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SkyRe Brainstorming


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#3401
lightfurret

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So I'm using the wayfarer perk line - great fan, by the way - and I was thinking... All of the "lore" perks that tell you that you now know more about a group of creatures are practically useless without some other perks (ones that anable you to detect said creatures, do extra damage against them, etc), yet the perk explaination line explicitly tells you that you know more of those creatures... I was thinking - why can't the player get to know exactly each and every weakness and strength of said creatures? Skyre changes many of skyrim creatures, adding different weaknesses, etc. A lore perk or skill is supposed to give you that information, instead of reading it in a guide outside the game (immersion-breaker) or figuring it yourself. Maybe even not in a whole new mechanic but, say, in a book that you get after getting the perk (if possible).

#3402
chadud

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In response to post #8944305.
 
t3nd0 said he wouldnt touch vamps I believe. SKYRE works perfectly with Better Vampires, give it a shot.

(it has almost everything you mentioned available in its options, you configure it the way you think vampires should work)

 

 I have a question though Skyre adds unarmed ""Weapons" and better vampires upgrades unarmed damage would they work together?



#3403
Supercrock

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I would like to ask about crafting and improving Falmer weaponry as the falmer armor I'm wearing is totally badass and I would like to keep it for awhile. Could you please give me more info or direct me to any posts that answer my question.

#3404
Melvoias

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Hi there T3,

Absolutely love this mod, just one thing. I'm playing a heavy armor / dreamcloth breton spellsword and I was wondering if you are intending to ever add in Dragonborn armors to the dreamcloth system. I use immersive armors and miraak's robes and mask would be awesome to use with my current set. That and all the other wonderful meshes in that DLC.
Thanks for the mod!

#3405
Suncatcher

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I noticed as I was playing that the cost to upgrade a daedric weapon at the grindstone is inconsistent; the old things from the vanilla game (dagger, broadsword, etc) have always used an ebony ingot, but the new weapons from skyre (tanto, wakizashi, etc) require a daedra heart to sharpen them. Was this intentional for balance (in which case the old weapons should be changed to match) or the other way around? Lore-wise an ebony ingot makes more sense (everything seems to indicate that a piece of daedric gear is actually made of ebony and then imbued or w/e with the essence of a daedra from the heart, so adding a second heart doesn't make much sense), but adding an ingot of material to sharpen/temper/whatever a weapon has never really made sense and I understand the balance appeal of making it expensive to enhance daedric weaponry.

 

Also, I frequently notice daggers/tantos displaying higher damage ratings in my inventory screen than the equivalent longswords/katanas. Is the game taking rate of attack into account and showing some sort of average dps based thing, or is there really no point in using the slower one-handed weapons unless I want more reach or the perk-specific benefits? Or do I maybe have some other effect that's boosting damage of daggers but not swords despite them using the same skill and most of the same perks (outside of sneak attacks)? Likewise, shortbows always seem to have almost double the damage rating of the equivalent longbows, which would make sense if the rating took into account the speed to fire, but not if it were the "true" damage per hit. All my searches on this subject have just turned up people confused by the variation in weapon stats when your health/stamina changes.


Edited by Suncatcher, 17 February 2014 - 05:13 PM.


#3406
T3nd0

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In response to post #11926805.

Probably not. Unarmed weapon != "true" unarmed combat.

#3407
T3nd0

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In response to post #12036060.

Dreamcloth is generated by the ReProccer and creates a dreamcloth variant for every piece of clothing in all your mods/expansions.

#3408
T3nd0

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In response to post #11755643.

Adding a book with info upon perk investment? Easy.

But the issue is that Wayfarer and my creature changes are in different modules. The perks don't know the stats of your creatures.

#3409
SenorBadass07

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In response to post #11422785.

To be honest, it's kind of your fault for choosing frost magic in a country full of Nords, same as it would be stupid to pick fire magic in Morrowind, and you don't have to take the perks that prevent you from using the other elements.

#3410
mxzero

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This relates to your new mod Perma. I'm an animator working witht he skywind team to give the creatures they're making over there some life, which brings up one topic. I would like an outside opinion on a idea that I'm wanting to push. If we made skywind slightly modular would other modders take advantage of it. For example you demonstrated a conjuration spell that summons random daedra at a specific point over time. Well say we had our mod broken up such that people could download just our creatures, armor, and weapons. If we did would someone like you take advantage of that add our creatures module as a master to take advantage of all the old daedra that where in morrowind and possibly older games, we're doing a lot of crazy s*** over there. Just looking for an opinion on that topic, I'm not saying you should. Also while I was looking over the stuff you've been releasing I don't think I saw anything about spears. I was curious as to why you are not adding them, if it's because you're trying to evade having weapons specials from mimmicing eachother, I understand. If it's because of the lack of special animations I would encourage to reconsidar. They'll probably happen not sure what the time frame is on them but they'll probably happen.




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