The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Make Your Own Luck
43 条留言
Death&AllHisFriends 2022 年 3 月 25 日 下午 1:57 
was hoping i could enchant a enhanced dwarven crossbow with this
Death&AllHisFriends 2022 年 3 月 25 日 下午 1:56 
After you make a lucky weapon, is it possible to then destroy it and learn its enchantment?
SublimeSquid 2013 年 2 月 28 日 下午 3:56 
It's...a bit long... IF you do the myriad of quests...
Many-Faces  [作者] 2013 年 2 月 27 日 下午 6:50 
@jmjster

Not yet. I'm waiting to extend this mod until I've completed my Dragonborn playthrough. I've recently suffered a major blow to my free time, unfortunately.
SublimeSquid 2013 年 2 月 27 日 下午 2:05 
Dragonborn?
Many-Faces  [作者] 2013 年 1 月 3 日 下午 4:20 
@opfersmudder It will not. Every lucky item had to have it's own unique ID created, both for the item itself and its crafting recipe. I would have needed to specifically include this shortsword mod into the list of affected weapons for a lucky enchant to be possible on its weapons.
Skyr 2013 年 1 月 3 日 上午 8:24 
I love this, really! Just a question: will the Lucky effect also apply to other craftable weapon mods, e.p. a mod that bring short swords into the game?
SublimeSquid 2012 年 11 月 17 日 上午 8:56 
You might want to put a link for convience between the versions. Otherwise, awesome mod!
eldritchsyntax (hammerfell) 2012 年 9 月 9 日 下午 1:59 
Excellent
Many-Faces  [作者] 2012 年 9 月 9 日 下午 12:45 
@That warrior from Hammerfell

Sounds like a good idea, and something I could likely impliment. I shall look into it.
eldritchsyntax (hammerfell) 2012 年 9 月 8 日 下午 9:40 
hmmm....
what if bandit chiefs/leaders could have a lucky variant of a weapon instead of an enchanted one?
usamap 2012 年 8 月 28 日 下午 5:07 
Just asking because the damge from duel wielding stacks...ty
Many-Faces  [作者] 2012 年 8 月 28 日 下午 5:06 
@DAWG The hidden lucky enchantment guarantees that the weapon has a 25% chance to land a critical hit. If you're dual wielding lucky weapons, each weapon has a 25% chance to land a critical hit.
usamap 2012 年 8 月 28 日 下午 3:09 
Does the lucky effect stack when u duel wield weapons... the extra / hidden effect shouldn't be random, your are working to improve your smithing skills so the effect should be because u want it and have the items to craft it... That would help keep more lore friendly...
Carnos 2012 年 8 月 27 日 下午 7:47 
What would be good is a small chance for a random enchantment if that's at all possible would give me a reason to make items other than to level up my smithing to fully upgrade my found equipment :)
⎝⧹ Shinji ⧸⎠ 2012 年 8 月 25 日 上午 1:31 
@Lieutenant Commander Data Thanks.
Many-Faces  [作者] 2012 年 8 月 25 日 上午 12:05 
@0bsidian0gre It requires Dawnguard because there are Dawnguard weapons in it.
⎝⧹ Shinji ⧸⎠ 2012 年 8 月 24 日 下午 11:59 
Why does this require Dawnguard?
SuperChill 2012 年 8 月 24 日 上午 1:34 
You might impliment that idea in a seperate mod or convert this one into a 'bigger picture'.

Crafting is a bit of a drag for many people since it really doesn't do any good at all when one finds an identical item almost anywhere in the game. Breaking items back down into pieces to resmelt them into an ignot gave reason wo loot corpses again, while this could put a dent into the 'uselessness' of smithing in general. It levels VERY slow as is, which could be a good thing with the combination of normal crafting and breaking down items. Your mod could possibly go a step farther. Impliment a very low rate of return on crafting those delicate lucky 'hidden' enhancements so that, the more you craft the higher the return.
SuperChill 2012 年 8 月 24 日 上午 1:34 
Change going up with lv of smither and location is up to you. Armor could also have subtle lucky hidden effects as well. each type of armor hoding it's own little secret as well as whether it is a pair of boots or a helmet could also differ in the lucky hidden attribute. Helmet could have nightvision or thermal vision. Just a few ideas since you brought something intreguing to the table. If it makes sense, it will work in skyrim. Adding something like 'guns', well that just wouldn't work. Somethign as crazy as jumping extremely high by drinking a simple potion. That's quite doable. Don't allow boots to have night vision, though. (Hope you catch my drift)


Sorry for long double post.
Many-Faces  [作者] 2012 年 8 月 24 日 上午 1:01 
@Det. Mittens

Currently, Lucky weapons share the exact same recipes as their normal counterparts except they require nighthsade in addition.

I actually have plans to look into making these Lucky weapons occur at random during regular crafting. A similar pattern already exists in the game via Sinderion's Serendipidy: a perk that lets alchemists occasionally create an extra potion for the cost of one.

Hopefully I can hijack and alter that property somehow, but I doubt I'd be able to do it with with Creation Kit alone. SKSE or a similar program will probably be necessary.
SuperChill 2012 年 8 月 24 日 上午 12:28 
lol @ Mittens and Science for trying to stir up the pot. Data ended the debate, you both proved my point of both ad hominems and mud slinging'. Sherlock would be proud of my forsight.

I'm sorry too, Data. I was in the moment when I recieved the dagger in the image above. I thought, hey I'd like that on my bow! However, this mod is highly overpowered mathematically, but in the same sense, an arrow to the eye and surviving is quite unreasonable as well.

Looking forward to seeing the vanilla version to add it to my subscription list.

@ the cooks, "Don't forget to pull your pants back up before you stir the pot. You may get burned."
Det. Mittens 2012 年 8 月 23 日 下午 11:26 
Is it just me or does SuperChill seem like a bit of a wanker?

Nice mod dude but quick question. Do you have to add something to make the luck enchantment, if so what?, or does it have a random chance of occurring when making weapons?
Kadir 2012 年 8 月 23 日 下午 9:45 
@SuperChill Sure sounds like ♥♥♥♥♥♥♥♥ to me. Jus' sayin' Holmes.

Plus, it seems to me that you want extra content for Skyrim. The developers of the game have created extra content for a fair price.

Just because a mod requires Dawnguard to play doesn't mean that you need to ♥♥♥♥♥ and moan about it. There are plenty of mods out there that don't require Dawnguard to play. Why don't you try downloading some of those?

Quit whining when you don't meet the bench marks for a FREE mod. Data was nice enough to share it with us. If you had any reasonable comments or questions, I'm sure he would have answered them reasonably.
The Dark Ranger 2012 年 8 月 23 日 下午 9:39 
Dawnguard is great the fact that i even said it seems well tought out and an ok idea despite me not wanting it probobly ever is a complement
Many-Faces  [作者] 2012 年 8 月 23 日 下午 9:36 
@SuperChill

I'm sorry, but I made this mod for myself first, and I have Dawnguard. I wanted the weapons from the DLC included, so I included them. I'm happy to share my mods with anyone who wants to download them.

As I already told you, the Vanilla version is in construction and it will be posted separately whenever it's finished.
The Dark Ranger 2012 年 8 月 23 日 下午 9:31 
eh not essential i have too many mods as it is anyway good idea though it seems well thought out
ieatfood5512 2012 年 8 月 23 日 下午 8:56 
good mod, you get what you come for with it.
SuperChill 2012 年 8 月 23 日 下午 7:34 
I wish I knew how. Only ♥♥♥♥♥♥♥ think I'm ♥♥♥♥♥'n holms. My suggestions are legit and if you decide to leave them, it's entirely up to you. However, be sure to remember, whatever you do holds validated by the people that support you. If that were not true, why post your mod at all? You get some sort of satisfaction from it and you enjoy sharing it for some personal reason. I stated a problem, why it bothers me, and why it should be reconciled. However much I would like to learn how to mod, I would not ask someone that would rather look into another's profile for ad hominems than to accept one's own flaws and remedy them.

Should I expect a full report of counter-arguments or other assorted bits of mud being slung?
Many-Faces  [作者] 2012 年 8 月 23 日 下午 6:57 
@SuperChill Chill. Vanilla version is already in construction.

Anyway, one look at your library tells me you don't have a damn thing against DLC content. Maybe you should make your own mod instead of ♥♥♥♥♥♥♥♥ over what other people elect to make.
SuperChill 2012 年 8 月 23 日 下午 12:00 
Requires dawnguard... lame dude, lame.
Next thing you know, I've got to $120 worth of DLC's to use a single mod. -.-

People that invest the time into making a mod should make it compatible with the main game before they invest into the DLC's. Just saying.

I'm sure this would have been a great mod, if it was compatible with more than just a small percentage of players versus the 100% of players that bought Skyrim. >Remember your roots<
XamaX 2012 年 8 月 22 日 下午 2:21 
Cool thanks, although honestly I'll be getting dawnguard after my next paycheck, I just havn't got the money right now.
YENDOR MOSREH 2012 年 8 月 22 日 上午 9:19 
thank's
Many-Faces  [作者] 2012 年 8 月 22 日 上午 12:48 
@YENDOR MOSREH Answering your question:

Yes, I made "new" duplicates of every smithable weapon, and gave them the enchant found on Valdr's Lucky Dagger.

All lucky weapons are exactly the same as their original counterparts except for the luck enchantments: All have identical damage, weight, and value statistics.

I DID however add in the Imperial bow and Imperial sword into the forge list, effectively making them "new" forgeable weapons. I was going over all the weapons anyway and always found it odd that those two weren't craftable before.

Honestly. The forge list has an entire category dedicated to only one set of Imperial armor, yet it doesn't cover the weapons? Hmm. Smells like a new mod to me. Maybe not a very flashy one, but a fix for a vanilla flaw.
YENDOR MOSREH 2012 年 8 月 21 日 下午 7:05 
question .. did you make new weapons ?? or did you just make extra recipe's. reason i want to know. if the weapons stat's are the same or changed as i the pic has lucky in front of all your weapons name's
YENDOR MOSREH 2012 年 8 月 21 日 下午 6:58 
and any way Data. how do i know your realy Data, you could just as easly be Lore. HA HA HA LOL.
YENDOR MOSREH 2012 年 8 月 21 日 下午 6:54 
XamaX: the dagger may be from standard game, but some of the items made are DG DLC and diffrent. as dragon bone stuff,is only in dawnguard. and the maker's of the game might remove the mod. if Data made it work for the standard game,.. Data would have to make recipes for the weapon's in the standard game and i totaly agree. and also think Data should make a mod for vanila. but data dont do it for me, i have dawn guard i was thinking about this and im glad some one done it
Many-Faces  [作者] 2012 年 8 月 21 日 下午 3:48 
@XamaX This gives me a good idea. I'll make a vanilla version. Shouldn't be too hard, because I already did the hard part assigning values to all the weapons and recipes. I just need to lift out the DG content and bam: vanilla mode.
Many-Faces  [作者] 2012 年 8 月 21 日 下午 3:41 
@XamaX After attempting tests, I found that my game slams shut on my ♥♥♥♥ before it gets to the main menu if I don't load the Dawnguard content. I don't know if that's unique to my pc or not, but it keeps me from being able to give you a definitive answer.

If I were to guess (which I did when I said Dawnguard DLC required), I'd say the mod is dependent on the DG DLC because I included perameters for weapons that don't exist in vanilla mode; the dragonbone weapons and crossbows.
Many-Faces  [作者] 2012 年 8 月 21 日 下午 3:28 
@XamaX I supose I didn't turn off Dawnguard to see if the non Dawnguard weapons would still be affected. You raise a good point, one sec while I test that.
YENDOR MOSREH 2012 年 8 月 21 日 下午 2:14 
ah i see you made new recipe's, the tilte con fuseded me.
YENDOR MOSREH 2012 年 8 月 21 日 下午 2:12 
dose this just add recipe's that need no skill or do i still need to stabe the forge ???? LOL
XamaX 2012 年 8 月 21 日 下午 1:54 
the dagger is in the basegame, why do I need dawnguard to use this?