Edited by shadowhunterx, 30 November 2012 - 07:30 AM.
Posted 30 November 2012 - 06:56 AM
Posted 30 November 2012 - 07:14 AM
Also have you thought about asking PrivateEye if you could integrate his Heavy Armory mod? I'm using it myself but I think it would be an excellent "official" addition to Requiem.
Edited by Rikiaz, 30 November 2012 - 07:43 AM.
Posted 30 November 2012 - 08:39 AM
Posted 30 November 2012 - 08:46 AM
Edited by myewggs, 30 November 2012 - 08:47 AM.
Posted 30 November 2012 - 09:46 AM
I think the huge variation in armors is kind of unrealstic, because no smith wozuld have the time to create thousands of differnet armors. See Whiterun smithing women initial talk with the battle born guy. Maybe as an optional but not in the main mod.
Posted 30 November 2012 - 09:48 AM
Posted 30 November 2012 - 09:58 AM
Edited by shadowhunterx, 30 November 2012 - 10:01 AM.
Posted 30 November 2012 - 10:29 AM
Edited by Rahiiyja, 30 November 2012 - 10:41 AM.
Posted 30 November 2012 - 11:04 AM
Yeah, SkyUI 3.0 has an esp for the Mod Configuration Menu (basically runs all the scripts for the framework) and probably also the HUD widgets. Btw, did you perform the official update routine for the Alpha? (e.g. removing everything from the previous alpha, including scripts, not just esp disabling, make a clean save, install new version) As far as I remember, some users who didn't do so reported strange behaviour.
Yes... and the most strange is that the old version (2.2) doesn't even have a .esp( and was with this version that the problems arise)... is just a interface mod. Maybe is the MCM funcionality of the new SkyUI.
By the way, you should consider look at this feature cause probably all your switches could be done by a MCM menu, without the use of console commands. Not now of course, after all, it's still alpha and reaching Requiem 1.0 is more important, but... could a script wizard in the forum take a loot at that?
P.S. Yes, that's a lot of ... I really like using ...
You missed the fact, that most of Requiems spells level smoothly in magnitude and/or duration according to your magic skills. This is far more senseful, because it allows you to use the Uncapper without having to worry about "free spell casting" imbalances just because of your skill.
@XarrianI've noticed (in general, not just what i quoted) that now your skills are useless (accounting for what you are stronger at) and only counts the perks you choose, so you basically replaced the way of "you get stronger at what you do" with "you get stronger at whatever you want" [...]
- Spell costs are now much less affected by your skill. With a skill of 100, they were lowered to 65%, now, it is only 90%.
- The main perks to decrease spell cost now do not decrease your spell cost by 50%, but by 80%.
Apocalypse spells have the problem, that Xarrian hardcoded the lists of spells, which benefit from the skill-related magnitude/duration bonus. Therefore, Apocalypse spells won't level as the normal ones and may become underpowered in the endgame. Unfortunately, I didn't get my hands on any apocalpyse spell in my Requiem game yet, so I cannot give you any details on the balancing.
Also how is Apocalypse Spell Package with Requiem? Is it fairly balanced?
Posted 30 November 2012 - 11:53 AM
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