The Elder Scrolls Megathread XV: A Song of Ice and Draugr
25,933 replies, posted
Does anything in TES actually have a proper pronunciation? I've heard Deedra, Daydra, Dwaymer, Dwimmer etc
[QUOTE=Ganerumo;43057096]Even then, just keeping a body intact is a bit light for a mod. It may be just me, but I don't really see an advantage in keeping a body intact at all times, except if it prevents bodies from burning into ashes after using a zombie spell on them.[/QUOTE]
Have you ever used dead thrall before? Bodies don't turn to ash when they die (ever), so you can constantly re-use them. This is so if you don't want to use your thrall for a while, or you want to use a different thrall for a while, the corpse won't disappear
[editline]3rd December 2013[/editline]
[QUOTE=Altimor;43057119]Does anything in TES actually have a proper pronunciation? I've heard Deedra, Daydra, Dwaymer, Dwimmer etc[/QUOTE]
I always figured it was accents or something, seeing as all the races seem to say things a bit differently (khajit and argonians seem to be the strongest examples of this)
I don't think anyone has posted this video yet:
[media]http://www.youtube.com/watch?v=sVOkQ9yiw3A[/media]
[QUOTE=Elspin;43057134]Have you ever used dead thrall before? Bodies don't turn to ash when they die (ever), so you can constantly re-use them. This is so if you don't want to use your thrall for a while, or you want to use a different thrall for a while, the corpse won't disappear
)[/QUOTE]
Oh that makes sense, I did get my conjuration all the way to level 100 and bought all the proper spells but I never really bothered using Dead Thrall because frankly I found conjuring something and letting it fight for you rather boring, especially when you can conjure a fucking daedra warlord rather than just reanimate some random peon.
[QUOTE=Ganerumo;43057249]Oh that makes sense, I did get my conjuration all the way to level 100 and bought all the proper spells but I never really bothered using Dead Thrall because frankly I found conjuring something and letting it fight for you rather boring, especially when you can conjure a fucking daedra warlord rather than just reanimate some random peon.[/QUOTE]
There's a level cap of 40 (higher with necromage when targeting undead as per usual) meaning you can actually resurrect some bosses and essential npcs that die after no longer being essential. Some of them can teleport, are immune to certain types of magic, spawn shades when they die, etc. It's pretty neat, they keep most if not all of the powers they had as an enemy
[sp]but let's be real here, we all just wanna make elenwen or nazeem follow us around[/sp]
Does anyone know of any mods that replace battle music? I just got the one from the Steam Workshop that replaces all battle music with "Danger Zone" from Top Gun, and as hilarious as that is, I'm gonna need some more variety soon.
[QUOTE=ElectricSquid;43057631]Does anyone know of any mods that replace battle music? I just got the one from the Steam Workshop that replaces all battle music with "Danger Zone" from Top Gun, and as hilarious as that is, I'm gonna need some more variety soon.[/QUOTE]
Posted earlier
[media]http://www.youtube.com/watch?v=Bifmj1O3D24[/media]
[QUOTE=ElectricSquid;43057631]Does anyone know of any mods that replace battle music? I just got the one from the Steam Workshop that replaces all battle music with "Danger Zone" from Top Gun, and as hilarious as that is, I'm gonna need some more variety soon.[/QUOTE]
If you're willing to put in the effort you could add in your own music using this mod: [URL="http://www.nexusmods.com/skyrim/mods/13286/?"]http://www.nexusmods.com/skyrim/mods/13286/?[/URL]
Personally I would just play music through Steam browser using InfiniteLooper (bypasses YouTube ads).
Other than that, as a joke you could try this one that replaces combat music with dubstep: [URL="http://www.nexusmods.com/skyrim/mods/35084/?"]http://www.nexusmods.com/skyrim/mods/35084/?[/URL]
[QUOTE=ElectricSquid;43057631]Does anyone know of any mods that replace battle music? I just got the one from the Steam Workshop that replaces all battle music with "Danger Zone" from Top Gun, and as hilarious as that is, I'm gonna need some more variety soon.[/QUOTE]
Enhanced Soundtrack (has two parts), mods that I use myself.
it adds in a shit ton of music from other stuff that amazingly fits well into Skyrim, and is on the workshop.
[QUOTE=Elspin;43057289]There's a level cap of 40 (higher with necromage when targeting undead as per usual) meaning you can actually resurrect some bosses and essential npcs that die after no longer being essential. Some of them can teleport, are immune to certain types of magic, spawn shades when they die, etc. It's pretty neat, they keep most if not all of the powers they had as an enemy
[sp]but let's be real here, we all just wanna make elenwen or nazeem follow us around[/sp][/QUOTE]
I find it way funnier to cast mass mayhem in a big city and watch everyone murder each other for no apparent reason.
[QUOTE=Ganerumo;43058015]I find it way funnier to cast mass mayhem in a big city and watch everyone murder each other for no apparent reason.[/QUOTE]
I loved tricking the Oblivion guards in the. market district into just murdering everybody.
[QUOTE=ElectricSquid;43057631]Does anyone know of any mods that replace battle music? I just got the one from the Steam Workshop that replaces all battle music with "Danger Zone" from Top Gun, and as hilarious as that is, I'm gonna need some more variety soon.[/QUOTE]
There's the Personalized Music mod, which allows you to just add as many tracks as you like and/or completely replace the vanilla ones.
[QUOTE=Ganerumo;43058015]I find it way funnier to cast mass mayhem in a big city and watch everyone murder each other for no apparent reason.[/QUOTE]
If you kill a whole town like this and then gather the corpses up, you can use the ritual stone to revive all of them simultaneously then fast travel to another town. Basically all the bodies in say, whiterun, would show up at once in another town. If you're cheeky and you use the aetherial crown you could keep doing this from town to town collecting all the bodies and warping to the next town and doing it again, eventually carrying around an army of all the citizens from every major town :v:
[sp]ritual stone revives don't make ash piles either, you can just keep using it[/sp]
[QUOTE=ElectricSquid;43057631]Does anyone know of any mods that replace battle music? I just got the one from the Steam Workshop that replaces all battle music with "Danger Zone" from Top Gun, and as hilarious as that is, I'm gonna need some more variety soon.[/QUOTE]
In the same topic there is a mod somewhere (it's recommended on skyrimgems) that prevents battle music from playing for minor enemies, so you no longer have an epic choir when bashing a mudcrab with a stick.
Every game should have a super mutant ninja turtle mod.
Nexus is my making me nuts, it's so freaking slow
Atleast it's allowing me to download files again.. was going to get some new armors and maybe the sounds of skyrim mods.
Then I realized it's late and I have to start work at 5am.
Anyone have some armor suggestions? Looking for something hunterish but nothing over the top.
It's better to wait till tomorrow on Nexus cause they recently centralised their servers among other things and their still doing maintenance here and there. So things are bound to get wonky for the rest of the day.
[QUOTE=Ganerumo;43052856]If you are just using it for perks you may as well use S.P.E.R.G which is dedicated to that and in my opinion does it better than most if not all mods out there.
Most of the basic perks are made automatic, so leveling skills feels more natural. You only get a perk once per two levels instead of every level and the perks you have to invest points in are more meaningful. It also allows the smelting of armor and weaponry to get back some of the materials you used for crafting them, allows you to level light/heavy armor by running, and to level your speech skill by shouting. Being able to break down any piece of equipment into raw materials really makes smithing faster and also allows for easy fencing since a thief can now steal jewelry, smelt it and sell the raw materials to a smith for money, rather than find an actual fence. Hooray for money laundering.
On the list of other modifications it brings:
- magic skill trees no longer have one dual cast perk per tree (instead you find a single Dual Cast perk in Destruction that works for all magic)
- all magic trees have been reworked to their root to be more meaningful, which includes boosts to your passive racial abilities and a complete overhaul of Alteration to essentially be an Unarmored skill tree (perks allow you to make armor spells permanent, and much more powerful if you are not wearing any armor). To go with that, some spells have been modified, like Ward that now summons a tangible shield that you can hold and that drains your mana when blocking, which has the advantage of not blinding you completely all the time.
- learn spells by casting them with staves.
- speech skill tree is actually useful now and includes bonuses to your stamina and your shouts as well as a perk that gives you a dog follower. Also allows you to learn skills faster and to train more from trainers.
- archery has a new perk that allows you to shoot ethereal arrows when not using any other arrows that deal damage based on your level of conjuration and drain your mana when shot.
- lockpick tree perks are much more meaningful, including the ability to start with the pick near the weak spot and ultimately the ability to prevent lockpicks from breaking (at 100 lockpicking).
- alchemy, enchanting and smithing skill trees now give passive armor bonuses based on the type you're wearing and also allows you to gain an armor bonus from gear enchanted with Fortify Smithing.
- perks that make horse combat useful and horses useful in general
- more defensive perks that notably give you a chance to avoid damage altogether and to briefly become ethereal upon receiving damage
- no more multi-level perks. All perks have a single level now. additionally, completing a quest will randomly level up a skill as a reward.
- useless perks were merged with other perks to become useful. Nothing was removed, just moved around and coupled with brand new stuff.
It's a huge mod that works really well and makes the game a thousand times more pleasant to play. The way the skill trees are made allows for some really good synergy (like conjuration/archery) and leveling up a skill tree no longer requires you to spend countless points in novice/apprentice/master/expert perks just to get the actual worthwhile perks activated. On the other hand it gives you less perks per level (which can be deactivated if you wish) to balance out considering most perks are now automatically given.
[url=http://www.nexusmods.com/skyrim/mods/24445/?]It does require SkyUI/SKSE to work though.[/url] Comes with a full mod menu to customize pretty much everything (which includes being able to give yourself perk points and to deactivate any of the skill tree changes to favor another mod).[/QUOTE]
I personally don't like sperg because it just seems way too unfocused and all over the place. It gives me the impression that the mod author just had neat perk ideas and then tried to figure out which skills they might be able to get the perks to go with.
The arrow conjuring perk just seems really out of place, speechcraft doing stuff to stamina and giving a dog follower just seems completely random. Horse perks are odd in a game where horse riding isn't designed to be any kind of skill at all.
Then again I'm biased because I have my own ambitions of how the perk system and skill system should have really been like with my mod, even though it needs work and it took me over a year and a half just to implement perks for the 6-7 combat related skills alone.
[QUOTE=KorJax;43059866]I personally don't like sperg because it just seems way too unfocused and all over the place. It gives me the impression that the mod author just had neat perk ideas and then tried to figure out which skills they might be able to get the perks to go with.
The arrow conjuring perk just seems really out of place, speechcraft doing stuff to stamina and giving a dog follower just seems completely random. Horse perks are odd in a game where horse riding isn't designed to be any kind of skill at all.
Then again I'm biased because I have my own ambitions of how the perk system and skill system should have really been like with my mod, even though it needs work and it took me over a year and a half just to implement perks for the 6-7 combat related skills alone.[/QUOTE]
imo conjuring arrows is a genius idea and i have no idea why it wasn't there to begin with, i'm planning on trying to do a complete magic overhaul seeing as how the magic perk trees were designed by an actual potato so i'll probably do something like that in mine too
like half the perks in the conjuration tree extend duration and all the end game summons are permanent... what? on top of that destruction scales so weakly it's pathetic - the most damaging spells in the game are like 50 damage and they only get a 50% bonus to damage tops. Meanwhile one handed weapons get an 80% bonus and for maces the ability to ignore 75% of armor, as well as scaling off of smithing and enchantments (enchantments on armor can add one handed damage, enchantments on weapon can add magical damage/lifesteal etc). Weapons are just so much more powerful that you'd be better off playing as a mage by enchanting a bow than using destruction magic
So now I reached level 100 enchanting and smithing. I've beat both DLCs. The main quest sucks so I'm not going to bother.
Now what
[QUOTE=ROFLBURGER;43060128]So now I reached level 100 enchanting and smithing. I've beat both DLCs. The main quest sucks so I'm not going to bother.
Now what[/QUOTE]
Wyrmstooth should be good for a few hours. I definitely had fun with it.
[QUOTE=Elspin;43059943]imo conjuring arrows is a genius idea and i have no idea why it wasn't there to begin with, i'm planning on trying to do a complete magic overhaul seeing as how the magic perk trees were designed by an actual potato so i'll probably do something like that in mine too
like half the perks in the conjuration tree extend duration and all the end game summons are permanent... what? on top of that destruction scales so weakly it's pathetic - the most damaging spells in the game are like 50 damage and they only get a 50% bonus to damage tops. Meanwhile one handed weapons get an 80% bonus and for maces the ability to ignore 75% of armor, as well as scaling off of smithing and enchantments (enchantments on armor can add one handed damage, enchantments on weapon can add magical damage/lifesteal etc). Weapons are just so much more powerful that you'd be better off playing as a mage by enchanting a bow than using destruction magic[/QUOTE]
Thats nice and all but conjuration arrows is really silly to be a perk in the archery tree where you just magically will always have infinite arrows at your disposal when you run out of normal arrows with the perk.
EDIT: That said I totally agree that the default trees in most cases are completely pathetic. They are either too small or too insignifigant.
The only really solid tree IMO is block since most of the skills involved are really good/useful
I'm really liking SkyRe + Uncapper, using all of SkyRe's modules. Deadlier combat is fun, and the new perk trees are much better than vanilla.
[QUOTE=KorJax;43061318]Thats nice and all but conjuration arrows is really silly to be a perk in the archery tree where you just magically will always have [B]infinite arrows at your disposal when you run out of normal arrows with the perk.[/B]
EDIT: That said I totally agree that the default trees in most cases are completely pathetic. They are either too small or too insignifigant.
The only really solid tree IMO is block since most of the skills involved are really good/useful[/QUOTE]
BTW SPERG makes you loose magicka per arrow. Not infinite.
[QUOTE=ClarkWasHere;43061766]BTW SPERG makes you loose magicka per arrow. Not infinite.[/QUOTE]
i dont know about you, but my magicka regenerates.
[QUOTE=KorJax;43061318]Thats nice and all but conjuration arrows is really silly to be a perk in the archery tree where you just magically will always have infinite arrows at your disposal when you run out of normal arrows with the perk.
EDIT: That said I totally agree that the default trees in most cases are completely pathetic. They are either too small or too insignifigant.
The only really solid tree IMO is block since most of the skills involved are really good/useful[/QUOTE]
Having infinite arrows isn't necessarily overpowered as long as there's conditions on it. I haven't used the mod but there'd be some easy ways to balance it:
-make them cost mana, that way they're not so much infinite but rather based on a resource that you have limited of but can regenerate
-if you have to cast a spell to obtain arrows, you need to have some amount of mp invested rather than just hp and stamina and you'll have to stop to summon some more if you run out of conjured ones
-make them weaker than the top tier arrows, that way the conjuring arrows becoming more about conserving resources than being the end-all ultimate archery tool
ultimately almost any gameplay idea can be fine as long as you put limitations on it that gives it advantages and disadvantages balancing it within the rest of the game
Given that melee weapons don't degrade anymore, all conjuring arrows does is put archers on parity with melee characters with some cost associated, minor though it is. (Much like the stamina cost associated with swinging your weapon around)
The magicka arrows do use magicka, so you have to spec into a conjuration/magicka orientated build or you wont do much damage and you will run out of mana pretty quickly.
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