• The Elder Scrolls Megathread XX: Might as well be XXX
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Anyone else finding the survival mode to conflict with mods or crash when running nexus mods?
I claimed the survival mode when it was free but I am curious about what other people think about it. I have a few hundred hours already in Skyrim but I am always looking for new ways to play it, would you guys say it adds enough to the game to spice things up if used with other mods like live another life?
[QUOTE=E7Fan;52778536]I claimed the survival mode when it was free but I am curious about what other people think about it. I have a few hundred hours already in Skyrim but I am always looking for new ways to play it, would you guys say it adds enough to the game to spice things up if used with other mods like live another life?[/QUOTE] As far as I'm aware survival mode is just the frostfall mod give or take a few features.
Honestly if they reintroduce Oblivion's dedicated spellcast button (which Fallout 4 partly does with the grenade/PA button) and start to differentiate between parrying and blocking (ie depending if you have a weapon/nothing or a shield equipped in your off-hand) I'd be extremely happy. I feel like there isn't much needed to introduce to TES' swordplay to make it really dynamic and fun. The three-button system from Oblivion (left hand, right hand, magic) can easily be extrapolated by adding more functions per button and making each choice of weapon have greater impact on these functions.
[QUOTE=Qbe-tex;52777528]I have a conspiracy that Bethesda (the game developer) either didn't entirely want to work on Fallout 4 or didn't want to release it when it was released, and they were pressured by Zenimax. Now, this is pretty much baseless, I think I saw an article that implied this but otherwise nothing points towards this, and Fallout 4 is really just a product of incompetence (which IMO is a fine game, better than Fallout 3 in many aspects).[/QUOTE] It does feel like that. They did mention they are working 2([I]I think[/I]) games that's unrelated to Fallout or Elder Scrolls. I think they got more excited working on those games than Fallout 4.
[QUOTE=Ganerumo;52778816]Honestly if they reintroduce Oblivion's dedicated spellcast button (which Fallout 4 partly does with the grenade/PA button) and start to differentiate between parrying and blocking (ie depending if you have a weapon/nothing or a shield equipped in your off-hand) I'd be extremely happy. I feel like there isn't much needed to introduce to TES' swordplay to make it really dynamic and fun. The three-button system from Oblivion (left hand, right hand, magic) can easily be extrapolated by adding more functions per button and making each choice of weapon have greater impact on these functions.[/QUOTE] While I personally prefer the dedicated magic button, it kinda fucks mages who don't want to use staffs. I'd say that if they're going to go the dedicated-button route, I'd say it should be a quickslot for either a weapon that you can do a quick melee slash with (like the melee button in PAYDAY 2, for example, where you press the button and it swings your weapon of choice) or whatever magic you put in there that would work like it does in Oblivion, [I]in addition to[/I] the two weapon/magic slots that Skyrim had. It'd work well for me, as I'm a use-weapons-but-also-healing-magic kind of guy and having to swap out my shield or dual wielded weapon to heal is a pita, but it'd also work well for mages that sometimes need a quick dagger slash to get away or something.
If anything, you don't need quick magic button cast, just separate dedicated menu, sorta like a sign quick selection in witcher 3, but instead you can do your own presets and quickly choose from pie menu. It can work as long as bethesda doesn't fuck it up. The current favourites quick selection in Skyrim fucks up the game flow in a major way. Perhaps even pie menus for each 1,2,3,4...numerical buttons so you can customize each menu to hold whatever item you want, for example one menu will hold melee weapons, next spells, another potions.
[QUOTE=Peon Greenjoy;52780023]If anything, you don't need quick magic button cast, just separate dedicated menu, sorta like a sign quick selection in witcher 3, but instead you can do your own presets and quickly choose from pie menu. It can work as long as bethesda doesn't fuck it up. The current favourites quick selection in Skyrim fucks up the game flow in a major way. Perhaps even pie menus for each 1,2,3,4...numerical buttons so you can customize each menu to hold whatever item you want, for example one menu will hold melee weapons, next spells, another potions.[/QUOTE] That's pretty much what Bethesda games from Morrowind to New Vegas did. One of my Morrowind characters was pretty much armed like an old school FPS character after I set spells and rings to the number keys.
I don't like the dedicated spell button. It encourages jack-of-all-trade characters to just spam a weak spell before charging in just because it's an option for everyone so why not take it? Now, having some spells be assigned to a button like the armour spells or something, that I could see. We already have that with Shouts being their own button. But otherwise, I prefer combat spells being a Mage's "weapon" in terms of gameplay and controls.
Most of the utility spells in Skyrim are obnoxious as all hell to use since they can't be combined effectively with bows or two handed swords without wasting a humongous amount of time swapping weapons left and right. Good fucking luck trying to play a mage archer in Skyrim seeing as you'll spend half your time swapping out spells and trying to cast them in the right order so you don't accidentally unsummon your bound bow. And dual casting spells was a pointless clusterfuck which only served to enable a perk exploit and make fights piss easy by staggering virtually everything permanently.
Does anyone even use dual wielding for weapons in the game at all, other than to look cool? I never used it for except maybe daggers for sneaky thief characters. Otherwise it seems kinda stupid. Like it's not even practical and looks weird on screen. In General it simply feels more flexible to have one hand with spells and other with melee weapon of sorts. For example if I just want plain melee damage build, slow two handed weapons do it just fine, other than that sword and shield is probably better as it gives you stun and more tankyness.
[QUOTE=Peon Greenjoy;52781412]Does anyone even use dual wielding for weapons in the game at all, other than to look cool? I never used it for except maybe daggers for sneaky thief characters. Otherwise it seems kinda stupid. Like it's not even practical and looks weird on screen. In General it simply feels more flexible to have one hand with spells and other with melee weapon of sorts. For example if I just want plain melee damage build, slow two handed weapons do it just fine, other than that sword and shield is probably better as it gives you stun and more tankyness.[/QUOTE] For mage builds: Ward spells or damage spells in left hand, staff in right Fighter build: two handed, or sword/shield Stealth build: Illusion based spells in left, dagger in right. I do take advantage of having two things equipped but it's nothing that couldn't be done in Oblivion.
I use it, dual scimitars or however their spelled. But I also have a dual-wield parrying mod so that eleviates their drawback.
Decided to give a small breakdown on texture optimization/compression and why some texture mods actually do plenty of wrong. All of it uses DDS format with new Intel Texture Works plugin. [url]https://software.intel.com/en-us/articles/intel-texture-works-plugin[/url] - 2048x2048 uncompressed texture will take up 21.3mb of space on HDD. Compressed only 2.66mb. - 4096x4096 uncompressed texture will take up 85.3mb of space on HDD. Compressed 10.6mb. Now this is a single texture without Alpha Channel. So you have Colour texture, Normal Map texture, sometimes Specularity is separate. It quickly bumps up memory usage for one textured object. In the space of one 4K texture you can fit 4 x 2k textures. In 2k texture you can fit 4 x 1k textures and so on. When you create textures you need to take this into consideration two things, do you want one large texture to be loaded or multiple smaller. Having a GFX card with 2GB of VRAM, easily allows you to use many of these 2k textures as long as they're compressed. But once you start using uncompressed textures, you will gradually start to experience stuttering. You are actually spending your resources on nothing but achieving slightly better colours when using no compression. The only downside to compressed textures is that you will get colour artifacting, it's barely making any negative impact as long as you don't modify and re-save same textures and apply compression over and over. Unless all you want is take pretty screenshots in the game, other than that, uncompressed textures have no value. Bethesda is guilty of one thing on Special Edition, they didn't use original uncompressed textures, instead resized them then re-saved them and compressed again. They simply ran a batch operation on all existing textures in Skyrim and upscaled everything while applying sharpen algorithm and re-applying same compression which caused more ugly colour artifacts. This also applies to grass sprites, it's also why it was making so much bad performance impact. Now modders are mostly guilty of using bad texture sizes on insignificant objects or having no compression at all, some modders do it on purpose and let everyone know about it (give optional download links) while some others ignore it. You run these mods and your performance suddenly starts to suffer after merely using few texture replacers. Generally modding textures will also have you do some extra manual work to check if each texture is correctly compressed.
Actually, dual wielding was incredibly overpowered if you're to combine it with good enchanting. Enchanting doesn't care for what weapon you're using, so speed is all that matters, and dual wielding two weapons with damage enchants, focusing only on offense, is a real easy way to get through the game. Alduin dead in three dual power attacks. Another reason I miss morrowind's system of different items capable of different level of enchantments, a common belt having nothing on an ebony ring, a steel dagger's best enchantments being inconceivably weak to what you'd put on an ebony mace.
Dual-Wielding plus that Dragon Shout that makes you attack faster essentially makes it so when you power attack, you turn into a blender of death.
If there was an ability to dual wield war-hammers then I would totally do that.
[video]https://youtu.be/8yfVY3b2QNs[/video]
[video]https://youtu.be/7ALdBhYRg8c[/video]
[QUOTE=Peon Greenjoy;52781412]Does anyone even use dual wielding for weapons in the game at all, other than to look cool? I never used it for except maybe daggers for sneaky thief characters. Otherwise it seems kinda stupid. Like it's not even practical and looks weird on screen. In General it simply feels more flexible to have one hand with spells and other with melee weapon of sorts. For example if I just want plain melee damage build, slow two handed weapons do it just fine, other than that sword and shield is probably better as it gives you stun and more tankyness.[/QUOTE] I usually do sword mage builds, dual wielding is pretty handy for that
I would just go alteration, dual wield maces. Slow time, whirlwind sprint and elemental fury pretty much turned the game into the matrix. Except with me hitting people repeatedly in the face with dual maces.
[QUOTE=1chains1;52783950]I would just go alteration, dual wield maces. Slow time, whirlwind sprint and elemental fury pretty much turned the game into the matrix. Except with me hitting people repeatedly in the face with dual maces.[/QUOTE] [B]THE MACETRIX[/B]
Using the mod individualised shout cooldowns makes it much more playable ofc, adds a lot of utility to any off meta build.
13 hours in, soon level 30, completed only college and dark brotherhood so far. next up civil war, then main quest, companions, thieves guild, dawnguard, dragon born, and then the smaller quests. is there anything I should pick up earlier to make me more powerful? I plan to get all dragon priest masks, all daedric artifacts and certainly all achievements. not sure if I want 100 in all skills too.
[QUOTE=war_man333;52785738]13 hours in, soon level 30, completed only college and dark brotherhood so far. next up civil war, then main quest, companions, thieves guild, dawnguard, dragon born, and then the smaller quests. is there anything I should pick up earlier to make me more powerful? I plan to get all dragon priest masks, all daedric artifacts and certainly all achievements. not sure if I want 100 in all skills too.[/QUOTE] Mod playthrough or vanilla?
Mostly vanilla. It's on Special Edition with a few mods like Live Another Life. But nothing that changes gameplay drastically, definitely no overhauls.
[img]https://i.imgur.com/ugoclh4.jpg[/img] Well that's straightforward.
I've got an Iron Sword of Dyeing. It makes stuff red.
I don't think I ever used Iron Sword at all in the game. Generally you can get to Steel tier really quickly when starting the game out anew.
[QUOTE=Peon Greenjoy;52787803]I don't think I ever used Iron Sword at all in the game. Generally you can get to Steel tier really quickly when starting the game out anew.[/QUOTE] I like to tier myself out intentionally, going full iron for a bit and only changing once I get the full set of whatever tier is next. It's kind of shitty cuz I really liked the Iron and Steel armors, but you only get to use them for like 2 hours of ingame time total. In Oblivion you used whatever armor you wanted, iron and such were all generic to start with so transitioning into other stuff was k. But with Skyrim giving you cool nordic designs and then suddenly snatching them away when it comes to Orcish or Ebony tiers --despite them looking cool in their own right-- I dunno, I wish there'd been a way to get ebony iron armor or something.
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