would be a pretty cool addition to Werewolf gameplay in Skyrim. See you around! ^^
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It seems like there's a bug happening, but I cannot figure out what causing it, thought I did try already searching for a solution and tried several actions. So the problem started when I activated the "Vampire and Werewolf - Be both" (Dawnguard version) mod. I tried accessing the Vampire Lord form, what was working successfully, but when I try revert the form the whole game freezes/crashes. (for the record - I didn't try the Bloodline quest on my PC before I activated the mod) I deactivated the mod, and the problem still appears. I tried deactivating and reactivating some mods, but nothing changed. I tried doing as I read in the responses of some others forums to move the Unpdated.esm right under the Dawnguard.esm in the NMM which didn't work. Here are my activated mods: Update: (26.09.13) I have been trying to get it working, and here is what I've done: first of all I have changed my mods so this is what currently activated: I tried installing 5 different versions of dawnguard, and loading the game from a clean save and doing all over again the quest from fast traveling to the castle till the part where it gets stuck or shuts down (at the reverse form) with each and single one of them. I also tried running the game without dawnguard and then activating it again. I tried moving the Dawnguard.esm down right up to the Update.esm in the NMM. And googling other solutions didn't help. Any solution?
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Hello! I am here to request a mod to make 2 armors from dark souls. It's the dragonoid (dragon form) from dark souls 1 and 2 (I prefer the dragonoid from dark souls 1) I think it's possible to make these like a custom armor mod for skyrim. I am searching these for a week ago and I didn't find anything. Here is the dragonoid from dark souls 1 http://i.imgur.com/VGaooEF.jpg and here is the dragonoid from dark souls 2 http://i.imgur.com/6ZgdthR.png Sorry english is not my first language... but I hope you understand! Tanks! :D
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I'm working on a script that needs to find one specific form in a cell and then make it a objectreference. While !Stop && !(Target.GetBaseObject() == OldBaseObject) Target = Game.FindRandomReferenceOfTypeFromRef(OldBaseObject, CenterMarker, 51200) as ObjectReference if !Target Stop = True endif EndWhile ObjectReference Property Target Auto ObjectReference Property CenterMarker Auto Form OldBaseObjectthis is a small part of the bigger script, but this is the part i'm having trouble with, it can find the objecttype, but the "!(Target.GetBaseObject() == OldBaseObject)" doesn't seem to work at all it will look for the type of object that "OldBaseObject" is pointing to, but not the specific baseobject/form.
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Hi. Is it possible to create a spell/buff which basically is an 'transformation' except it doesn't really change your chars model. But once it is active, it should provide you with new spells in your Quickmenu (Q), and a separate perk tree as werewolves / vampires? I'd still want to keep the 1st person view. While using the form, your char still has their equipped items on (not replaced by something else). I make a guess that you would not be able to use your inventory? And that's ok. Short how it should look: 1. Cast power "form" 2. Your quickmenu is replaced by new abilities as long the "form" is active, you can "revert form" (as vampirelords are able). 3. Your character still has their original items equipped while using this "form" 4. Pressing <TAB> takes you to a custom perk tree I can see that Bethesda's vampirelord form is so heavily scripted and tied to quests, is there an easier way to achieve desired effect? It doesn't even use any fancy transformation animations as werewolf/vampirelord would. I don't even know where I should begin with this, I'd be so thankful if someone could help me here. My main question is, how do I get my custom powers to display in the Quickmenu when I'm using that specific spell?
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Hope you're all doing well out there in the Wasteland... Pretty simple question: how to test for a particular type of item given a 'Form' or 'ObjectReference' like a Stimpak? Probably has a pretty simple answer that is eluding me right now. For Stimpak I tried: form.HasKeyword(ObjectTypeStimpak) which didn't work. Seems awkward, but maybe I need to do something like: form.GetFormID() == Stimpak.GetFormID() ? I'll let the experts chime in. -louisthird
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I found this nice little form like below that shows form IDs for some things in the game can someone show me an example of how in Papyrus I would make use of one of these using that ID ? 000002C9 Experience 000002CA AttackConditionAlt1 000002CB AttackConditionAlt2 000002CC IdleChatterTimeMin 000002CD IdleChatterTimeMax 000002CE RotationSpeedCondition 000002CF AttackConditionAlt3 000002D1 WorkshopID 000002D2 AnimationMult 000002D3 WeapReloadSpeedMult 000002D4 Health 00002D5 ActionPoints 000002D6 UnusedStamina 000002D7 HealRate 000002D8 ActionPointsRate 000002D9 ConditionRate 000002DA SpeedMult 000002DB RadsRate 000002DC CarryWeight 000002DD CritChance 000002DE MeleeDamage 000002DF UnarmedDamage 000002E0 Mass 000002E1 Rads
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Anyone willing to make a mod that changes the Vampire Lord form into a Lich form, based on those from Heroes of Might and Magic 3 / Might and Magic? http://upload.wikimedia.org/wikipedia/commons/thumb/7/76/Wesnothlich.png/228px-Wesnothlich.png http://i1110.photobucket.com/albums/h454/thefluffyone93/DnD4e__Lich__Original_Paints_by_Zubby.jpg http://media.moddb.com/images/mods/1/11/10700/Lich_9.jpg http://www.celestialheavens.com/homm3/images/creatures/necropolis/05up.jpg
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Just surfing around the net and couldn't find any builds specific to making the vampire lord form as effective as possible. A lot builds seem to go for a necromage-based build, which is an exploit and has been fixed through official patches (it doesn't work on my copy of Skyrim, at least) and I wouldn't want to use something which feels so imbalancing in a cheaty way to the game mechanics. This build is designed specifically with the vampire lord form in mind, so making that as powerful as it can be. I won't go into gear or anything like that, just the perks that will bolster the power of the vampire lord form. As a vampire lord, you will want to raise your natural magicka a fair amount, to make full use of the blood magic and night powers, which is generally more effective than running around swiping at enemies with your fists... I mean, claws). Alteration - Mage Armour (3 levels) - Magic Resistance (3 levels) - Stability - Alteration Dual Casting - Atronach (optional) In the alteration tree, the Mage Armour perks boost the level of damage resistance available to a character who isn't wearing armour. As a vampire lord, you won't be able to take advantage of armour in the vampire lord form, but you will be able to take advantage of the residual effects of Mage Armour spells, meaning if you cast a Flesh spell, then transform into the vampire lord form, the effects of that spell will still be in effect for as long as that spell would naturally last. With Stability and Dual Casting, this can mean four minutes of increased armour rating in the vampire lord form, making you considerably more durable in combat. Magic Resistance perks still take effect in the vampire lord form, meaning you will have an innate 30% magic resistance in the vampire lord form at all times. In fact, following this build to the letter, you will have an innate 70% magic resistance while in the vampire lord form). Atronach is only available at 100 alteration, it is entirely optional and probably fairly inconsequential once you are at that level of power, but it does fill up an empty magicka bar at a rate of knots, whichever form you are in at the time. Conjuration - Necromancy - Dark Souls - Twin Souls - Mystic Binding (optional) Optionally, conjuration can be a great school for synergies with the vampire lord form. Not only does the Twin Souls perk have a synergy with the vampire lord Raise Dead power, allowing TWO raised followers to do your bidding, but Dark Souls will increase the hit points of each of those raised creatures by 100 points, making them much tougher. Necromancy will double the duration of all your raised followers, in normal form and in vampire lord form. Mystic Binding gives a healthy boost to bound sword and bound dagger (for those who have dragonborn), which works very nicely with the sneak perks below. Illusion With the illusion school, all vampire characters get a +25% bonus to the power (not the duration), of their illusion spells, which makes illusion magic a considerably more viable option as a vampire. What perks you decide to take here are up to you, bearing in mind that dual casting doubles the power of the spells, meaning they affect higher level creatures and people. If you like illusion magic, then it will be more viable as a vampire, but it is an optional school. The only synergy here that I know of is the Quiet Casting perk, which may allow you to silently paralyse enemies as a vampire lord, for example. Restoration - Recovery (2 levels) - Necromage (optional) - Avoid Death (optional) Necromage is optional and won't make you intensely more powerful, but does raise the potency of all spells (damage and level limits) but only against. It's your choice whether you want to raise restoration up to 70 (restoration being one of the harder spell schools to raise), and take the pre-requisite Regeneration perk. A big impact though is the Recovery perk, and it's the only way to raise your magicka rate in the vampire lord form, save for the hard-to-get Ring of the Erudite, which raises the basic magicka rate from 10 to 12. Because vampire lords have a higher base magicka rate than other races (10 compared to the usual 3 in normal form), Recovery has a profound effect on the recovery speed and when coupled with the vampire lord perk which reduces blood magic costs by 33%, you will rarely yourself running out of magicka in the vampire lord form. Avoid Death is probably not worth all the effort required to get it (requires a lot of raising the restoration skill) but if you happen to have 90 restoration and a spare perk point, then you might as well, right? Sneak - Stealth (1 level) - Backstab (optional) - Assassin's Blade (optional) All vampires get an innate +25% to their sneak chance, which makes sneaking a lot easier, especially when combined with the first level of Stealth, which gives a +20% chance to sneaking. That's a passive +45% in total, added to the fact that this build doesn't use physical armour (giving the highest chance to sneak). The perks Backstab and Assassin's Blade work well with a sneaky character who can backstab with daggers for the times when turning into a vampire lord and blasting your way through swathes of foes isn't a viable option. But for the most part this build is about using the vampire lord form! It's optional whether you go down the daggers route, but it certainly helps to be sneaky sometimes, especially if you want to play through the dark brotherhood and thieves guild plot lines. One Handed - Armsman (5 levels, optional) Again, if you choose the daggers route, then any spare perks can be thrown into Armsman, for boosting dagger damage (combined with assassin's blade, mystic binding and backstabbing gloves such as the shrouded handwraps, you're looking at a 60x damage daedric-equivalent bound dagger, which can take out many foes in a single sneak attack). If you don't want to use daggers or bound daggers, then the sneak and one handed perks can be substituted for archery or destruction - in this build, you will have plenty of magicka to play around with, though destruction isn't the most powerful way to dish out pain... but then that's what the vampire lord form is for in this build). So there you have it! Many of the perks which have synergies with the vampire lord form, realising it's fullest potential. There are just a few more things which really aid the power of the form, which are as follows: - The Lord Stone (boosts magic resistance by 25%, boosts damage resistance by 50) - Agent of Mara (from the Mara temple quest, boosts passive magic resistance by 15%) - Force Without Effort (from the greybeards quest line, you stagger less, enemies stagger more) - Agent of Dibella (from the Dibella temple quest, boosts damage 10% against opposite sex) - Ring of the Erudite (from vampire radiant quest, boosts magicka rate by 2 and magicka by 100) - Amulet of the Gargoyle (from vampire radiant quest, allows two gargoyles to be summoned at once) As a final note, the natural vampire lord reaches its most powerful (in terms of innate damage resistance, stat boosts and damage rating) at level 41. After level 41, there are no more boosts to stats, damage, powers, resistances etc. Just so you know.
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So there were always arguments about movies and also the difference between these too. the reason I write this topic was from an argument . we are making a short movie and we are seeking about priority of these two main elements , content or form . many people I know voted on content but I think opposite , I think first its important to describe an image's look then too talk about it so you have to describe the form of your story first , is it about love , is it about friendship , about bad critics, then talk about how it is . other people say to me that : no that's wrong cause the philosophy of movies is to make people impressed by symbols and story. like life of pi , or interstellar . now I ask you what do you think .
