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#101
vaioleta

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Looks great, t3nd0.

 

Two questions, what are your plans for necromancy and conjuration, will it be branched into different paths? And will you include a list of mods that work well with PerMa and take care of what SkyRe did, but PerMa won't, or I will be able to use other modules (Racial abilities, standing stones, etc)?

 

Looking forward to it, great work



#102
T3nd0

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Jaquavius:

PerMa is in closed alpha right now, so I guess 90%+.

 

@ vaioleta:

 

Check the facebook page and scroll down a lot. I posted the entire tree pretty early. PerMa is perks only, and I'll probably do a recommended mods list.



#103
sidewaysfcs07

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here's an idea

Perk Tomes!!!!

i'm sick of games forcing me to click buttons to learn abilities, i want to find/buy/steal books that i ca read to learn new stuff, although i think some perks should be teachable by NPC's instead (like silent roll), or both....heck some perks should be quest rewards (like shadow warrior, that should be a quest reward only master thieves get, since it's a magical ability)

same goes for crafting, either trained by NPC's or via Tomes

also, when i say "train" i don't mean vanilla training where you spend 300 gold and BAM you gain skill, i mean the NPC should actually show you in real time how to do an ability, for example for training one-handed skill, you should brawl with the trainer NPC until you gain the skill .




#104
T3nd0

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Not a fan of that idea. Once you find out who teaches what, the game degenerates into a paper chase on successive playthroughs, much like with static loot.

 

I prefer "learning by doing" with some additional restrictions thrown into the mix.



#105
hwgusfoy

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Hey, just leaving a comment to say that I've been a fan of SkyRe since it was Perk Overhaul. I'm really looking forward to how this new mod turns out. Please try to make the mod more compatible with other mods. The big complaint with SkyRe was that it didn't work with other mods or the ReProccer was needed. Anyway, thanks for the great mods you've made for the Nexus community! :)

#106
Pyromaniac7777

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I've got no useful skill to offer, but maybe I can motivate you. I played skyrim on Xbox 360, but yearned for the ability to add mods freely like I used to on PC in the ol' Oblivion days. I finally got myself a nice gaming rig, got Skyrim on Steam, and then hit a problem. I found I'd played the game so many times I that needed something new. The first overhaul I discovered was Skyre. It gave me exactly that and much, much more. Your mod was the single most important factor in my love of the game being rekindled. I've shared it with all my Skyrim-playing friends and we all love it. I for one, am really excited that you are doing something even more unique with the game! And of all the areas to mess with, perks have the biggest potential for major renovation. I believe you have been making great use of that potential.

#107
EphemeralSagacity

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So possibly interesting perk ideas, unsure how viable they are within the constraints of the system.

Unarmored perks - example from d&d "Thick Skinned" (savage species). Similar in concept, create a perk with multiple ranks requiring X/Y/Z health to take which reduces damage. Monk Unarmored bonuses which can be improved with experience.

Reshaping Conjuration Perks to be more like vestiges that you've done pact magic to bind with a variety of repercussions and drawbacks that come into play when making the pack unless you improve your speech to make better pacts. Drawbacks like you cannot enter cities, speech or other flavorful skills take negatives, you turn blue, vision blurs, become fatigued, must break out in song or speeches when passing people etc. Meanwhile getting boons with the pact that range from stealth, combat, interactions, unique 'powers'. Can have a lot of fun and flavor, while making Conjuration perks much more just than summoning cohorts that are stronger and stronger.


Edited by EphemeralSagacity, 07 June 2014 - 02:59 PM.


#108
Pyromaniac7777

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Hi, in your original Skyre mod, you had this to say:
"Let's say you're trying to make magic interesting. If you edit perks only, no matter how good those perks become, you're still only at 40% of the road, because when avoiding to edit spells, you're very limited in what you can do. Do you like vanilla's sense of "spell progression", where each spell is just a better version of its predecessor? I thinks it's horrible game design. Now, try changing that without touching spells... and balance your perks around the possibility of 100% cost reduction. See where I'm getting at? Great perks don't fix bad spells, and great spells don't make bad perks better. Therefore I consider it absolutely necessary to adjust both, and to make the adjustments work with one another."
How will this mod deal with that issue?

#109
T3nd0

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@ Pyromniac:

 

By editing both. Perkus Maximus' Mage module modifies mage perks and spells.



#110
Pyromaniac7777

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In response to post #15407645.

Great, can't wait for the release!




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