Oblivion 2: Skyrim V6: Old People's Naked Bodies Fishing Secrets With Their Manly Beards
5,880 replies, posted
i never actually finished the game
alduins [sp]fight was so disappointing that is topped playing on that character[/sp]
[QUOTE=Shibbey;34388153]Why are people so desperate for heavy armour when playing mage? If you die instantly, you're probably playing the wrong sort of character for you.
Before you run into a room to murder shit, [I]scout.[/I] Sneak in, look around, analyse threats, and set up accordingly. Exploit thin corridors, see a bunch of melee beserker dudes? Find a corridor, lay down a nice rune, channel them through while burning them and running backwards, ____flesh if you don't have much room to move about. See enemy mages, no real melee threats? Bound swords, conjure some kind of atronach, get choppin'. Mages are about planning, not tanking.[/QUOTE]
I think you need to add that lightning spells are useful against mages due to the fact that it drains magicka. If there is a problem with fast melee enemies, use ice spells because it drains stamina. Flame spells are useful if you want to kill something a bit more faster because it does extra burn damage.
Another tip is potions, I remember having issues with morakei (if that is what his name was) and I realized I had some resist shock and magic potions, so I popped them right before the battle and it became a lot more easy. A lot of people forget these buff potions, but they are useful for a lot of enemies, even some which aren't mages, like atronaches.
I played a light armored mage using a robe, as other mages, I had only problems with bosses and powerful enemies, but there was only one place I used a follower, dwemer ruins, both because they carry stuff and due to dwemer centurions (and masters). After a while I got Nariim's mask and combined it with the archmage's robe and realized it was a lot better. So after playing a bit on my second character (Khajiit thief/assassin), I started on a caster (trying to go without physical weapons) trying to specialize in destruction, conjuration and possibly restoration.
All in all, if you are not planning of specializing in alteration, use heavy armor.
I'm extremely disappointed by the lack of evil hooded robes in skyrim and the inability to side with the Thalmor. I want to be a High Elf advisor who spends his time standing behind important figures, whispering in their ears.
[img_thumb]http://static.skyrimnexus.com/downloads/images/6749-1-1327194327.jpg[/img_thumb]
Fuck yes
[img]http://static.skyrimnexus.com/downloads/images/7029-3-1327507870.jpg[/img]
No words need follow.
[QUOTE=DrasarSalman;34389912]I think you need to add that lightning spells are useful against mages due to the fact that it drains magicka. If there is a problem with fast melee enemies, use ice spells because it drains stamina. Flame spells are useful if you want to kill something a bit more faster because it does extra burn damage.
[/QUOTE]
But NPCs don't run out of magicka/stamina. Ever.
[editline]25th January 2012[/editline]
[QUOTE=RetaDepa;34390257][t]http://static.skyrimnexus.com/downloads/images/7029-3-1327507870.jpg[/t]
No words need follow.[/QUOTE]
Oh hi World of Warcraft
double power fists.
I don't get the hate on the final fight with Alduin. Sure it could have been better, but I found it fun.
Hell, I didn't even find it too easy. I mean sure, you can just let the other guys kill him, but why not just charge in hacking and slashing until he goes down? That's what I did, and the fight felt like it took ages.
I've started to pay more attention to the overall narrative of the events in the game than the actual gameplay, and it really has improved my enjoyment.
[video=youtube;gwewAF8aTJE]http://www.youtube.com/watch?v=gwewAF8aTJE[/video]
Skip to 15:40 for what I mean.
I mean think about it, you brute force your ass into heaven, trampling dragons and draugr behind you. Rally up a force or warriors, the very same warriors who banished Alduin in the first place, and destroy the fist born son of Akatosh, the God of time.
There's no way in hell gameplay could live up to that, and why should it? Like in the roguelikes of old, use what you see on the screen as a base for your imagination to fill in the stuff that game can't.
I've been messing around with texture mods. For the most part, I only use four.
Skyrim HD, Realistic Water textures, Vurts Floral overhaul, and Better landscape textures.
Any recommendations for possibly better/replacement texturepacks?
[QUOTE=Daemon White;34390387]I've been messing around with texture mods. For the most part, I only use four.
Skyrim HD, Realistic Water textures, Vurts Floral overhaul, and Better landscape textures.
Any recommendations for possibly better/replacement texturepacks?[/QUOTE]
[url=http://skyrimnexus.com/downloads/file.php?id=5941]Coverkhajiit[/url], the only good mod made by the idiot that made big booty body replacer.
Makes [URL="http://cloud.steampowered.com/ugc/631863500439948054/517AE53F434B4E01FA22D37AFFAD76A015D6327B/"]my khajiit[/URL] look pretty good.
[QUOTE=turtlehead;34387968]So I hire a room in the tavern in Riften and use the bed, as soon as I wake up again I turn around and see an imperial guard running out of the room and going downstairs before walking through the door and vanishing.
I don't even know...[/QUOTE]
I once rented a room in solitude, I put one of my books on the desk and when I woke up it was gone, and some guy standing outside my room told me he found what I "dropped" and gave me the book.
oh hell yes, just found a dragonplate helmet.
[QUOTE=RetaDepa;34390257][img]http://static.skyrimnexus.com/downloads/images/7029-3-1327507870.jpg[/img][/QUOTE]
Oh cool! Skyrim has a Donkey Kong mode like Goldeneye!
last boss battle felt rushed, maybe it was.
[QUOTE=RetaDepa;34390257][img]http://static.skyrimnexus.com/downloads/images/7029-3-1327507870.jpg[/img]
No words need follow.[/QUOTE]
Dovahkiin SMASH!
its more like fable
[QUOTE=Daemon White;34390387]I've been messing around with texture mods. For the most part, I only use four.
Skyrim HD, Realistic Water textures, Vurts Floral overhaul, and Better landscape textures.
Any recommendations for possibly better/replacement texturepacks?[/QUOTE]
Skyrim HD is utter shit, it's just upscaled textures that don't fit with a sharpen filter. Serious Retexture is much better (though I hate it's snow, so I used a different snow mod).
Parallax Ice Texture is nice
Releastic water textures is shit compaired to Pure Waters, use that. It has dynamic textures depending on the type of the water (river, bay, etc).
I want to play each different major strategy at least once, like Archer, Thief, Two-Handed, Sword/Shield, Mage, but then I realize that that means I'll have to play several different types of Mage. Like Destruction/Restoration (which is what I'm doing now) but then there's Alteration/Restoration, Illusionist, Conjurer, what have you.
I've already played as Archer, Thief, and Spellsword. After this Mage one I'm probably going to do Sword/Shield. Also, it's not like I'm doing the same missions over and over. For my thief character, I did the Thieve's Guild quests. For my Mage, I'm doing College of Winterhold. My Archer did the Dark Brotherhood, and my Spellsword did the Companions. My Sword and Shield will either fight for the Imperials or Stormcloaks, and my Two Handed will fight for the other. That way, I get to play in a bunch of different styles and experience different things each time.
[QUOTE=RetaDepa;34390257][img]http://static.skyrimnexus.com/downloads/images/7029-3-1327507870.jpg[/img]
No words need follow.[/QUOTE]
[img]http://www.mspaintadventures.com/sweetbroandhellajeff/archive/041.jpg[/img]
[QUOTE=RetaDepa;34390257][img]http://static.skyrimnexus.com/downloads/images/7029-3-1327507870.jpg[/img]
No words need follow.[/QUOTE]
Can I have a link to this mod please?
[QUOTE=KorJax;34390983]Skyrim HD is utter shit, it's just upscaled textures that don't fit with a sharpen filter. Serious Retexture is much better (though I hate it's snow, so I used a different snow mod).
Parallax Ice Texture is nice
Releastic water textures is shit compaired to Pure Waters, use that. It has dynamic textures depending on the type of the water (river, bay, etc).[/QUOTE]Serious Retexture doesn't seem to look like it makes much of a good difference in the in-game screenshots shown by the creator. Could you post a few pics from your game? Also some pics of the water would be good, the video of Pure Waters shown on the mod's page is 5 versions out of date.
[QUOTE=Chickens!;34388607]What's that?[/QUOTE]
A Necromancer, the changelog says that ash piles will now clean up like corpses so they're not scars on your save file and landscape.
So progress has finally gone to my perk and skill rebalance mod. Still in the design phases, but I've finsihed the first prototype perk tree of the revamped heavy armor skill. Going to focus on combat, then magic, and lastly stealth.
The inspiration for a lot of how the skills would work is from Dark Souls, which IMO has the best combat/skill system for a real-time RPG to date. I also had the goal of making it so the skill was the most important factor in determining how "good" you are, and not the perks, like before. But at the same time, the perks would allow you to specilize further and do more with your skills. With an interesting spin of course - you'd be able to only "perk" into skills that you select are "Major Skills", ala the class sytem in previous games. That way, you have perks that are relevant for your character's major skills/class you chose. Because I'm going to greatly expand most trees to be more flexible and less-linear, there should also be plenty of variety perk wise to choose from for any skill you decide to be one of your five majors.
Anywho here's a discription on how the "new" heavy armor skill might work:
[release]
[B]The skill level of Heavy Armor will determine:[/B]
- Bonuses to defense. Ideally, would be small overall as the armor would provide the bulk of the defense. For example, if you have Daedric at skill 30, you'll get "daedric" levels of armor rating, plus a small bonus depending on your skill (it won't be big at low level).
- Regeneration to fatigue, and level of fatigue loss when you get hit while using heavy armor. This plays a very large part of the purpose of the redesigned skill. Low levels (under 30 skill, with a full set of heavy armor on) may regen fatigue very slowly, and getting hit works like blocking (fatigue drain). However, there would be a 30% boost in your AR as long as you have stamina, but as soon as you hit ZERO stamina you take that extra damage and lose the bonus. Higher levels give less fatigue penality to being hit (but no great boosts), and can (at max skill) regenerate stamina up to 50% faster than vanilla. A major part of the skill therefore would involve this balance between conserving stamina to get the AR bonus, and dealing your own blows. Basically, this shifts the role of the heavy armor skill to be more "tank" like, which is what it should be. Heavy armor will always protect you more, and you'll be able to soak up a lot more damage. However, if you take too much damage and get too defensive, then you'll find yourself exhausted and be unable to properly attack back or be as efficent combat wise.
- Speed of player movement, including sprint (not including walking). Sprinting at low level with a full set of heavy armor should be in small bursts only due to the stamina drain, while sprinting at higher level would be standard as far as stamina drain goes..
- More advanced armor requires more skill. If you wear armor like Daedric at level 30, it will increase the players stagger chance, add a large penality in taking stamina damage from hits, and add a small penality to speed. However, wearing Iron and Steel at these levels would have none of these "extra" downsides. This is to balance the fact that I'm going to want to make it so the AR of the armor itself is the driving factor in your AR. So in the previous situation, despite all these penalities, you'd be really hard to take damage. You just wouldn't be able to do much else, and might easily get "juggled" by enemies because of the lack of skill.
[B]Heavy armor attributes that aren't affected by the skill level and as such are always in effect (but may be changed/altered from perks):[/B]
- You would be harder to stagger when using heavy armor, but if you are staggered you will take much longer to recover.
- Half jump height.
- Much louder. You will make more noise, which attracts more enemies to you (in the case of conflicts with multiple NPC's), and pretty much kills sneaking chances.
- [I](I might reconsider this)[/I] Non-advanced heavy armor is more susceptible to arrow damage, while advanced heavy armor is more susceptible to magic damage (you take 30% more damage in both situations - having stamina will negate this "negative"). Daedric/Dragonbone/Ebony have none of these downsides however (or any heavy armor with their AR equivalent... before upgrades)
- [I](I might reconsider this)[/I] You cannot level Heavy Armor above 75, without the mastery perk selected (see below perk tree)
[B]Perk Organization and overall explaination of how I designed the tree:[/B]
- One major branch of the perk tree will focus on enhancing "tank" abilities, giving players the opportunity to absorb as much damage as possible while reducing attack. Most of these effects will primarily involve fatigue or damage reduction based on certain factors. It will also contain small side-branches to give minor bonuses to attributes like health and stamina. This adds utility to the armors, and the ability specilize within certain types.
- The other branch will have primarily small offensive boosts, such as being able to stagger more with power attacks, steamroll enemies, or give bonuses to weapon skills.
- The third branch will enhance general usability of heavy armors. Perks in this branch won't nessicarily help with defense or offense, and instead cater more to pack muling, fatigue usage, and increasing usability of armors you have. There is a limit to this of course, to prevent it from acting like "light armor" at max skill plus all the perks in this "tree" unlocked.
[B]Perk Tree Concept:[/B]
[IMG]http://i208.photobucket.com/albums/bb134/KorJax/heavyarmor-01.png[/IMG]
[/release]
Thoughts? I'm planning on doing all skills in this manner. I might do stuff like axe the penality to arrows if you have a "basic" armor, depending on feedback. And stuff like the fact that you can't master a skill without selecting the perk for it.
I kinda like this combination on khajits.
[img_thumb]http://h9.abload.de/img/waskfap6.jpg[/img_thumb]
Also have a random Pic.
[img_thumb]http://h9.abload.de/img/was1w3a9n.jpg[/img_thumb]
[QUOTE=KorJax;34391671]*Text*[/QUOTE]
Good idea, but I wonder how you can squeeze all those perks into looking like the star symbol thing. I don't think the skill required for different armor is necessary because you will not find it before a while into the game unless you iron dagger yourself to a high smithing level.
[QUOTE=KorJax;34391671]So progress has finally gone to my perk and skill rebalance mod. Still in the design phases, but I've finsihed the first prototype perk tree of the revamped heavy armor skill. Going to focus on combat, then magic, and lastly stealth.[/QUOTE]
I can't scroll sideways for some reason, but it looks interesting, I'd like to see this completed.
Right click on it and select open picture (or something like that)
[QUOTE=Khyour;34391410]Can I have a link to this mod please?[/QUOTE]
I second this.
[QUOTE=diwako;34391844]I kinda like this combination on khajits.
[img_thumb]http://h9.abload.de/img/waskfap6.jpg[/img_thumb]
Also have a random Pic.
[img_thumb]http://h9.abload.de/img/was1w3a9n.jpg[/img_thumb][/QUOTE]
What combo is it?
So why did bethesda remove all the things that made customization awesome for skyrim? Why shouldn't I be able different gloves on each hand? Why are there no pauldrons and greaves?
I love the way Dwemer ruins look.
[img_thumb]http://filesmelt.com/dl/2012-01-01_00004.jpg[/img_thumb][img_thumb]http://filesmelt.com/dl/2012-01-01_00006.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/2012-01-01_000081.jpg[/img_thumb][img_thumb]http://filesmelt.com/dl/2012-01-01_00011.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/2012-01-01_00012.jpg[/img_thumb][img_thumb]http://filesmelt.com/dl/2012-01-01_00013.jpg[/img_thumb]
[img_thumb]http://filesmelt.com/dl/2012-01-01_00015.jpg[/img_thumb][img_thumb]http://filesmelt.com/dl/2012-01-01_00016.jpg[/img_thumb]
I also hate the way Steam's screenshot manager works, specifically that it stores thumbnails separate from the actual images. Since managing them normally via Windows is a lot smoother (steam's interface in general is slow for me, always has been), I can never remember which thumbnails correspond to which images I deleted, so I still have to use Steam's screenshot manager to find the thumbnails for the images I deleted and remove them via that.
[editline]25th January 2012[/editline]
The way it names them also means they're always out of order UNLESS I view them in Steam's screenshot manager :/
[editline]25th January 2012[/editline]
Also, fur "helmets" look silly.
[img_thumb]http://filesmelt.com/dl/2012-01-25_000031.jpg[/img_thumb]
Sorry, you need to Log In to post a reply to this thread.