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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

Lhynn

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No, but because you have the armor that is tougher than steel and more enchanced than the whole arsenal of a Dms pet.
You are suposed to get past bears at some point, earthly stuff starts to seem trivial to you because you have broken the limits of what it means to be mortal.
That is what high level gameplay must feel like, if done right its not boring, is changing low level problems for high level ones.

In high level campaings i give the player different kind of challenges, not combat, but more social, or political, stuff that helps shape their world but where all their power means little or nothing and they have to use the influence they have amassed over the years.

Or facing creatures from another planes, another dimensions, trying their might against opponents of equal or bigger importance to the world, ancient evils, etc.

If you pull it off well theyll feel that all the years of playing were totally worth it. If you do it wrong theyll just reroll and forget about the characters they invested so much in.
 
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That's a good to deal with "High levels" for pen and paper RPGs (where you have no restrictions other than imagination), but TES is a series of single-character action RPGs so "getting past mundane enemies" just means you can now safely stand in place while NPCs hack away at you, which is boring. Given the type of game TES wants to be, making every fight dangerous no matter your level is the best approach, because fighting and walking around is all there is (so might as well make it interesting).
 

Night Goat

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Given the type of game TES wants to be, making every fight dangerous no matter your level is the best approach, because fighting and walking around is all there is (so might as well make it interesting).
But how do you accomplish this? If only there was some way to make it so players always face level-appropriate enemies...
:troll:
 
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If you insist on having attributes on your walking simulator, level scaling is one way to achieve it, yes. Oblivion beefed it because there it consisted of giving daedric weapons for everyone, which is possibly the laziest way they could have done it.
 

RK47

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or simply put a hell-zone where shit are dangerous and high levels can find challenges.
while the lowbies can stick to starter areas and take on bandits instead of full blown daedra cultists vampires.
 

Delterius

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or simply put a hell-zone where shit are dangerous and high levels can find challenges.
while the lowbies can stick to starter areas and take on bandits instead of full blown daedra cultists vampires.
Exactly. You know, make the encounters scale with the player. Not the mundane enemies.
 

RK47

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Yep, blew past the first Bleakfalls Barrow in Skyrim Redone. Just not the same. They need to make the draugrs more challenging - twin-cast firebolts was enough to bring them down before they can even step out of their coffins.

I like the perks, but i had to bump the difficulty upwards just to get any sort of challenge - cause when you specialize hard, the enemy had no chance.
Being chased by 2 giants, all I had to do is drop fire runes over and over as I jogged back to Whiterun, total fatalities: four guards and two giants.
Stripped 'em all and sold their gear. :smug:
 

RK47

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Ok ditched the fire mage lvl 40 cause she was just too damn strong. 75 Destruction and was pwning anything with double conjured atronach , runes and fireballsplosions.
Rerolled an Orc. Tweaked the attributes to have 0 magicka and 150 HP & STA to have a no magic playthrough. Was horrified to die a lot of times before re-learning how to block and living with shitty HP potions instead of spamming Healing with no consequence after combat. Set HP regen to 0.01 to at least allow sleeping to regain health. Pretty interesting. At first I ran with 2handers and found them really slow and punishing if I mess up a block, so I decided to go one hander with shield. Timing blocks and everything went better. Smithed myself some steel pieces, guess I'll join Companions so I can kickstart my gear faster. Kinda torn about doing MQ just to unlock shouts, but I guess that's the only magical casting access I'm gonna get for the orc aside from staffs and scrolls.
 
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Yep, blew past the first Bleakfalls Barrow in Skyrim Redone. Just not the same. They need to make the draugrs more challenging - twin-cast firebolts was enough to bring them down before they can even step out of their coffins.

I like the perks, but i had to bump the difficulty upwards just to get any sort of challenge - cause when you specialize hard, the enemy had no chance.
Being chased by 2 giants, all I had to do is drop fire runes over and over as I jogged back to Whiterun, total fatalities: four guards and two giants.
Stripped 'em all and sold their gear. :smug:

BFB is BSB (kaboom!) in Skyrim Redone,

SkyRe on adept isn't that difficult, but when 1) increased to expert and 2) enhanced with lots of different mods like Duel or Dragon Combat Overhaul it becomes brutal as fuck, at least for me. Without resorting to "kill enemy in 100 hits - get killed by 1 hit", I should add.

I would say that if Skyrim and most mods are "get raped at your pitiful level 1, become god later on", then Skyrim Redone (at least the one I've experienced) is "start with easy rat-killing (figuratively), and progressively tackle worse challenges later on"
 

RK47

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i really dig the perk tree, now im looking for a mod to tweak their loot table. smithing seems easier now with meltdown perk.
 

Lhynn

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You know what skyrim needs to be? mount and blade with dungeons and dragons.
 

RK47

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Faced two Dwemer Centurion just now. Good thing Lydia was around. Each of us took one.
Had to quaff 4-5 healing potions blocking and outlasting it. Got a whole Dwemer set from there and hauled ass cause pots are running low.
 

RK47

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I tried to limit myself to not making any and just rely on shops selling them.
That skill is overpowered in any shape or form. Even without a single perk invested.
It's too low cost and changes how fight shapes up too with poisons.
 

Lhynn

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You mess with a chemist, you pay the price motherfucker.

all_hail_the_king_by_thelastsnake-d57mupy.jpg
 

RK47

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There's gotta be a limit to how good a skill can get, but I don't see it in Alchemy.
Even a low level orc would be crazy not putting 1-2 points just to bump up the potion magnitude.
I know some mods try to slow down the health restoration effect with durations - but it doesn't make the skill any less irreplaceable in gameplay.

Salt + Garlic = Free gold.
 

Lhynn

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The problem isnt the skill, the game has been balanced around it existing so it is a must have. Its not that alchemy breaks the game, its that you cant really play it without it.
To balance this i would lower damage across the board and also lower magnitude of all kinds of healing to make it an afterthought in battle. i would also add an animation to the usage for the powerful kind of potions.
 

RK47

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Lowering damage would only make the combat drag on even more. There's already a sense that I might have to sharpen my mace skills to ignore armor so I could just chop enemies quicker instead of trading blows for over 15 seconds. I'd say a good way to do it would be to revamp the perk something like:

Alchemist Skill Req: 0, 4/4 Ranks
Rank 1 (SR 0): Allow creation of potion from 2 ingredients, you must have this perk to perform alchemy.
Rank 2 (SR 25): Increase all potency of your mixtures by 5% and identifies an ingredient's 2nd effect upon consumption.
Rank 3 (SR 50): Increase all potency of your mixtures by 5% and identifies an ingredient's 3rd effect upon consumption.
Rank 4 (SR 75): Increase all potency of your mixtures by 5%, allows mixing of 3rd ingredient, and identifies an ingredient's entire effect upon consumption.
Rank 5 (SR 100): All mixtures receive 25% bonus, 25% chance of receiving additional dose when creating mixture, unlocks recipe: Transmute Iron to Gold.

Comment: I felt the 3 ingredient nature of the potions made it easy to stack up all the high value effect into one potion and then leveling up from consuming less raw materials. It levels so quickly and with the additional perk points unlock, the potion's effectiveness gets to the point where money becomes nearly irrelevant (allowing purchase from stores) and healing magic is unneeded because potions replace them so well with little fuss. With just 5% increments per tier, it won't feel like you're picking it up for the bonus effect, but to unlock more ingredient effect without meta-gaming or trial and error. Only at SR 75 do you gain the ability to mix an additional ingredient. Master skill seems lackluster but 20% to all means you gain 40% from not putting a single point on the specialized perks - and still receive an extra dose one out of four times. I consider that pretty high bonus.

Then branch things off from there:
Curatives SR 25, 3/3 Ranks
Rank 1 (25): HP/Mana/Stamina restoratives receive a 10% Boost
Rank 2 (50): HP/Mana/Stamina restoratives receive a 10% Boost, increase Poison & Disease Resistance by 25%
Rank 3 (75): HP/Mana/Stamina restoratives receive a 20% Boost, unlocks Lesser Power: Second Wind, summoning all your reserve energy, you regenerate 100% of your HP/MP/STA over 10 seconds, recharges every 24 hours.

Comment: 20% Boost to both HP/MP/STAM seems pretty sizeable to me. You do upgrade armor at roughly the same rate, and the cost of armor tends to be higher than alchemy. A simple blue flower and wheat harvesting and you end up with 10 bottles of curatives. Lesser Power is an idea I'm thinking - they should be rewarded for focusing on something - but what should it be? Since the Curative fans want more restoration magic substitute, let's give them that. A 'second chance' power once every day. I know it's not a big deal, but having 40% bonus to HP restoratives is already a huge boost, it doesn't deserve an even bigger bonus.

Venoms SR 25, 3/3 Ranks
Rank 1 (25): Venoms receive a 10% boost
Rank 2 (50): Venoms receive a 10% boost, poison application lasts for two strikes.
Rank 3 (75): Venoms receive a 20% boost, unlocks Lesser Power: Serpent's Fang, touch based attack that paralyzes for 3 seconds and deals 200 poison damage over 10 seconds, recharges every 24 hours.

Comment: I like poison. It nearly doubles your arrow damage at the start. Getting to 50 and unlocking double application translates to a nice stacking bonus. Finally mastering the venom gives you a direct attack power that deals poison and paralyze. Who uses venom? Mostly ranged assassins and thieves who needed an extra oomph at close range. The Lesser Power should give him a limited 'power' option when pushed to a corner. Yes, I am aware that it's an "I-win" button when facing 1 on 1 situations, but considering it takes 4 perks and 75 skill point to get there, it doesn't seem much. Who the hell picks the Stone of the Serpent Sign?

Enhancers SR 25, 3/3 Ranks
Rank 1 (25): Resistances & Buffs receive a 10% boost
Rank 2 (50): Resistances & Buffs receive a 10% boost, fire and frost resistance increased by 15%
Rank 3 (75): Resistances & Buffs receive a 20% boost, maximum health, magicka and stamina increased by 20.

Comment: This is not an essential perk to have, because these potion type's usage tend to be situational. You don't quaff Fire Resist / Fortify Sneak all the time etc. So why not reward the Enhancers specialists some type of permanence to their bonus? And if they're willing to take it all the way, they have a 6 levels worth of HP/MP/STA increment waiting for them. A Dunmer alchemist can easily hit 90% Resistance to Fire by the time they hit mid level alchemy from potion and its rank 2 perk. Nords too can achieve this with Frost.

:M I'm crazy. I know.
 

RK47

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Yeah I know they're immune. Like Atronachs etc.
It's funny, most of the assassin-build supporting skills are only effective against living targets, and humanoids especially. I like that. It shows that they're really out of their depth when facing those creatures - especially in Requiem. Nothing like making a 50 skill Marksman cry like a bitch and had to run out and buy a silver weapon just to do something.

What I don't like is when something exciting like magic gets turned into just DPS numbers without any additional or noticeable effect to add on top of it.
Fire is guilty of that in most mods I've seen, being the most damaging spell, that adds more damage taken, and then given the armor damaging effect.
Skyre is guilty of this, so does Requiem. What I really wanted is perhaps unique spells hidden behind perks. This makes the spell choices more 'consequential' you can't just take all fire perk and still switch to frost bolt, simply because you're up against a Fire atronach or Fire resistant dragon. Switch for five minutes and forget that spell ever existed.

There should be two types of Destruction spell:
1.Generic ones that deal lower damage, but not hidden behind perks. Call it Arcane bolt, Arcane explosion etc. It has no element.
2.Unique ones that are special and defines what that element is about.
E.g
Fire - burns. Lots of damage over time effect and armor decreasing effect that is highly inefficient when spammed. Slow projectile speed. Mastery of this element grants resistance.
Ice - freezes. Slows and at times freeze an opponent in place while dealing moderate damage. Magicka usage is moderate. Moderate projectile speed. Mastery of this element grants resistance.
Lightning - zaps. Instant damage that disrupts caster's magicka regeneration and reserves. This school is also unique in form of super fast bolt projectiles compared to the other two. Mastery of this element grants resistance.
 

RK47

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Also, for those looking to LARP a bandit, you should definitely SexLab Submit
You can disable the sex content to protect the kids. :(

What does it do?
Submit allows both the player and NPC to submit in combat. If the player chose to submit, he will be robbed of everything and spared for a few seconds. You can then escape and plan your next move. This can be set to automatic or manual or disabled completely. :P

For NPC, it rewards players who are careful in delivering attacks, should you force a lone bandit to submit, you can then turn him in to a guard for bounty reward.
Also, the additional Speechcraft option actually gives you a chance to rob people through dialogue, something that is missing in the game. :D
You can literally walk up to anyone in the game, and intimidate them into giving up their valuables! Just be aware of the consequence if they disagree - they'll fight you!
I like the last feature the most. :oops:

Purist may want to switch to Grapple animation instead of the default shout to make people surrender. The former works only in close range. The latter works from range.
You can do this outside combat as well by going stealth then pressing the hotkey. This is a crime BTW, so don't let the guards spot you. ;)
 

Borelli

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Faced two Dwemer Centurion just now. Good thing Lydia was around. Each of us took one.
Had to quaff 4-5 healing potions blocking and outlasting it. Got a whole Dwemer set from there and hauled ass cause pots are running low.
Is this in Requiem or SkyRe? I only played Requiem and fighting a Dwemer Centurion there with my archer was futile, all hits would make a clank sound and his HP wouldn't move an inch. Readme says he is weak to electricity which i don't have.:(
 

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