Enderal: Forgotten Stories

Enderal: Forgotten Stories

Ta'veren's Flintlock Pistol Pack for travel in hostile environments
63 Comments
The Moon (القمر) Jul 15, 2024 @ 2:32pm 
cannons are more like big ass match locks if anything, it requires someone light something on fire than put it to the fuse, unlike flint locks which have a self igniting system (IE the flint on the hammer) idk folks in enderal are smart, im sure they'll figure out a way to make a rock create sparks to ignite a volatile explosive material, after all there is gunpowder
Weaponised Autism Jul 16, 2022 @ 5:20pm 
Cannons were invented before the musket, and flint lock rifle and pistols are from 17th century irl. idk about enderal but cannon doesn't mean that it would allow flint lock to exist. It depends on the type of cannon.
AkumatheDarkOne Sep 26, 2021 @ 10:19am 
Huh that's odd the mod won't load even though I subscribed to it I went ahead and downloaded your nexus version instead
AkumatheDarkOne Sep 26, 2021 @ 10:03am 
I'm fucking rating before I even try the mod lol. Who the Hell doesn't love guns?
Darth Jimmi Apr 3, 2021 @ 12:26pm 
Could you port this to Enderal SE?
JohnMcHobo Feb 21, 2021 @ 6:24am 
Question: I see that pistols can be improved at the grindstone, but their stats don´t seem to change. Is that intended?
CyberBatty7 Jan 26, 2021 @ 10:46pm 
Can someone make the guns more accurate? I can't hit most of my targets!
Umbra Animo Dec 9, 2020 @ 3:02pm 
While I like the idea. not only do I feel the guns are too strong. I'm not to big of a fan that its a charge system. I feel having ammo the player has to craft would be better. lets us enchant the guns. and maybe musckets and blunderbuss could be their as well
Darkdez73 Nov 29, 2020 @ 12:45am 
good
Extotus Nov 6, 2020 @ 4:23am 
to OP for me, i prefer to have some challenge than 2 shooting mini bosses on master difficulty
JohnMcHobo Jun 27, 2020 @ 5:24am 
Awesome Mod so far!
I reached Riverdale and they way to it was made so much more fun with an off-hand pistol.

The entire mod theme fits well with the mod and balance-wise it feels like a very good fit since the game puts you at a severe disadvantage if you get outnumbered, which a pistol fixes.
At the same time the low fire rate and high upkeep make sure its not overused too much.
plandemonium Jun 20, 2020 @ 9:56pm 
This is a great mod, thank you! :squirtyay: Balance-wise I like that they're powerful yet resource-limited, imo it gives them a nice niche as a panic button. Especially useful for getting through some tough fights at lower levels. Flavor wise, impressive job making guns feel in-place in this universe. It's also nice to have a one-handed ranged option that isn't magic.
EerinManrow Jun 17, 2020 @ 7:57pm 
I don't know about any of the magic perks but "marksman" does seem to positively affect the damage of pistols. Also, haven't experimented with this yet, it does appear that the pistols may be upgraded at the grindstone.
Rosserrani Feb 18, 2020 @ 6:27pm 
Hello, excelent work! I want to know if they advance with "elemental spells" perks or with "marksman" or even a combination of the 2. ty! :)
Generic NPC Jan 4, 2020 @ 10:46am 
Do they scale of any of your stats?
Soggy Oggy Dec 29, 2019 @ 6:02am 
To anyone else having trouble finding the first skeleton: It is not on the beach, but up the path in an alcove on your right, across from the entrance to the ruins. You'll know it's the right skeleton because it is named Fleshless Lost One instead of just Skeleton.
mcpl.hawkins-olinskie Dec 15, 2019 @ 8:35am 
where can i find the item ids id like to play around with them to know if i want to use this or not
Ta'veren  [author] Dec 6, 2019 @ 6:54pm 
Thanks for the feedback. I updated the sound files, and the guns shot works normally again.
Dimmu Burger Dec 6, 2019 @ 1:19am 
Needs a gunshot sound
Price Dec 5, 2019 @ 10:27pm 
no sound?
blood_guts Dec 5, 2019 @ 6:03pm 
@ta'veren yup my bad. As soon as I started playing again I remembered
Ta'veren  [author] Dec 5, 2019 @ 1:12pm 
@[NCP]blood_guts - in Enderal you level skills by buying skill books. In turn, that affects your damages with affected weapons. You do not level skills by using items (it is different than Skyrim)
blood_guts Dec 4, 2019 @ 11:57pm 
Do flintlocks/staves level any kind of skill?
Erenussocrates Nov 28, 2019 @ 2:04am 
I didn't find any, not on the skeleton at the start either.
jaderive Nov 24, 2019 @ 3:05am 
I eventually found teh one on the skeleton on the beach my clutzy charectar knocked it about the hand was near the shoreline, not to sure about aiming / shooting with it , kinda awkward! if they can be crafted , can they be tempered at all ?
jaderive Nov 23, 2019 @ 5:10pm 
I too couldn't find a flintlock on either skeletons anywhere on the beach, ended up using cc to give myself one, it was weird trying to aim or shoot with it, but you do say its based on a staff, so trial n error =)
I'm hoping because its not overally loud like a pistol flintlock would normally be, I'm be able to be a little more sneaky with it whilst being a mage same time , pistol in right hand spell in left =)
Ta'veren  [author] Nov 16, 2019 @ 6:10pm 
Hm, not sure why. Any other mods that affect loot? Move the mod to the bottom of load list, and see if it still does not show
Eagle Scout Nov 16, 2019 @ 1:31pm 
i cannot find a pistol on the skeleton either.
Ta'veren  [author] Nov 16, 2019 @ 1:30am 
@ArielyP: The very first pistol is found on skeleton in beach area where you start the game after coming back from the meditation area the first time. As you go up the path fo the right is a skeleton with a few items including a flintlock. The other pistols are found on enemies in or around Pyrean ruins, which come a bit later. For instance the group wanting you to find Pyrean artifacts will lead you to one or more pistols or blueprints
Ariely P Nov 15, 2019 @ 1:44pm 
hello Ta'veren
I just subscribed to your mod, but I have a problem- the mod dosn't seem to work for me.
I can't find any weapons or bluprints from your mod anywhere. I tried to come back to the beach at the start of the game where you said there is a skeleton with a pistol, but there weren't any. maybe I did something wrong?
thanks for the help
MihailisDeNada Nov 3, 2019 @ 9:49am 
That fixed it. Thanks.
Ta'veren  [author] Nov 2, 2019 @ 10:43pm 
@MihailisDeNada: I found the problem. The recipes were programmed to only work when in the "Blueprint Collection" book. I have re-programmed them to work even in the absence of the Blueprint Collection. Hope it work for you now.
pride month heroin dealer Nov 2, 2019 @ 8:03am 
oh hell yeah going to play a character who is a witch hunter with these
MihailisDeNada Nov 1, 2019 @ 6:26pm 
Rechecked with ancient crystal coins, ingots of ancient nation, glowing thorium ingots, spare parts, nails,gems,most everything one can craft with in inventory. Handicraft of 40 without enhancement. Recipes for priest's (handicraft 28) and aristocrat's dueling (handicraft 40) pistols in inventory. Moved mod to last in my load order. The pistol crafting option doesn't show up grayed out. Just not there. Added mod mid game. Perhaps a mod conflict, but I figured moving it to last in the load order would avoid that. Don't know what else to do. Pity, looked like a fun mod. Thanks for the quick response.
Ta'veren  [author] Nov 1, 2019 @ 5:03pm 
For the crafting recipes also note that you need an increasing level of 'handicraft' to produce the pistols. Unless you have the required level of handicraft (e.g. 20) the recipe will not show up at the crafting areas (this is an Enderal feature)
Ta'veren  [author] Nov 1, 2019 @ 4:43pm 
@Reaper: thank you for the continued feedback. I am happy with anination as it is, yet like the idea of the arrow-quiver relationship. I will look into it when I have some time.
Ta'veren  [author] Nov 1, 2019 @ 4:36pm 
@MihailisDeNada: I'll check to make sure there no issue. Recipes work on my end. Have you checked to make sure you have all the parts? I purposely inclued unusual items (ancient crystal coins, ingot of an ancient nation) in the recipes
MihailisDeNada Nov 1, 2019 @ 1:26pm 
I have found 2 pistol blueprints and have the handicraft skills both say I need, yet neither shows up at any of the crafting stations. Tried them all. What am I missing?
Dawne the bun Nov 1, 2019 @ 11:24am 
the hammer coming down, and pow.
Dawne the bun Nov 1, 2019 @ 11:24am 
and if your worried about realism, don't be because you can just leave the hammer uncocked till they go to fire, and the pull the hammer back, and when you release the mouse you fire.
Dawne the bun Nov 1, 2019 @ 11:23am 
bullet pouches like quivers. and if thats the case, use the animations for the bows then.
Ta'veren  [author] Oct 30, 2019 @ 8:51pm 
The other important consideration is that if the pistols were made to be single-shot, and required reloading after every shot, it could be very immersion breaking given how Enderal/Skyrim inventory works. Players would have to open inventory, charge the pistol, close inventory, then shoot, and repeat.
So I settled for a compromise the between realism and game play enjoyment
Ta'veren  [author] Oct 30, 2019 @ 8:47pm 
Dawnstar is not included in Enderal. So, yes, it would be quite challenge to import animations for a weapon (crossbow) NOT included in the base game
Dawne the bun Oct 30, 2019 @ 7:52pm 
skyrim itself has a crossbows. which, has animations and ammo, and a single shot fire type. so how is the engine itself limited and tbh it doesn't sound like its too much for too little simply because, iron ingots, are very abundant, in fact i have too much. and you can scrap down iron weapons and stuff. while I see your point, the mod would be better if it didn't use soul gems.
Ta'veren  [author] Oct 30, 2019 @ 3:53pm 
Thanks for the comments.
@Reaper: the cannons are a blackpowder variant, so I feel my pistols are consistent with that. Although I can add a recipe for a musket ball, given the game engine limitations, it would not be easy to implement.
@Eli & Reaper: it would be possible to make the pistols be single-shot (which obviously is most 'accurate'), but that would be very hard on resources (either soul gems, or the suggested "musket balls"). And perhaps beyond my modding skillset level to be honest. At present they only require a low level soul gem (e.g. petty) to recharge, and these are plentiful. So, while I did consider the additional work to implement a single-shot, musket ball ammunition scenario, I felt it was too much for too little reward (my ideal situation would be something like 'Greedfall', where the pistol works until you run out of ammo, but id does not seem possible within the Skyrim game engine to implement that)
Ell Oct 29, 2019 @ 9:15pm 
Since the pistols function like staves, why not make them have next to no charge and create a type of "soul gem" that is effectively useless for anything except reloading a pistol. If people want to waste grand soul gems on a handgun, they can go ahead
Dawne the bun Oct 29, 2019 @ 7:52pm 
also, add a recipe for a musket ball, and different kinds of musket balls, just like the guns in skyrim mod they have reg musket balls and silver ones. those guns ran on the crossbow stuff. like the crossbow animations.
Dawne the bun Oct 29, 2019 @ 7:50pm 
because, I mean some people are sticklers and might actually correct you.
may even correct me.
Dawne the bun Oct 29, 2019 @ 7:49pm 
actually you might want to really look into what kind of cannons they have, and then adjust accordingly as there are different types of those kind of pistols, the final pistol built like that was the caplock pistol. using a cap instead of flint and steel to ignite the gunpowder behind the cartridge. just a little tidbit.
Ta'veren  [author] Oct 28, 2019 @ 8:31pm 
New version uploaded that fixes the installation pathway