• The Elder Scrolls Megathread XV: A Song of Ice and Draugr
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[QUOTE=KorJax;41827059]Finished my light armor perk tree/skill :D All that's left is archery skill/tree and the first version of my mod will be complete after I figure out how the hell I implement the installation/uninstallation/etc functionality of the mod. Perk highlights: 1. [B]Focused Stride:[/B] Spriting while holding "activate" (default E) while not wearing heavy armor slows time slightly around you at the cost of burning much more stamina. 2. [B]Dodge:[/B] Tapping the "activate" key during an enemy's attack causes time to slow down for a brief second, allowing you to dodge at the cost of stamina. You must be wearing no heavy armor. 3. [B]Traveller:[/B] having your weapons/magic away while outside of combat gives you a speed boost when wearing a light armor cuirass. 4. [B]Acrobat: [/B]Increased jump height while not wearing a heavy armor cuirass. 5. [B]Sanctuary: [/B]50% increased health regen when at full stamina, or 30% increased stamina regeneration when at full health while wearing a full suit of light armor. 6. [B]Reinforced Links:[/B] 25% reduced damage against arrows when wearing a light armor cuirass. 7. [B]Swift Foot:[/B] Worn light armor has double the armor rating when you are sprinting. Total of 18 perks for light armor, not counting tiers that some of the perks (like Acrobat) have. Light armor works much like it does in default skyrim with two main differences: 1. Certain armor types will slow you down more. Hide has virtually no slowdown, forsworn is the same as being naked in speed, while glass is going to be much slower. The higher your skill, the faster you move, which can counter-act the slowdown that you get when wearing higher level armors. That said, the speed at which you are slowed is noticeable but not debilitating. 2. A chance of losing your balance. This chance is determined by the level and health and skill of the enemy you are fighting, multiplied by the balance level of the armor you are wearing (more advanced/better armors have worse balance, not wearing any light armor gives you a big balance bonus), compared against your skill in lightarmor and your current stamina levels. Enemies have a lot of HP and a high level are likely to cause to you lose your balance on each hit, unless you wear an armor that is better for balance (such as hide), you whittle down their health, or you have a high skill in light armor. Losing balance is simply a temporary screen effect, a light screen-shake style stagger, and your movement speed is significantly decreased during very brief the off-balance effect.[/QUOTE] I don't mod so I have no idea if this possible, but you should take the whole movement thing one step further and actaully make the player's weight matter. Not the carry weight, but the weight slider at the start of the game. Like, if you maxed out the persons weight they would get bonuses in balance and maybe combat classes (more muscles duh!), but they would move slower in light armor than someone who is lighter. It would be interesting to see, as it could work backwards too, someone who is lighter would have a higher jump height and move quicker, but the movement penalties from heavy armor would affect them more. Now that I think about it, you could do a lot of interesting implications for weight. Another example would be someone who is heavier muscle wise would deal more base damage with a bow, but wouldnt fire it nearly as fast or be as maneuverable as someone who has less muscle. I am sure it would be a pain in the ass to apply, but adding weight realistically into skills and armor effects would definitely add another level of depth to the game.
[QUOTE=The Jack;41829050] An autoaim towards vital spots would be best for archers.[/QUOTE] Locational damage is awful though. Also doesn't that go against your philosophy of having perks only enhance player skill instead of replacing?
[QUOTE=zeldar;41829931]Locational damage is awful though. Also doesn't that go against your philosophy of having perks only enhance player skill instead of replacing?[/QUOTE] Resident Evil 4
[QUOTE=1chains1;41829918]I don't mod so I have no idea if this possible, but you should take the whole movement thing one step further and actaully make the player's weight matter. Not the carry weight, but the weight slider at the start of the game. Like, if you maxed out the persons weight they would get bonuses in balance and maybe combat classes (more muscles duh!), but they would move slower in light armor than someone who is lighter. It would be interesting to see, as it could work backwards too, someone who is lighter would have a higher jump height and move quicker, but the movement penalties from heavy armor would affect them more. Now that I think about it, you could do a lot of interesting implications for weight. Another example would be someone who is heavier muscle wise would deal more base damage with a bow, but wouldnt fire it nearly as fast or be as maneuverable as someone who has less muscle. I am sure it would be a pain in the ass to apply, but adding weight realistically into skills and armor effects would definitely add another level of depth to the game.[/QUOTE] Actually SKSE has a function that can get the weight of the player so all of that is pretty feasible. I don't think I want to implement such a feature just yet though, I'd rather get the first most basic releasable version out first (which should still be pretty feature complete, just will be missing changes to magic/thief skills... which is alright I suppose because there are a lot of mods out there for that stuff).
[QUOTE=1chains1;41829918]I don't mod so I have no idea if this possible, but you should take the whole movement thing one step further and actaully make the player's weight matter. Not the carry weight, but the weight slider at the start of the game. Like, if you maxed out the persons weight they would get bonuses in balance and maybe combat classes (more muscles duh!), but they would move slower in light armor than someone who is lighter. It would be interesting to see, as it could work backwards too, someone who is lighter would have a higher jump height and move quicker, but the movement penalties from heavy armor would affect them more. Now that I think about it, you could do a lot of interesting implications for weight. Another example would be someone who is heavier muscle wise would deal more base damage with a bow, but wouldnt fire it nearly as fast or be as maneuverable as someone who has less muscle. I am sure it would be a pain in the ass to apply, but adding weight realistically into skills and armor effects would definitely add another level of depth to the game.[/QUOTE] If are going to do something like that, there should be a way to loose/gain weight/muscles/whatever
[QUOTE=cdr248;41830457]Resident Evil 4[/QUOTE] I'm not talking about in video games in general, just Skyrim... Every mod I've seen that has tried to implement it made the combat worse than it already is.
[QUOTE=Intoxicated Spy;41830900]If are going to do something like that, there should be a way to loose/gain weight/muscles/whatever[/QUOTE] There is already a mod that starts you out skinny and increases your muscle mass as you level up, so implementing something similar that works both ways wouldnt be that difficult I would assume. For example you could start off with your guy being big and clumsy and work him into being an archer, he would lose muscle mass/weight from all the cardio done while sprinting around with a bow. etc
[QUOTE=1chains1;41831145]There is already a mod that starts you out skinny and increases your muscle mass as you level up, so implementing something similar that works both ways wouldnt be that difficult I would assume. For example you could start off with your guy being big and clumsy and work him into being an archer, he would lose muscle mass/weight from all the cardio done while sprinting around with a bow. etc[/QUOTE] Can I become a giant fatass that rolls over his foes?
[QUOTE=Intoxicated Spy;41831537]Can I become a giant fatass that rolls over his foes?[/QUOTE] I would be insulted if you didn't. Wear daedric for maximum stabbing.
Is there any possible way to disable the region boundaries on skyrim? The old ini trick doesn't work anymore, and no other mods seems to work.
[t]http://static2.nexusmods.com/110/images/938388-1375353348.jpg[/t] Gonna be honest with you, I didn't even notice this was Skyrim. But apparently it is.
My friend tells me the Ultimate Combat mod is buggy. Is it worth getting? I want to add more to my game but still minimise bugs.
May I have a briefing in on what mods I have missed? Spending two weeks on a caravan holiday have really tried my patience. Need to get back into modding. Also, my Fate/servant playthroughs are back on. Starting with Saber of Red. Small-ish brutal Imperial woman who uses melee to solve all her problems.
[QUOTE=zeldar;41829931]Locational damage is awful though. Also doesn't that go against your philosophy of having perks only enhance player skill instead of replacing?[/QUOTE] What's wrong with locational damage?
What would you guys recommend to let me finally be able to play Skyrim at more than 600x800 and lowest settings while still getting okay fps (30 or so is what I'm used to)? I've got some Intel HD thing built into my computer that can barely handle anything.
[QUOTE=kr1f333;41833101]What would you guys recommend to let me finally be able to play Skyrim at more than 600x800 and lowest settings while still getting okay fps (30 or so is what I'm used to)? I've got some Intel HD thing built into my computer that can barely handle anything.[/QUOTE] [url=http://www.piriform.com/speccy]This thing[/url] will allow you to see what other things are in your computer.
[QUOTE=zeldar;41829931]Locational damage is awful though. Also doesn't that go against your philosophy of having perks only enhance player skill instead of replacing?[/QUOTE] There's no perk. Why would there be a perk ? As your skill increases the chance of critical hit autoaim also increases. Eh. it's a bit hard to explain with archery so i'l use swords instead. As you level through novice and apprentice your swings become more powerful and more accurate. you waste less energy, recover a little better . your swings don't gain much power after adept. instead other things get better. at starting at adept the player's openings for attack get smaller. block gets better. critical hits become more common... Like at 10 skill level each attack does 30% damage. At level 12 it's 35%. at level 50 it does 90%. It doesn't take a master swing a sword perfectly (in terms of power,not accuracy) so your strokes won't get much stronger at expert level. Instead they might be more accurate, faster, less wasteful, less prone to counter attack and so on. Each level offers a subtle increase in aspects of a skill. In archery's case the player's arrows might begin to gravitate towards vital spots more often above expert level.
[QUOTE=The Jack;41834257]There's no perk. Why would there be a perk ? As your skill increases the chance of critical hit autoaim also increases. Eh. it's a bit hard to explain with archery so i'l use swords instead. As you level through novice and apprentice your swings become more powerful and more accurate. you waste less energy, recover a little better . your swings don't gain much power after adept. instead other things get better. at starting at adept the player's openings for attack get smaller. block gets better. critical hits become more common... Like at 10 skill level each attack does 30% damage. At level 12 it's 35%. at level 50 it does 90%. It doesn't take a master swing a sword perfectly (in terms of power,not accuracy) so your strokes won't get much stronger at expert level. Instead they might be more accurate, faster, less wasteful, less prone to counter attack and so on. Each level offers a subtle increase in aspects of a skill. In archery's case the player's arrows might begin to gravitate towards vital spots more often above expert level.[/QUOTE] Autoaim is the child of Satan and Adolf Hitler Why not have faster arrows?
Arrow speed would realy be dictated by the arrow, bow and draw. A faster arrow should also do more damage. If you made an autoaim system detailed then there's no worry about it. At novice you should be firing in a cone anyway. but I don't mean a massive autoaim. You shouldn't change directions to aim at a character by yourself like Call of duty or something. If you miss by a little (and it's not obvious that you were aiming at a different target), there should be a chance that the arrow flies to the target, even if only a glancing hit. On the pc the player should be able to have a key that can turn off this autoaim or even change it (because maybe they want the enemy alive or a certain part of the enemy intact (such as a daedra heart.) With swords too. it'd be nice if, as an expert or master, the sword would avoid glancing blows in order to make deeper cuts. Maybe there'd be a customizable perk that'd help direct the sword to specific internal organs or the eyes. A customizable perk which makes a player messy or clean. To me, a complicated autoaim system is a 1000 million times better than copious amounts of slow-mo
Auto aim would be good for a combat archer who spends more time shooting than aiming.
Looking for opinions: Which lighting is preferred? open images in new tabs and compare them that way, much easier to see the differences. [b]Thanks for linking Anonfiles, gooooooooooogle[/b] Default RC2 brightness [url=https://cdn.anonfiles.com/1376499904254.png][img]https://cdn.anonfiles.com/1376499904254.png[/img][/url] RC3 Brightness change. Darker surrounding light (Brightness decreased) but lights are roughly the same brightness (White Level balanced) [url=https://cdn.anonfiles.com/1376499915969.png][img]https://cdn.anonfiles.com/1376499915969.png[/img][/url]
There's like nearly no difference.
[QUOTE=Daemon White;41835756]Sorry for Imgur compression, filesmelt is giving me an error[/QUOTE] [url]https://anonfiles.com/[/url]
[QUOTE=The Jack;41835068]Arrow speed would realy be dictated by the arrow, bow and draw. A faster arrow should also do more damage. If you made an autoaim system detailed then there's no worry about it. At novice you should be firing in a cone anyway. but I don't mean a massive autoaim. You shouldn't change directions to aim at a character by yourself like Call of duty or something. If you miss by a little (and it's not obvious that you were aiming at a different target), there should be a chance that the arrow flies to the target, even if only a glancing hit. On the pc the player should be able to have a key that can turn off this autoaim or even change it (because maybe they want the enemy alive or a certain part of the enemy intact (such as a daedra heart.) With swords too. it'd be nice if, as an expert or master, the sword would avoid glancing blows in order to make deeper cuts. Maybe there'd be a customizable perk that'd help direct the sword to specific internal organs or the eyes. A customizable perk which makes a player messy or clean. To me, a complicated autoaim system is a 1000 million times better than copious amounts of slow-mo[/QUOTE] Random spread is also terrible.
[QUOTE=Altimor;41836028]Random spread is also terrible.[/QUOTE] Animation based spread then? Eh, what's the point of starting at novice if a novice is already great? Might as well have the levels "Master I, Master II, Master III, Master IV, Master V.
why are NO enb presets compatible with the ENBoost versions (199, 200, 201)?
[QUOTE=Daemon White;41835756]Looking for opinions: Which lighting is preferred? open images in new tabs and compare them that way, much easier to see the differences. [b]Thanks for linking Anonfiles, gooooooooooogle[/b] Default RC2 brightness [url=https://cdn.anonfiles.com/1376499904254.png][img]https://cdn.anonfiles.com/1376499904254.png[/img][/url] RC3 Brightness change. Darker surrounding light (Brightness decreased) but lights are roughly the same brightness (White Level balanced) [url=https://cdn.anonfiles.com/1376499915969.png][img]https://cdn.anonfiles.com/1376499915969.png[/img][/url][/QUOTE] I can see slightly better in the first one.
[QUOTE=Daemon White;41835756]Looking for opinions: Which lighting is preferred? open images in new tabs and compare them that way, much easier to see the differences. [b]Thanks for linking Anonfiles, gooooooooooogle[/b] Default RC2 brightness RC3 Brightness change. Darker surrounding light (Brightness decreased) but lights are roughly the same brightness (White Level balanced)[/QUOTE] I like the second one a bit more.
[QUOTE=Bomimo;41837099]why are NO enb presets compatible with the ENBoost versions (199, 200, 201)?[/QUOTE] All ENBoost is, is the use of the new enblocal.ini depending on the videocard / OS for the most part, the default version that is packaged with ENB works fine, but needs an up-to-date ENB version. [editline]14th August 2013[/editline] [QUOTE=Durrsly;41837341]I can see slightly better in the first one.[/QUOTE] Okay, but which would you prefer?
[QUOTE=Daemon White;41837688]All ENBoost is, is the use of the new enblocal.ini depending on the videocard / OS for the most part, the default version that is packaged with ENB works fine, but needs an up-to-date ENB version. [/QUOTE] What i mean is why are none of the different visual enbs on Nexus ported to 199, 200 or 201 yet? the old enbs don't circumvent the 3.1 gb wall. the new ones do.
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