Enderal: Forgotten Stories

Enderal: Forgotten Stories

Yero's Cave - Full & new soultrap system
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Update: 8 Jan, 2021 @ 4:01pm

File updated 2.8 - Upload via Enderal launcher

After further testing, I gave Sira's Shadow 600 health instead of just 400. Overall, you've to defeat her 4 times. So 4x600=2400. And in addition to that her 8 minions have 200 health with a sum of 1600. 2400 + 1600 = a total health of 4000 has to be taken down. That should be fair enough. ;)

Update: 8 Jan, 2021 @ 2:07pm

File updated 2.7 - Upload via Enderal launcher

I've added a bow to all female victims, just in case they end up without mana and stop fighting from a distance. I've either fixed the dual whielding NPCs. One human-NPC didn't want to grab the second sword but rather use their spark spells. So I removed all the spells.
A Draugr-NPC seems not to be able to dual whield, so I gave it another spell and let another human-NPC dual whield.
Funilly this newly added NPC can dual whield and speak a spell at the same time. XD

Overview:
NPC1 - Burnt Draugr (white rags)
Mystical Sword & Mystical Bow
Flamebite, Fireball

NPC2 - Draugr with blonde hair
Mystical Battleaxe & Mystical Bow
Divine shield

NPC3 - Draugr with no hair (greyish skin)
Mystical Sword & Mystical Bow
Very strong divine shield

NPC4 - Draugr with no hair (salmon-colored skin)
Mystical Sword & Mystical Bow
Ice Spike, Ice Breath

NPC5 - Blackhaired female
Mystical Battleaxe & Mystical Bow
No spells

NPC6 - Redhaired female
2x Mystical Sword (dual-whield) & Mystical Bow
Deathspark (*)

NPC7
2x Mystical Sword (dual-whield) & Mystical Bow
No spells

NPC8 - Burnt Draugr
Mystical Sword & Mystical Bow
Deathspark (*)

Sira's Shadow
Dreameater
Frostwind
Deathbreath (*)
100% Shock Resistance
100% Fire reistance
33% weakness to frost
25% Damage resistance

(*) These are meant as a little helping hand. Even though I use the "NPC_LeftHand" variants of all spells (to ensure a melee weapon is available too), I think these ones still fulfill their purpose and also damage the caster a little.

Update: 8 Jan, 2021 @ 5:31am

File updated 2.6 - Upload via Enderal launcher

I've added a new layer of invisible walls over the already existing borders of the battle area. But they don't act as invisible walls, which normally have the "L_TRANSPARENT" primitive. Instead I give these walls the "L_NAVCUT" primitive, so they destroy every nav mesh they are overlapping, which helps the NPCs realize that they cannot move through the barrier. Sira's Shadow shouldn't try to flee or move through the barrier and somewhat freak out about. It's not a wonder-fix as it still behaves weird sometimes. But I definitely felt an enhancement in the behavior. :)

Update: 7 Jan, 2021 @ 8:55am

File updated 2.5 - Upload via Enderal launcher

As of recording a new video this time hopefully with better Youtube conversion, I've still added some subtle light sources into the battle area. Simply to make the enemies not appear THAT blind, even though it surely won't help much if you have a char with high sneaking skill. I just hope I haven't messed up the atmosphere that much by adding some light sources back there, but hey there is a big hole at the top where some sunbeams (or whatever XD), shine through. ;)

Update: 6 Jan, 2021 @ 12:30pm

I've reverted to V2.3 again. After further testing, I couldn't really see a difference anymore. Except. If you get thrown down into the water basin and look into the direction of the waterfall. You see the shilouttes of the bodies fully, even before the FadeIn starts. But placing myself underneath the Soulbender to activate it and not get thrown away too far, the effect looks properly. Even though any ActorAlpha functions.
So I rather keep this one, then a script with overloaded stuff. ^^

Update: 6 Jan, 2021 @ 12:04pm

File updated 2.4 - Upload via Enderal launcher

I've changed the failsafe functionality (well mostly just the optical part) in V2.3 to test out what these shortly invisible corpses may cause. I've thought it's the ActorAlpha function I used in the failsafe, but it wasn't. Yet I forgot to add the original functionality back in. So in V2.3 if the player is able to see the failsafe (all corpses get teleported to their Editor location), he'll realise that after disappearing, the corspes reappear immediately and then get this fancy FadeIn shader. With using ActorAlpha(0) the corpses fade in properly without being visible right upon start. After the shader is done, ActorAlpha(1) is reapplied. However, if a resurrected victim dies again, it can be shortly invisible. In V2.3 I've added a failsafe for that optical issue (ActorAlpha(1) is forced again in the "OnDying"-block), which reduces the time in which the corpse is invisible.
This additional line of code is surely still present in V2.4, but now with a visually properly working corpse teleportation, when the Soulbender is activated with a Yes(*****).

Update: 6 Jan, 2021 @ 11:02am

File updated 2.3 - Upload via Enderal launcher


As of using a resurrection spell, the normal resurrection animation is now playing on the corpses.

Two short explosions can be seen on the floating Soulbender, if Sira calls their minions. Removing the soul energy from the Bender makes her ghost unstable, until it can be fully defeated at the end.

I've deleted every unnecessary NPC-copy of the sacrifieses, as of the regular resurrection possibility, this is not required anymore.

I've removed an unused copy of the Soulbender activator, which was from when I thought I can use the activator or at least a copy of the activator to follow Sira. Until I ultimately used a moveable static.

Added a failsafe that changes the actor alpha to (1) (fully visible), to prevent invisible dying bodies. You'll still might see a flashing corpse, but at least it gets visible faster than before (which was when the FadeOut shader kicked in).

Update: 5 Jan, 2021 @ 9:56pm

File updated 2.2 - Upload via Enderal launcher

I've fixed the issue that you get EXP as soon as Sira's Shadow is summoning her 2 minions. The initial corpses are protected by a few keywords against player... misuse. XD They cannot get resurrected by the player and will get teleported back into the battle zone upon start (hence the special shader effects enabling and disabling the corpses). However, the dummy corpses are dead and therefore the Papyrus "Resurrect" function doesn't work. So there is an disabled fully ready copy of each corpse waiting to get summoned by Sira. Was the quickest way to get it done.

I enhanced the timing for the summoning, so none of the minions should now crawl on all 4.

All minions have now better gear and some nice spells with which they will annoy the player.

Sira herself will now rather just use spells instead of her claws.

KNOWN ISSUE: Any effect shader on the minions will make them shortly invisible. Not sure how that's happening, but I call it a feature. :P

Update: 5 Jan, 2021 @ 11:44am

File updated 2.1 - Upload via Enderal launcher

The soul gem of the Aura Thief is a unique soul gem coming from the Forgotten Stories ESM. As of not having that one added, this soul gem slipped through. I've now included this ESM and added support for this unique soul gem.

To make it a bit more unique, you can refill it 5 times fully, before it totally breaks. Yet, as the InventoryEventHandler is set in an "OnInit" block, the change won't be applied if you update from V2.0 to V2.1. In that case you can only use that gem once.

Update: 4 Jan, 2021 @ 2:28pm

File updated 2.0 - Upload via Enderal launcher

- Added a new boss in Yero's cave, who drops a soulgem that can be refilled fully up to 50 times before it breaks.

- Added a new overall soul trap system to integrate the new soul gem into the refill system properly, but also enhance the regular system to remove some restrictions (you can catch a grand soul into a petty soul gem, excep that you waste 4/5 of that soul which will be just shown visually with a new set of effect shaders that are more red than purple and fly away from the corpse not towards the player character).