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#131
bla08

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Please add more modularity like a MCM menu for the stamina changes.
Also options to disable some of the potion and alchemy changes.

#132
Viviolay

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Alternative Ways to Open Locks for Warriors and Mages

I tried searching the documentation for this feature first before posting.

It'd be great if there were utility spells added to mages and lock-bashing options for warriors. It just seems to make sense that not every adventuring in skyrim needs to know how to use a lockpick. Of course, it should mean you're skilled enough in a specific magic or something to be open a complex lock to be fair to those who need to become skilled in order to pick locks the normal way.

Thanks for making such an awesome mod. I can't wait to make so many unique characters using PerMa.

Edited by Viviolay, 17 November 2014 - 01:16 AM.


#133
Dragoncat

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I have a few thoughts regarding the Illusion tree.

 

First of all, the Influence Combo system is extremely cumbersome.  I fully appreciate the idea behind it, locking extremely powerful abilities like Charm behind further effects in order to prevent them from being a one hit win.  In practice, however, juggling between multiple illusion spells to get one result is rather irritating, especially if you're trying to mix spells and swordplay.

 

Why not simply have each "supreme influence" spell require multiple castings?  Since the spells can detect whether the enemy already has an illusion due to the Influence keyword, you could simply make these spells apply a debuff when cast, and if the target already has the debuff, an even greater effect.  You could even use this method to create spells which become progressively more powerful every time you cast them several times over.  Like so...

 

1st cast-> daze

2nd cast-> brief charm

3rd cast with perk-> long duration charm

 

Secondly, the aesthetics of the phantoms seem a bit lacking.  While the use of real critters is leaps and bounds over the awkward manaquins of SkyRe, it's still a tad bit boring to be conjuring mudcrabs all the time.

 

Why not randomize it?

 

Since a spell can have a random variable attached to it (such as the 33% chance of lightning/fire/frost spells), you could make Phantom spells create a random phantom of the appropriate type when cast.  Phantom Distraction could create a mudcrab, skeever, wisp, or ash hopper, while a more powerful Phantom Torment might create a bear, troll, atronach, spriggan, or giant spider.  This would make illusion feel a lot more imaginative and mystical, weaving phantoms of all shapes and sizes out of thin air.



#134
corvyr

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In response to post #20128879.

I personally use Lock Overhaul http://www.nexusmods.com/skyrim/mods/29979/? for just that and have had no real problems with compatibility with any mods as of yet.

It does just that allowing bashing locks open or unlocking with a spell all based on skill level and the levels required to do such can be customized.

Edited by corvyr, 17 November 2014 - 02:18 AM.


#135
chorvah456

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In response to post #20073054. #20078534, #20079059, #20105194, #20108579, #20110414, #20112384 are all replies on the same post.

If you guys like the level up only after sleeping then you better check "SkyDie"

#136
Deuxus

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Just a small balancing suggestion.

When you dual wield weapons you have your damage reduced and attack speed increased. That's all well and good but I think you should consider lowering the amount which your attack speed is increased by. Dual wielding claws causes you to attack so fast that you'll miss the attack animation if you blink. On top of that, if you're using unlocked grip and you choose to dual wield hammers or the like you attack faster than you would two handing the things.

Love what you've done so far T3ndo, keep up the great work!

#137
Ac3s

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In response to post #20127109.

I'd LOVE to see an option to remove paralyze whenever your dual casting lightning spells, ive tried so many things to remove that myself now but it never works and neither is anyone here offering me any advice on how to do it.

#138
paedansu

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In response to post #20025804. #20026439 is also a reply to the same post.

You might want to try grabbing the latest version of the PerMa compatibility patches ( http://www.nexusmods.com/skyrim/mods/59257/ ) and re-running the patcher. Even if you don't need any of the compatibility additions there are some fixes and updates to the base xml and I believe the faction light armors have been tweaked.

#139
mtrredux

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In response to post #20048149.

Use skytweak to bump up your unarmed damage.


#140
paedansu

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Based on my experience with Conjuration so far, some minor tweaking to magic skill leveling might be in order. My understanding is that currently the amount of skill progress you get from casting a spell is based on the potency or magicka cost of the spell used. The issue I ran into with this was that around skill level 38 my progress in the Conjuration skill came to a near-standstill because my commonly used flame atronach and bound sword were lower-level spells. Having taken the perk that allowed my atronach's level to scale with me, and with the bound sword continuing to improve sufficiently as my light weaponry skills grew, I was still a very effective spellsword and from an immersion/RP perspective I didn't have much motivation to drag myself up to Winterhold to get the more advanced summoning spells. Because I was stalling out just before skill level 40 I couldn't access the Adept perk and more naturally come into a higher level spell either.

 

Maybe it really is best to restrict how much a magic skill can be leveled without accessing the more advanced spells, but then that isn't really in line with my ability to continue raising my light weaponry skill well beyond where conjuration was stalling out even though I wasn't using any newer/better weapons. 

 

I don't know if there's a hard lower limit on how much skill experience you can get per experience-granting spell cast, but maybe that would be beneficial? If it already exists, or is considered for addition, an interesting further modification would be for the number of perk points invested in a particular school to apply some sort of multiplier to that minimum; in this way a mage that has shown sufficient dedication to a particular school would find it easier to continue their growth in that school even as their favorite staple spells begin to age.






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