free hit counters
The Elder Scrolls V: Skyrim - Page 6 - The Process Forum
The Process Forum  

Go Back   The Process Forum > Content Forums > Growth

Inflation and Process ClipsProcess Productions Store Inflation and Process Clips

Reply
 
Thread Tools Display Modes
Unread 03-30-2013   #1
jon5509
Process Fan
 
Join Date: Sep 2005
Posts: 32
Re: The Elder Scrolls V: Skyrim

For some reason all of the other spells are working fine, but I'm only getting the initial tick of size change from the first two channeled spells. Wishing these worked instead since they give more of a feeling of fine control instead of using Swell the whole time.
jon5509 is offline   Reply With Quote
Unread 05-17-2013   #2
netlink2
Lurker
 
Join Date: Mar 2013
Posts: 13
Re: The Elder Scrolls V: Skyrim

What about followers? is there a limit as well?
netlink2 is offline   Reply With Quote
Unread 05-18-2013   #3
Harbinger86
Process Fan
 
Join Date: Jun 2011
Posts: 31
Re: The Elder Scrolls V: Skyrim

0.2x scale is the hard limit for shrinking across all NPCs, including followers. Growth is effectively infinite for all NPCs, including followers, at the moment - this may change to 3000x in the next update, as that seems to be the point where NPCs are getting so large that you cannot keep the entirety of their body in view no matter where you are. The player is still limited to up to 10x in size (which remains a considerable improvement over vanilla, which hard-locked the first-person camera at 1.0x by default).
__________________

Too much of a good thing is perfect
Harbinger86 is offline   Reply With Quote
Unread 05-19-2013   #4
Brad
Process Fan
 
Brad's Avatar
 
Join Date: May 2006
Posts: 34
Re: The Elder Scrolls V: Skyrim

Just wanted to add I've been experimenting with this mod A LOT.
Love how everything works and so far, found a few ways to have fun other ways with the spells.

First thing I do is ~ to open the console command
Then type : help wax (or type wane for shrinking, but follow steps below)

Whatever the Wax says the spell listing is for SPEL, you can addspell ###### to a follower, and if they have mana for it, they will cast it in combat. (which is a treat!)

Also for MGEF, which is the actual magic effect of Wax, you can do:
playerenchantobject ###### ###### where the first number set is for an armor or jewelry item, and then the MGEF of Wax, making a piece of gear that causes the growth effect as long as it's worn.

You can also do:
playercreatepotion ###### with the MGEF of Wax, and it will make a potion for you that makes you grow. (If your Alchemy is high, expect to grow for a long time...)

Sadly though, my followers who cast it do not grow beyond the setscale 10 limit, even with SKSE enabled and all that jazz. Can anyone get them beyond that size?

Anyway, I love this mod, and I greatly appreciate your time in making it. I'm not even sure if I could ask anything more from this mod, other than maybe a mana cost adjustment.
(My character has virtually no mana, and it's nice to restore my followers size without TGM all the time.)

I look forward to the future!
Brad is offline   Reply With Quote
Unread 05-19-2013   #5
Harbinger86
Process Fan
 
Join Date: Jun 2011
Posts: 31
Re: The Elder Scrolls V: Skyrim

Wow, Brad! Glad you're enjoying the mod!

Quote:
Originally Posted by Brad View Post
Whatever the Wax says the spell listing is for SPEL, you can addspell ###### to a follower, and if they have mana for it, they will cast it in combat. (which is a treat!)
Also note, that the tweaks to the mod that make it so attractive to the AI also made it ASIS-compatible. ASIS is a mod of mods, basically a plugin you can run that will scan your spell mods and then attach compatible mods to appropriate NPC casters, and Macromancy now includes instructions on how to get that set up.

Quote:
Originally Posted by Brad View Post
Also for MGEF, which is the actual magic effect of Wax, you can do:
playerenchantobject ###### ###### where the first number set is for an armor or jewelry item, and then the MGEF of Wax, making a piece of gear that causes the growth effect as long as it's worn.

You can also do:
playercreatepotion ###### with the MGEF of Wax, and it will make a potion for you that makes you grow. (If your Alchemy is high, expect to grow for a long time...)
:O Uh, wow, I didn't know that would actually work. That's way cool! I was tossing around ideas to make growth potions etc. but I was never sure how I would ever implement it; I'd either have had to override the existing affects of ingredients or make totally new ones that would have shown up in alchemy-related loot, which seemed cumbersome. That does remind me, too, of an idea I had for macromancy-related growth and shrink affects: I was thinking of taking over the Lunar fire enchantment or whatever and the hunting enchantment that only gives 3 damage to animals, and turning those into shrink/growth effects. Need to experiment with that some more...

Quote:
Originally Posted by Brad View Post
Sadly though, my followers who cast it do not grow beyond the setscale 10 limit, even with SKSE enabled and all that jazz. Can anyone get them beyond that size?
That's really confusing... are you launching the game through SKSE, and not the launcher? I'm pretty sure if you launch it through the vanilla launcher, even with SKSE installed it still doesn't run, and you need to use the .exe that comes packed with SKSE. That's the only reason I can think of...
__________________

Too much of a good thing is perfect
Harbinger86 is offline   Reply With Quote
Unread 05-20-2013   #6
Brad
Process Fan
 
Brad's Avatar
 
Join Date: May 2006
Posts: 34
Re: The Elder Scrolls V: Skyrim

Quote:
Originally Posted by Harbinger86 View Post
That does remind me, too, of an idea I had for macromancy-related growth and shrink affects: I was thinking of taking over the Lunar fire enchantment or whatever and the hunting enchantment that only gives 3 damage to animals, and turning those into shrink/growth effects. Need to experiment with that some more...

That's really confusing... are you launching the game through SKSE, and not the launcher? I'm pretty sure if you launch it through the vanilla launcher, even with SKSE installed it still doesn't run, and you need to use the .exe that comes packed with SKSE. That's the only reason I can think of...
Thanks for the reply!

I would def say you could take the red weapon enchant texture of something like, absorb health, and have it so the enchant would shrink a target by a small amount, and use the green texture enchant from like absorb stamina and make the target grow.
Only problem is most characters are very OP, and would kill something before the effects would take much notice, unless you made it so it would shrink them a lot, and grow you a little.
That way if you hit a target with a bow, or even sword, it would shrink them, let's say 25% or grow you 5%. (Rough numbers!)

But yes, I run SKSE as the main EXE, I have to for other mods as well.
I've also been playing around in the CK, and made a new race and follower, so I might can look into how to do things for the enchants.

I would say though, for your potions, you could put them on your vendor, have stock of like, 25, and refresh every day or so.

And what would be kinda nice would be to have a ticking growth like Wax or Swell, but slow it down just a little bit. My caster follower uses Wax twice and she's too massive for dungeons. (Not that I mind too much!)

I haven't discovered how to add the Wax spell natively to the follower, but certain perks on the follower (and player) such as Stability in the Alteration tree makes the spells last quite a while!
Brad is offline   Reply With Quote
Unread 06-30-2013   #7
netlink2
Lurker
 
Join Date: Mar 2013
Posts: 13
Re: The Elder Scrolls V: Skyrim



this is the biggest i can get them
netlink2 is offline   Reply With Quote
Unread 07-14-2013   #8
Harbinger86
Process Fan
 
Join Date: Jun 2011
Posts: 31
Re: The Elder Scrolls V: Skyrim

Hm - try hitting them with Grand Restore Size and then try again.
__________________

Too much of a good thing is perfect
Harbinger86 is offline   Reply With Quote
Unread 07-14-2013   #9
netlink2
Lurker
 
Join Date: Mar 2013
Posts: 13
Re: The Elder Scrolls V: Skyrim

did it repeatly , still that's the max
netlink2 is offline   Reply With Quote
Unread 07-14-2013   #10
Harbinger86
Process Fan
 
Join Date: Jun 2011
Posts: 31
Re: The Elder Scrolls V: Skyrim

Where are you firing the spell? A thing to keep in mind is that while the model increases in size, the hit box does not, so you have to keep firing the spell where they'd be if they were still 1.0x scale, and as they get bigger this basically means firing it in between their two feet.

Are you hitting them with a spell like Swell and they're growing to that point and stopping (but still glowing)? That would indicate a script issue, probably from an update that wasn't installed correctly. If you're using NMM, uninstall then reinstall the mod, answering "Yes" every time the mod asks you to overwrite. If you're not using NMM, extract the mod into Data and also answer "Yes" every time Windows asks to overwrite. NMM uses no vanilla resources so it only ever overrides itself.
__________________

Too much of a good thing is perfect
Harbinger86 is offline   Reply With Quote
Unread 07-27-2013   #11
netlink2
Lurker
 
Join Date: Mar 2013
Posts: 13
Re: The Elder Scrolls V: Skyrim

Quote:
Originally Posted by Harbinger86 View Post
Are you hitting them with a spell like Swell and they're growing to that point and stopping (but still glowing)? That would indicate a script issue, probably from an update that wasn't installed correctly. If you're using NMM, uninstall then reinstall the mod, answering "Yes" every time the mod asks you to overwrite. If you're not using NMM, extract the mod into Data and also answer "Yes" every time Windows asks to overwrite. NMM uses no vanilla resources so it only ever overrides itself.
I did delete the mod and extract and overwrite into my DATA folder.. still can't.. should i reinstall the game or something?
netlink2 is offline   Reply With Quote
Unread 07-18-2013   #12
netlink2
Lurker
 
Join Date: Mar 2013
Posts: 13
Re: The Elder Scrolls V: Skyrim

will try to reinstall the mod and see... if not mistaken i copy and paste your mod into my folder.. maybe i should reinstall the whole game as well
netlink2 is offline   Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 03:52 AM.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2025, vBulletin Solutions, Inc.