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Skyrim Unleashed II - beta test


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#11
Laast

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In response to post #10761213.

There are boats and merchants in Tamriel. Since a very long time I think. Does it seem so impossible that you can find product far from their original country? This is called trade and commerce.

Followers paid is an essential gameplay and balancing feature, and it seems legit to give them a liitle part of your finding during your adventures.

#12
PaganWitcher

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In response to post #10761213.
 
There are boats and merchants in Tamriel. Since a very long time I think. Does it seem so impossible that you can find product far from their original country? This is called trade and commerce.

Followers paid is an essential gameplay and balancing feature, and it seems legit to give them a liitle part of your finding during your adventures.

 

 

If you would find Bonemold or Stahlrim weopons/armors in stock of traders/merchants (even the one in riverrun) it sound legit to me (cause they can buy the items from traveling caravans). But as far as I know, the smiths of skyrim sell just their own crafted weapons and armors. And cause crafting stahlrim and bonemold armors is just a complete other way of smithing than crafting iron armors, it seems unrealistic that Hoth in Riverrun can create such gear. Maybe you can exclude smiths from non-Skyrim items. And maybe I should have told you from start that I just meant smiths and not all merchants. ^^ 

It is not my goal to offend you, I am just trying to explain, that it is not lorefriendly (or that I think that way), with my very small english vocabulary. 

But, I have to say, if I just look at the purpose of balancing the game, there is nothing wrong with it. It is totally fine, cause you cannot buy such a strong armor if you don't have the money for it, and if you have, you have earned it. 

 

Followers: 

I am really not experienced with the CK but I think it would be awesome, if followers would demand some kind of loot sharing from time to time, or if you clear a dungeon together with the follower, a script would note what value of items you found in the dungeon, and after leaving, the follower would ask for his part of the treasure so you have to give him the half or a third or something, but it even sounds very hard to realise this somehow. ^^ 

 

EDIT: Going to continue testing tonight. :)


Edited by PaganWitcher, 22 December 2013 - 07:44 PM.


#13
Nimezis

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In response to post #10761213. #10762111 is also a reply to the same post.

I see your point but PaganWitcher is right about Stalhrim, I thought about it too after you've made SU compatible with DB...
thing is, only few Skaals possess knowledge to work with Stalhrim, which they consider as a holly material, items made from it they consider as a sacred, they never trade stalhrim items, except in the days of Bloodmoon addon(east empire company own Stalhrim mine), but it wasn't for long...also Stalhrim armorweapons was made in First Era for the battle with Chimer and this items was made not for whole army but for Kings etc, not for mere mortals, which means Stalhrim was rare even in those days...since the First Era most of stalhrim items are lost,scattered along Tamriel, some items belongs to collectioners and the rest to some few warriors...you should understand how rare Stalhrim in this days must be and even if some vendor have a piece of it, it cost should be much, much more higher and a chance to find it on some bandit, chest or vendor list should be 0 or at least 1-2% + vendors shouldn't have stalhrim ore(maybe you've removed it from list, I just returned to Skyrim after a long break, haven't tested beta yet), because no one possess knowledge and instruments to work with it, even Eorlund with his super forge couldn't make even a piece of s*** from it, so there is no point for merchants to sell Stalhrim ore.

UPDATE: Glover Mallory, the blacksmith on Soltheim, confirms that stalhrim is one of the most rare materials:
"I don't think I've come across more than a chunk or two in my lifetime, and smithing's my trade."

Edited by Nimezis, 29 December 2013 - 05:01 PM.


#14
Laast

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In response to post #10761213. #10762111, #10829572 are all replies on the same post.

Will fix this in the next update. Thx for clarifications.

#15
Nimezis

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In response to post #10761213. #10762111, #10829572, #10883553 are all replies on the same post.

No problem. Final version will be modular just like previous SU ?

PS I'm now starting another character, and I'm not sure which SU version should I use, because soon it seems you'll release final version...will it be possible to use final version on existing save(SU beta) or it'll be possible to install SU final version even on old(not beta) version as well? I know nothing about 'Follower module' compatibility with let's say UFO, so will it be okay if I use Beta for my new char, then install final version but without follower module + UFO?

#16
Laast

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In response to post #10761213. #10762111, #10829572, #10883553, #10890741 are all replies on the same post.

If you create a new game, I strongly recommend to install the beta. It is a lot more balanced than the "old" SU. You could update the file easily, without having to delete your char.

SU II will not be as modular as the old one. Separating the cafting part, the NPC part and the items part was a mistake, so now, SU contains 2 files: an ESM and an ESP.

I don't recommend using a follower mod because SU already modifies followers levels (balancing purpose). Fyi, SU II allows you to have 5 followers at the same time...

Edited by Laast, 30 December 2013 - 09:18 AM.


#17
Nimezis

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In response to post #10761213. #10762111, #10829572, #10883553, #10890741, #10891443 are all replies on the same post.

Ah, well...I loved that your mod was modular, I was able to use some modules with other mods, without any compatibility problems.

Sorry to bothering you, but I should ask...I'm planing to use SkyTweak mod, but thing is, that it allow to modify Level Scale mult + level scale in easy, medium,hard,very hard encounter zones...by default values are set to Vanilla it seems(mult 1.00, 0.33 easy zones, 0.66 medium, 1.00 hard, 1.25 very hard), but I don't know how your mod works...if SU adjust level scale mult could you please tell me which values should I set?

P.S any ETA on Release?=)

Edited by Nimezis, 31 December 2013 - 08:18 AM.


#18
Laast

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In response to post #10761213. #10762111, #10829572, #10883553, #10890741, #10891443, #10909297 are all replies on the same post.

SU is a global, balanced, overhaul. So it is not "tweakable". If you want to customize, tweak, and balance the game yourself, don't use SU. Simple as that.

#19
Nimezis

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In response to post #10761213. #10762111, #10829572, #10883553, #10890741, #10891443, #10909297, #10910577 are all replies on the same post.

Yes, I know, I'm using SU for a very long time, love what you did with balance and it was not my intention to change balance with SkyTweak, it's just have some nice features which other mods didn't have + it have some cool options(not balancing) which are all in one mod and I think it's good to have one .esp instead of many...

I'm apologize again for offtop, won't happen again.

Edited by Nimezis, 31 December 2013 - 02:59 PM.


#20
Nimezis

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Have an Idea for SU2...It was always seems weird to me, that all weapons can hurt and even destroy ghosts, so...what do you think about making them vulnerable only to Silver and Daedric weapons, just as it was in all previous TES games?

What about followers...currently I'm testing Beta without them, but I've seen that each service even to show inventory cost some money, which seems a bit odd especially if your follower is a friend of yours...I think it's a nice feature, that each day you give your follower his share of gold, no matter friend or merc. , it's fare, so...maybe it'll be more realistic if followers will recieve bigger share of gold once a day instead of paying them for each move, how do you think?

Edited by Nimezis, 01 January 2014 - 10:34 AM.





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