The Elder Scrolls Megathread XV: A Song of Ice and Draugr
25,933 replies, posted
[QUOTE=Excalibuurr;42013653]Wearing more than 15 rings decrease skills related to fingers. Lock picking, pick pocket, maybe even drop your sword due to bad grip. Electric spells can be unpredictable. Yeah...[/QUOTE]
Random number generator is the work of Satan imo
I for one want Commando Pro so I can do 10 meter dagger lunges and jump off mountains
[QUOTE=Altimor;42013681]Random number generator is the work of Satan imo
I for one want Commando Pro so I can do 10 meter dagger lunges and jump off mountains[/QUOTE]
It's become completely ridiculous how dogmatic you are about random numbers. I agree that Morrowind's system was bad, but so many fantastic games are built on rolls. Even the ability to miscast a spell once in a while would surely make for more stories and memorable incidents in gameplay. It doesn't have to be black & white. Yikes.
The stats man rears it's ugly head again, I see.
[QUOTE=Kommodore;42013810]It's become completely ridiculous how dogmatic you are about random numbers. I agree that Morrowind's system was bad, but so many fantastic games are built on rolls.
Even the ability to miscast a spell once in a while would surely make for more stories and memorable incidents in gameplay. It doesn't have to be black & white. Yikes.[/QUOTE]
Randomness invariably makes the game less enjoyable for me
[QUOTE=Excalibuurr;42013653]Wearing more than 15 rings decrease skills related to fingers. Lock picking, pick pocket, maybe even drop your sword due to bad grip. Electric spells can be unpredictable. Yeah...[/QUOTE]
SO... you want this to happen to gauntlets too, right?
Moving on to "random"
It'd be interesting if say.. the game was so detailed that you could initially consider something completely random when realy there were a few factors that a skilled player would pick up. Maybe when you buy training from npcs they'd point this stuff out to you.
Like spells failing because you undercharged or overcharged, or used at the wrong time during an animation. Or maybe you were moving too much or were to tired.
Or maybe the enemy just hit your sword with the right way in the right place to disarm you. It didn't help that you were frozen stiff, bleeding and mildly terrified of your opponent. your footing is pretty crap too. Maybe when you hit him back you won't do as much damage because you'd hit him in a strong spot with a weak part of your weapon that wasn't power attacking.
It's not overly complicated. The player would slowly learn this stuff as he picks up his skill.
Speaking of Morrowind, I always loved to hat the combat system. When I first played the game I had trouble understanding it whatsoever, having decided to just charge in blind.
I was killed by the rats in that Dunmer lady's house in Balmora.
I'll never forget my most humiliating defeat in that game.
this thread lol
[QUOTE=Kommodore;42013810]It's become completely ridiculous how dogmatic you are about random numbers. I agree that Morrowind's system was bad, but so many fantastic games are built on rolls. Even the ability to miscast a spell once in a while would surely make for more stories and memorable incidents in gameplay. It doesn't have to be black & white. Yikes.[/QUOTE]
The ability to miscast spells should not be random though, it should based on a number of factors including an individual player's skill and the character's attributes. Failing something for no other reason other than because a line of code hit a 1 instead of a 20 is a horrible way to determine success, and even DnD makes use of deeper algorithms to determine things.
Random values just for the sake of random values are horrible, and accidents only happen if the factors allow, and that's what I think Altimor is trying to say. Putting things that should be within a player's control, outside of their control, destroys immersion and frustrates players who would otherwise believe that their action had no reason to fail. "I'm a level 50 mage with 100 in destruction, why did I fail to cast that spell?"
[QUOTE=Loriborn;42014484]The ability to miscast spells should not be random though, it should based on a number of factors including an individual player's skill and the character's attributes. Failing something for no other reason other than because a line of code hit a 1 instead of a 20 is a horrible way to determine success, and even DnD makes use of deeper algorithms to determine things.
Random values just for the sake of random values are horrible, and accidents only happen if the factors allow, and that's what I think Altimor is trying to say. Putting things that should be within a player's control, outside of their control, destroys immersion and frustrates players who would otherwise believe that their action had no reason to fail. "I'm a level 50 mage with 100 in destruction, why did I fail to cast that spell?"[/QUOTE]
That's... that's exactly what the spell chance is though. Like word for word what you just posted. You have a chance based on many factors (skill, willpower, fatigue etc.) and then the game rolls against it to determine if you succeed or not. There has to be a random nature involved for a spell failure system to work at all otherwise you have the binary system of can cast and cannot cast, like in Oblivion.
[QUOTE=Betakta;42014570]That's... that's exactly what the spell chance is though. Like word for word what you just posted. You have a chance based on many factors (skill, willpower, fatigue etc.) and then the game rolls against it to determine if you succeed or not. There has to be a random nature involved for a spell failure system to work at all otherwise you have the binary system of can cast and cannot cast, like in Oblivion.[/QUOTE]
I don't mean the ingame variable for skill, I mean the actual player's skill, the person behind the keyboard. Traditionally, it's been difficult for games to incorporate and define what player skill is in games like RPGs, that's why we rely so much on dice rolls. It just takes someone to be innovative and find an enjoyable way to make a player's actual skills with mind and dexterity (with the fingers I suppose) influence their gameplay in RPGs beyond basing left click until something is dead. It's just a taboo concept because we are not used to thinking about RPGs using anything other than sheets of numbers, and honestly, it's what is stagnating the genre.
Character skills should determine how easy it is for the player to screw up, not the chance that they're going to screw up outside of their control.
[QUOTE=The golden;42014998]So I just reinstalled Skyrim and the ENB I used to use now slows my game to a crawl and eventually crashes it despite working fine months ago.
What are some high-performance ENB's that you guys know of?[/QUOTE]
I use Project MATSO; it's nice and subtle without a massive performance hit. Maybe not what you're looking for, but I take every chance I can find to recommend it.
[QUOTE=Sgt-NiallR;42015077]I use Project MATSO; it's nice and subtle without a massive performance hit. Maybe not what you're looking for, but I take every chance I can find to recommend it.[/QUOTE]
The guy who uploaded it to the nexus also takes pictures of his Flame Atronachs so I support this 100%
[QUOTE=The golden;42015092]I don't know if subtle is the word I would use to describe it but I'll give it a shot. :v:[/QUOTE]
Oh well, it's been a few weeks since I played Skyrim, and I don't recall seeing a massive difference other than the cool little green filter.
Also:
[t]http://filesmelt.com/dl/OLOSADSJD.png[/t]
I kinda had to rewrite a pretty large chunk of the MQ on account of my aversion to shouting, which is an interesting experience.
[QUOTE=The golden;42015206]Well I tried it and I loaded up my save which is a sunny 8am morning outside Whiterun and everything was dark blue and it was as dark as night with a purple sky.
I think I might have fucked something up.[/QUOTE]
Well, this is the kinda thing I get;
[t]http://filesmelt.com/dl/2013-05-21_000101.jpg[/t]
[QUOTE=The golden;42015404]I just nuked my Skyrim main folder and started from scratch. Seems to be ok now - just need to tweak presets and stuff.
[B]Edit[/B]
Nah I can't use MATSO. It chews up too many frames. The closest I ever got was Zoners ENB but it was just slightly lacking on contrast.[/QUOTE]
Turn up the contrast yourself, enbseries.ini isn't black magic
[QUOTE=The golden;42015588]I have no idea where to even start looking. :v:[/QUOTE]
Play with the ambient lighting values.
I personally like Skyrealism with the vanilla setting and Realistic Lighting overhaul with weathers addon. It looks very nice without overdoing it at all, has the ENB effects, and as long as you turn down/off the performance killers runs like a dream too (skylighting and SSAO)
I've never really used and ENB. I fiddled around with the settings for imaginator and I got the game looking good enough to please me. ENB just seems like it'd be extra load for something I don't really need.
[QUOTE=evilweazel;42015905]I've never really used and ENB. I fiddled around with the settings for imaginator and I got the game looking good enough to please me. ENB just seems like it'd be extra load for something I don't really need.[/QUOTE]
Shadow fix is a great bit, plus the Parallax fix makes a bunch of difference (If you use parallax mods, that is)
[QUOTE=Medevilae;42016102]Skywind, Ashalmimilkala Daedric Ruin
[video=youtube;eBv2o4fCPh4]http://www.youtube.com/watch?v=eBv2o4fCPh4[/video][/QUOTE]
I always found Morrowind Daedric ruins to be disturbing, especially the way the doors are slightly distorted
So gonna go ahead and throw you guys my mod release, it seems like major/obvious bugs are gone (at least with archery/1H which I've been testing with), but I bet there is more hiding.
Good news is a poorly keyworded armor mod fucked up my armor detection, which made me have to reinstall my mod. Which, works perfectly fine! So if you get any big issues like that then just uninstall the mod and reinstall, it should work fine :v:
Here is the download: [url]http://sdrv.ms/1a3Uc0n[/url]
[B]THINGS TO KEEP IN MIND[/B]
- Bows and (maybe?) staffs will say a message about your block ability being very poor when equipping them. This means nothing, and is a silly little bug I haven't bothered fixing since it doesn't affect anything considering you can't block with them
- Leveling might be [I]too[/I] slow for the combat skills. They should be around 30% slower than vanilla unless you have them as a major skill, but I can't decide if I'm leveling too slowly or not. Just give me your opinons on it.
- You must have "EnableOriginalPostProcessing" for your ENB's on to see [I]any[/I] of the screen effects, which is a decent part of the combat experience. A stupid downside to using ENB is that it prevents stuff like nighteye or any other screen effects from working unless you have that option. Which is why I like skyrealism with RLO, because it means having that option on doesn't make everything look like piss.
- Speaking of ini files, make sure you make these changes to your Skyrim.ini if you are using script-heavy mods:
[code][Papyrus]
fUpdateBudgetMS=800
fExtraTaskletBudgetMS=800
fPostLoadUpdateTimeMS=2000
iMinMemoryPageSize=256
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes=2457600
[/code]
This makes papyrus run much smoother. Otherwise you'll have a very slow papyrus engine where you might find actions in my mod taking several seconds to activate when they should be instant. I didn't have this problem when I was running just with my mod, but then I ran into this issue with me running mods like frostfall, wet and cold, hunterborn, etc in tandem with my mod due to the heavy script load that causes. The above ini tweaks fixed it.
- SKSE is required.
- All enemies to the best of my knowledge no longer kill move. Because when the damage values were increased, I found I was getting kill moved almost all the time at 50% health, which is bullshit. Enemy kill moves are a stupid mechanic anyways.
- The perk trees look like total dogshit and don't match up with the constellations at all. I'm sorry, if you are skilled in distilling the chaotic alchemical nature of the perk editor to get the perks to look sexy, by all means... let me know and do it :v:
- Some things are still missing/basic. For example, Heavy Armor currently doesn't recognize different armor types you are wearing (i.e. Daedric vs Iron) so as such both daedric and iron work the same except with daedric having a higher armor rating. Meanwhile Light Armor, glass works different than leather in that you are less balanced in glass, move slightly slower, at the benefit of a better AR.
- Blocking will change you into walk mode when you block, occasionally this is buggy and you'll end up still in walk mode when you stop blocking. No big deal, just toggle run/walk, but its still an oddity I've yet to perfectly figure out how to get around. Sadly a result of dynamically making you move slower/faster while blocking depending on the shield type and your skill, that wouldn't have to happen if Bethesda didn't make "block runner" (a perk that basically does the same thing) a hard-coded ability. >:(
- To uninstall (which will be needed to fix bugs you might get or to receive some updates) type
[code]help "77cpo_uninstallquest" 4[/code]
into the console to get the quest ID of the uninstallation quest then type
[code]setstage [uninstall quest ID] 10[/code]
to uninstall. Let it do its thing, it'll take a minute. You will be refunded all perk points you spent on the perk trees that were made by me.
- You pretty much need to start a new game. Well kind of. The mod works fine on existing saves, the problem is I've totally replaced the skill trees for block, HA, 2H, 1H, Archery (now marksman) and LA. If you want play on an existing character, you'll have to manually remove each and every perk you've put into the above trees, install my mod, then (if you wanted to play fair) add the same amount of perks you had into mine, taking into account the perk bonuses you get every 3/12 levels up to level 36 (when you stop getting them).
- As far as I'm aware, due to me using two different "systems" of changing weapon speeds between 2H and 1H weapons (when I started on 1H was when I learned the wonders of SKSE), if you switch from a 1H to a 2H weapon directly from the inventory/fav menu you'll use the 2H weapon at super speed. Please don't be a dirty cheater and do this. Instead, fully unequip your 1H weapon (aka click on it in the inventory) and then equip the 2H weapon instead of just switching to it.
- The script to detect how many major skills you have only works outside of menus, at the moment until I can find a work around. This means don't be a dirty cheater by saving up all your perks points and unlocking all the major skills in the menu before my script realizes that you are already over the limit.
- Theoretically, this should be compatible with any mod out there - I've changed (almost) nothing in vanilla skyrim, only added on top, with the exception of kill moves, the combat perk trees, and HoT potions (in this case, just load mods that affect either of those things after mine). Obviously don't run it in tandem with other combat overhaul mods, because you'll be sad at the result. Mods that aren't properly keyworded will also produce odd results (like the issue I had last page!). And, while the mod will work with Dragonborn/dawnguard, I [I]think[/I] the material-specific effects I have for skills like 1H and Light Armor won't recognize any dawnguard/dragonborn specific weapons or armors. Unless they use the same keywords that default skyrim uses. Its an easy fix, I just haven't bothered to look at all the keywords and armor types that dawnguard and dragonborn have added.
- I've not balanced for smithing, because smithing is a bullshit game mechanic anyways so I never play with it. It probably will be super easy to cheese the game if you insist on making everything you own legendary. That said, I encourage you to smith to keep "lower end" gear more competitive late game, especially since several perks boost the benefits of such gear.
[B]GAMEPLAY THINGS TO KEEP IN MIND[/B]
- Stamina is very important. Using abilities, sprinting, powerattacking, or using your bow will drain it. Blocking hits will drain it (but blocking now blocks all damage+arrows, no matter what for shields). You cannot effectively block while at zero stamina at any level, attacking prevents your stamina from regenerating as does taking a hit. You also can't use a bow very well at zero stamina.
- Potions heal over time to account for the fact combat under my mod would literally be piss easy trivial if you could just insta-win at full health through your magical osmosis ability of becoming perfectly fine in the middle of a quick inventory potion drink.
- The mod was developed on the expectation that you play on Adept difficulty (aka standard), and as such should play out more punishingly but also tactically than default skyrim. You'll take much more damage than before, but also deal much more damage, balanced by the fact that shields now actually block all damage and at higher levels things even out a bit (I hope).
- Every three levels you get an extra perk point. Every 12 levels you three extra perk points. This only lasts till level 36. Have fun.
- All of my perk trees start out with a "Major Skill" perk instead of the typical starter perk. This is for several reasons. One, you'll get naturally better at using your skill the higher level you are so you don't need that stupid perk anyways, and two it encourages you to specialize. You can't have more than 5 major skills active at one time, once you pick your fifth major skill the rest of the trees become forever locked (including vanilla ones). Perk trees I've not worked on yet (aka anything in theif/magic) are worth only half of a major skill. This means that once you've unlocked enough skills to be worth "4.5 major skill points, you'll be locked out of trees you've not perked into yet. I do need to fix this though so its 4.5> instead of 4.5>=
- Magic is mostly unaffected by damage changes, but it also (should? maybe someone should test this?) pretty much ignores much of your AR. Vice versa for enemies.
- Stamina regenerates very fast (think dark souls), but more stuff is keeps it from regenerating. It's more tactical now. Not as fast as darksouls mind you, because bethesda's regen system heals attributes as a default % per second instead of a linear number per second (aka, even if you have 500 stamina you'll regen it just as quick as someone with 100 stamina... this might be a balance issue late game, let me know. I can put in a system to make it so the higher your stamina pool is the slower the rate you regen is, as annoying as that would be to implement).
- Enemies who block you will never take damage, and you lose about 20 stamina trying to attack them. So don't do it, you'll wear yourself out and leave you open. It'll be important to A. Overpower weaker enemies, B. Get an angle on the enemy who is blocking, or C. try to catch them while they attack you.
- Daedric, ebony, artifact weapons in general all damage much much more than they have before, at the downside of speed.
- There are visual effects for general things that go on in combat. Being low on stamina, certain effects that happen to you depending on what you are wearing, taking hits, etc. All of these are designed to give you visual clues of the state you are currently in without needing to look at a bar, or just in-general make the combat feel meatier.
[B]QUICK PRIMER ON HOW EACH SKILL WORKS:[/B]
[U]Heavy Armor:[/U]
- Naturally gets more AR than light armor
- If you can maintain above 30% stamina, you get a bonus 33% or so damage reduction from physical sources. This combined with the above makes heavy armor users very, very tanky even at low level.
- However if you take a hit while under 30% stamina, you take an extra 30-50% (can't remember) damage than normal and stagger more as you are exhausted and can't defend yourself as well.
- Each hit you take will always chink away 5 stamina no matter your skill..
- Heavy armor users can't get knocked off balance (see below)
- You skill determines: the AR you get from your armor, how fast you move in the armor (more heavy armor pieces means you move slower), how much stamina you burn when you sprint while in heavy armor (read: a lot at low levels).
[U]Light Armor:[/U]
- Naturally quicker than heavy armor
- Pretty simple, no-frills. Your ability to resist damage is likely greater than a heavy armor user who is exhausted, but not greater while they aren't exhausted. The only mechanic you have to really worry about in light armor is balance, which you also have to worry about if you wear no armor at all.
- Heavy focus on mobility with the perks with some pretty cool abilities.
- Knocked off-balance: this is determined by your skill level, what type of light armor you are wearing (wearing no light armor gives you a big bonus on balance), and your stamina level (numbers count here, no percentages), against the enemy's level and health they have (if they are a creature) or the health, level, and weapon skill they have (for NPC's). When you are knocked off balance all that happens is you move very slow for about 2-3 seconds and your vission is dazed/staggered. High health/level enemies like dragons are likely to knock you off balance a lot in high end armor (like glass), especially if you aren't a high enough level, for unblocked hits until you whittle their health down or make sure to stay at near-max stamina. Note that this only happens for melee attacks against you, not ranged/magic.
- Your skill determines: How fast you move in light armor, your AR, knocked-off-balance chance
[U]Marksman:[/U]
- Very high damage compared to before. At least, at mid/early levels? Haven't really had the chance to see what its like at level 50.
- Keeping your bow drawn drains stamina. Having better skill and/or a higher stamina pool negates this. At zero stamina, you will always fire your bow.
- Daedric bows draw really slowly, but are super high damage shots. Glass bows do less damage than dwarven, but shoot off much faster (you'll need to be a good skill to take advantage of high draw speed though... see below). Hunting/long bows are the fastest bows no matter what, perfect for low levels.
- Your skill determines: Your aim when drawing the arrow (low skill users will shake a lot trying to stabilize the aim of the bow when they draw), the speed at which you draw, the damage you do, the amount of stamina you drain each second with a drawn bow.
[U]One-handed:[/U]
- Quick, efficent. Not as damaging as 2H, but still pretty good.
- One-handed users have a natural weakness against heavy armor. They get around a 30% damage penalty against a heavy-armor wearing target for normal attacks. Don't want this penality? Powerattack! The power attack for one-handers isn't nearly as strong as a 2H power attack, but uses far less stamina and ignores the damage penalty I just mentioned.
- You have a chance of fumbling your attack, dependant on skill. A fumble means nothing more than your vision getting pretty badly staggered, which can disorient you.
- Better weapons will almost always swing slower due to their weight and/or form.
- Dual weilding gives you a small speed reduction without the right perks compared to standard wielding.
- Your skill determines: damage you do, the speed you swing your weapons, your attack control (fumble chance), and your effectiveness at doing power-attacks (low level, your power attacks are only slightly better than normal attacks).
[U]Two-handed:[/U]
- Slow, powerful. Very high damage, not very fast.
- Each swing you jerks your vision due to the size/weight of your weapon. Having a better skill reduces this "staggering"
- Powerattacks with 2H weapons not only take longer (due to slower weapon speeds in general) but also use a CRAP ton more stamina. The upside? CRUSH. DEAD.
- However, power-attacks also have a chance of fumbling like one handed, but unlike one handed it can only happen when you connect a powerattack (versus all attacks) and when it does happen its a full-body stagger. Get better skill to overcome this.
- Your skill determines: damage you do, your attack control (the jerkyness when you swing), stamina usage on powerattacks, speed of the weapon, your chance you fumble your powerattacks.
[U]Block:[/U]
- Works very different from vanilla
- All shields always block arrows from the start.
- You will [I]never[/I] take damage from blocked hits with a shield. Damage works like normal when blocking with a weapon.
- Instead, you will take stamina damage, in the form of "stability". Higher stability shields lose less stamina per hit they take than low stability shields (weapons have the worst stability, and lose a ton of stamina per hit they block).
- There is also "burden". High burden shields will drain your stamina faster as you hold your block up than low burden shields. Weapons have no burden, so you'll always regenerate stamina at the max rate when blocking with them. Burden also affects how fast you move with a shield.
- Heavy shields: generally, high stability and high burden. You'll lose much less stamina blocking with a heavy shield, but drain much more while holding your block. High level shields will have better stability but worse burden, so you'll generally move slower in high level shields than lower ones while blocking.
- Light shields: generally low stability but low burden. You'll take much more stamina damage per hit, but at low levels you'll only slightly lose stamina while holding a block and high levels you'll even regen stamina while holding a block. Burden rules apply the same to light shields as they do heavy shields.
- Weapon shields: Very low stability, very low burden. You'll always move quick when blocking with a weapon, and you'll always regen at the max stamina rate. Downside: each hit you take seriously kills your stamina, you take damage like you normally do in skyrim with blocking (and like skyrim, the higher your skill the better).
- If you take a hit while blocking that takes you lower than 0 stamina, you guard is broken and you are full-body staggered, unable to move or do anything for about 1-2 seconds. Bad, obviously. Also, when your guard is broken [I]some[/I] damage breaks through.
- Your skill affects: Your speed while moving with a shield raised, the amount of stamina damage you take on hits, the amount of burden stamina damage you take while the shield is raised, damage blocked when blocking with a weapon
So that is that. Please let me know of any big bugs, ideally by posting here (so I can address you) or by PM (either way I'll save the posts into my bug report links). Also let me know of any balance concerns, especially late game. I worry that late game might not be as balanced in your favor due to me getting rid of those awful "You do 100% more damage at skill level 100!!!" perks you have in default skyrim. Also, some perk combinations might not work well - i.e. some of the perks in 2H mixed with the block perks like quick reflexes. If so, just let me know and I'll try and figure out a fix.
[editline]30th August 2013[/editline]
Well looks like since ya'll aren't posting I'm gonna edit my post with a ~dramatic pose~ shot
[t]http://i.imgur.com/FJOh6Iq.jpg[/t]
Nice mod. Maybe a short description would be nice.
Got bored and decided to turn the bridge near Markarth into my camp.
[t]http://i5.minus.com/i15NELE52i3q6.png[/t][t]http://i5.minus.com/is5xPegubAmYf.png[/t]
Got bored while expanding it and ended up doing this.
[t]http://i5.minus.com/iL55O3cmBN3Rj.png[/t]
Some feedback on Kor Jax's mod:
Sometimes after I block an attack and lower my shield I have super speed. No clue how it happens.
Fumbling attacks is annoying and happens way too often. I don't like the RNG shaking my screen all the time.
Bandits love to heavy attack constantly and the game likes to give them big two-handed weapons. They eat up stamina like nobody's business.
[QUOTE=dogmachines;42018874]
Bandits love to heavy attack constantly and the game likes to give them big two-handed weapons. They eat up stamina like nobody's business.[/QUOTE]
isn't that the point
[QUOTE=DeEz;42019281]isn't that the point[/QUOTE]
It isn't very fun when you can't dodge or out pace the enemy and they constantly rain down stamina-fucking attacks that just end up leaving you open for more attacks. It's not like Dark Souls where you can just roll away if you're close to running out of a stamina while blocking. The enemy AI can press you fairly hard so you end up kiting enemies waiting for your stamina to recharge every few seconds. That's assuming a bandit with a big fuck-off sword doesn't break through the block completely from nearly full stamina and proceed to smash you to bits.
I'll test out your mod, korjax, on an existing character. It sounds pretty nice!
Any aspect of your mod that you'd want to test on a level 81 character?)
So far:
Problems(?)
The bound bow is able to be loaded much faster than the daedric bow
I can swing the elven battle axe with hurricane-like speed.
Bound sword also swings a bit faster than the daedric sword
Enemies do not seem to be able to swing as fast as me(balancing problem)
The daedric warhammer can be swung kinda fast
When blocking with the daedric warhammer repeatedly, and then moving forward, i can run at the speed of light.
When equipping a heavy shield, the text at the upper left mispells shield, as sheild.
Things I like:
The way the screen moves alittle when you tug on the bow string
Your screen flashes red when you take damage
Slower health regen
Your walk-speed slows when casting spells
And about the magic damage thing, all my spells do the same damage with, and without the mod.
[QUOTE=dogmachines;42018874]Some feedback on Kor Jax's mod:
Sometimes after I block an attack and lower my shield I have super speed. No clue how it happens.
Fumbling attacks is annoying and happens way too often. I don't like the RNG shaking my screen all the time.
Bandits love to heavy attack constantly and the game likes to give them big two-handed weapons. They eat up stamina like nobody's business.[/QUOTE]
Good to know, thanks for the feedback. The probem you mentioned with the shieds is due to the thing I mentioned in the OP. The probem is skyrim's scripting engine is slow as hell, and I'm not even using a script to adjust speed (all I'm doing is applying a magic effect that is always on the player to speed or slow them up depending on their block skill that only activated when IsBlock == true). So when you stop blocking instead of skyrim going "Oh lol you have stopped blocking" it'll take a second before it realizes it, so in the mean time you'll be going at your increased speed. My workaround was forcing the player to enter walk mode, but there's no way to do this normally except by tricking it via SKSE by telling SKSE to toggle the walk/run key when you start blocking, thatway when you stop blocking you don't run forward at super speed. Sadly, sometimes (for some reason) this doesn't work smoothly either so there's a chance you'll end up going at super speed if you have a high block skill and aren't blocking with a heavy shield, usually happens if you constantly and quickly switch from blocking to not blocking so fast that the the base-level "IsBlocking" condition can't run quick enough to keep your speed at normal levels.
I'll keep that in mind for fumbles. I think instead what I'll do is reduce the stagger by a lot and simply have it do slightly less damage, if that is possible.
As far as bandits go, all attacks are treated equal at the moment so them using 2H vs 1H shouldn't do much except do what it does normally in skyrim.
[QUOTE=KorJax;42021775]Good to know, thanks for the feedback. The probem you mentioned with the shieds is due to the thing I mentioned in the OP. The probem is skyrim's scripting engine is slow as hell, and I'm not even using a script to adjust speed (all I'm doing is applying a magic effect that is always on the player to speed or slow them up depending on their block skill that only activated when IsBlock == true). So when you stop blocking instead of skyrim going "Oh lol you have stopped blocking" it'll take a second before it realizes it, so in the mean time you'll be going at your increased speed. My workaround was forcing the player to enter walk mode, but there's no way to do this normally except by tricking it via SKSE by telling SKSE to toggle the walk/run key when you start blocking, thatway when you stop blocking you don't run forward at super speed. Sadly, sometimes (for some reason) this doesn't work smoothly either so there's a chance you'll end up going at super speed if you have a high block skill and aren't blocking with a heavy shield, usually happens if you constantly and quickly switch from blocking to not blocking so fast that the the base-level "IsBlocking" condition can't run quick enough to keep your speed at normal levels.
I'll keep that in mind for fumbles. I think instead what I'll do is reduce the stagger by a lot and simply have it do slightly less damage, if that is possible.
As far as bandits go, all attacks are treated equal at the moment so them using 2H vs 1H shouldn't do much except do what it does normally in skyrim.[/QUOTE]
I've told you several times I can make you an SKSE plugin that's far more precise and faster than Papyrus
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