The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Improved Wards
   
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Category: Magic
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5.919 KB
21 feb 2012 om 14:35
22 feb 2012 om 8:28
2 wijzigingsnotities (weergeven)

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Improved Wards

Omschrijving
Alters the vanilla ward spells to behave more like shields. Ward spells will now knock back attackers who are using melee weapons.

------------Links--------------

This mod on the Skyrim Nexus:
http://skyrim.nexusmods.com/downloads/file.php?id=10828

------------Updates-----------

UPDATE: 22/02/2012

Due to the way I was checking what type of attack hit the player, wards used to stagger enemies using non-projectile spells and dragons using voice attacks.

This issue has now been fixed.

------------Conflicts-----------

This mod alters the following spells:

Lesser Ward
Greater Ward
Steadfast Ward
College Practice Ward

Mods which alter these spells may conflict with this mod.
19 opmerkingen
Doc_Calm 30 okt 2017 om 18:42 
Awesome! Enemy mages always cast ward while I stab them... now YOU fixed the AI to work well, & I have to be careful.
EbonDarkness 30 okt 2014 om 22:43 
altho he managed to have the arrow redirected back at the attackers which is also fine in my own opinion
Warsun 20 mrt 2012 om 23:31 
Excuse me can you add another mod that deflects attacks like a shield but reduces the amount of power needed to cast a ward spell.Because 30mp per second is ridiculous.An i have no idea who there beta tester was but they need to be beaten over the head with a phone book.But could you make it 4mp per second please?
AUSGrizzly 26 feb 2012 om 17:13 
Hmmm, I have been using this, and if its this mod that has the wardsstaggeronhit.esp then I might actually be removing it. The ability to compleatly staggerlock someone by throwing up the ward at the last second is too overpowered. It shouldn't be that constant...
Carrymaiden  [auteur] 26 feb 2012 om 12:24 
In other words, I did what you suggested and, sadly, it doesn't work.

Another option may be to script the effect so that if the player is hit by an arrow projectile while it is active, the damage is negated and the arrow forced back, but I don't know how to do that... there doesn't seem to be any relevant methods in the projectile script (according to the wiki it just extends the form script) and it's not possible to see what happens in the code when the player is hit by a projectile.
Carrymaiden  [auteur] 26 feb 2012 om 12:20 
My mod adds a magic effect to all the ward spells. I tried adding the "Deflect Arrows" perk to the restoration tree, and modified the conditions so that it activates when the player has the magic effect I created - but it appears that, as the deflect arrow code is hard coded in to the game, it must be written so that only arrows which hit a shield are deflected - since the player doesn't have a shield out, it doesn't have any effect. There doesn't seem to be any way to view or modify the deflection code, only a way to activate it - but that's not what I need.
Dread Gazebo 26 feb 2012 om 10:18 
Deleted my last comment because I'm an idiot. I'm working on finding a way to see the exact script of the Deflect Arrows perk. If I can find a way to get that code, I'll post the method here and try to update the wiki as well. Then you'd be able to paste the code in and just add it to one of the existing Ward perks.

Alternatively, you might be able to use the Character Menu -> Actor Values -> Perk Tree -> Add Perk to add the Deflect Arrows perk to the Alteration tree. Of course, this would make Deflect Arrows a Perk for spellcasters and would require investment in the Alteration(?) tree, so it might not work the way you want it to. Still, it might be worth investigating.

Have you tried downloading the Lycanthropy Perk Tree mod or one of the mods that change how the perk trees are implemented and looking at what their creators did? It might shed some light on subject.
Carrymaiden  [auteur] 23 feb 2012 om 9:32 
It looks like it's not possible to do it:

"An Entry Point Perk allows you to modify a specific, predefined part of the code. When you create a Perk Entry that refers to an Entry Point, you select from a list of these predefined Entry Points. Each one will also have a number of arguments that are relevant to that entry point."

The "Deflect Arrows" block perk uses an entry point, so it's not possible to look at, add to or change the code as far as I know - so I can't modify the effect to work for wards.

If anybody has any ideas on how to make arrows bounce off of wards, let me know!
Carrymaiden  [auteur] 23 feb 2012 om 7:26 
I'll see what I can do!