No, you should definitely not find any daedric gear on random encounters with bandits, these are only handplaced at a few high-level locations. Most likely another mod in your load order is messing up with leveled lists and or bandits. I think recently one user reported that Complete Crafting Overhaul Remade caused a similar issue for him (a daedric dagger in the hands of a normal thief).
Requiem
Started by
Site Bot
, Jun 23 2012 05:44 PM
46236 replies to this topic
#45741
Posted 23 November 2014 - 04:55 PM
#45742
Posted 23 November 2014 - 05:00 PM
But I don't use any gameplay mods apart from morrowloot with pach(and I don't think thatplug would put daedric boots on random thug) and skytest(both with compatibility patch for 1.8 )...THats just... strange...
Oh yeah, and boss had well made dwemeric battleaxe
Oh yeah, and boss had well made dwemeric battleaxe
Edited by Timarot, 23 November 2014 - 05:01 PM.
#45743
Posted 23 November 2014 - 06:02 PM
Then the prerequisite should be listed in the perk itself, how it is now is very wrong.
#45744
Posted 23 November 2014 - 06:10 PM
Alchemy and smithing, how to train it hmm faster? Right now i did 50potion and get 3/4 point of alchemy, the same smithing;/
#45745
Posted 23 November 2014 - 06:36 PM
From what I personally noticed you get more skill experience for experimentation then making potions. So it's better to try to make as many 3 ingridients combinations as possible rather then sticking with conveyor of same two ingridients for stamina or hp potion
#45746
Posted 23 November 2014 - 06:39 PM
Hi guys, a short question. I just tried to improve Lydia's Whiterun Steel Plate Armor and I couldn't do it, it didn't even show up in the crafting menu. Is that just me or is there something wrong with the new hold armors?
#45747
Posted 23 November 2014 - 06:49 PM
Bandit bosses have a small chance (like 10%) to spawn dwemer/orcish/elven gear. So the Dwemer Battleaxe is ok, if the wielder was a level 19 or 24 bandit.
About the original issue: are you certain that the Morrowloot patch is for 1.8? Bandits have been revamped fundamentally, thus an outdated patch could cause major issues with them. I suggest that you take a look with Tes5Edit at your leveled lists.
About the original issue: are you certain that the Morrowloot patch is for 1.8? Bandits have been revamped fundamentally, thus an outdated patch could cause major issues with them. I suggest that you take a look with Tes5Edit at your leveled lists.
#45748
Posted 23 November 2014 - 06:53 PM
Everything is alright. Since the new hold plate armors are not yet craftable, we did not think about making them temperable. So this is purely an oversight on our end and no issue with your game.
#45749
Posted 23 November 2014 - 06:56 PM
The skill XP reward for crafting an item (be it weapon or potion) is now directly dependent on the item's value. There are no longer sublinear-scalings or an per-item bonus that made iron daggers much more effective in terms of XP than more complicated items.
Since basic health/magicka/stamina potions have almost no value (to prevent you making for a fortune from harvesting a few mountain flowers), they also have significant impact on your skill.
Since basic health/magicka/stamina potions have almost no value (to prevent you making for a fortune from harvesting a few mountain flowers), they also have significant impact on your skill.
#45750
Posted 23 November 2014 - 07:09 PM



Sign In
Create Account

Back to top







