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#2331
ogerboss

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In response to post #19270629.

I have the permission to use assets from Perfect Legionnaire, so the Legion will be upgraded in the future, but achieving something comparable to the guards/bandits overhaul from 1.8 is a major effort, given the sheer size of the faction and the involvement in various quests. ;)

#2332
45akaColt

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I'm not sure if it's been suggested already, but could the Rueful Axe be made a unique 1 handed axe, since there aren't any powerful unique 1 handed axes in the game? Even if a good unique model couldn't be found for it, a daedric axe with a good enchantment (worthy of a daedric artifact) would be cool. Clavicus Vile says this about the Rueful Axe: "There's an axe. An incredibly powerful axe. An axe powerful enough for me to have quite a bit of fun, indeed."

You see permanent bound atronachs (since their bodies stay and you can collect ingredients from them), but you don't see any dremora lords (which would provide daedra hearts) wondering the wilds like storm atronachs, or being used by any evil mages, iirc. While this would make it easier to make more daedric arrows and powerful poisons, the end game is easy anyway, and if the player wants it to not be as easy, they don't have to use those things. The poison made from daedra hearts could also be made less strong, since some enemies might use it against the player. Another possibility might be to make 1 daedra heart only able to make 1 daedric arrow, if it isn't already that way. The 1 Orc asks you to get a daedra heart, which implies that they aren't at the level of rarity, that you'd only see approximately 6 in the whole game. Alchemists would sell them. An alchemist sold a daedra heart in Oblivion. There were several alchemists that sold daedra hearts in Morrowind. Orcs need daedra hearts to summon Malacath, according to Skyrim. In the game Oblivion: "If you are suspended from the Mages Guild for murdering a fellow guild member, you will need to collect twenty Daedra Hearts (as well as twenty Vampire Dust) to be reinstated."

Edit: This is kind of related to the possible plan to make permanent summoning, non existent, in a future Requiem version: Someone did mention that maybe the daedra (wandering the wilds) could bring themselves to the mortal plain. That makes me wonder why there aren't huge armies, repeatedly attacking the small villages, at least (if not totally wiping out most people). I think it makes more sense that they were permanently summoned by evil mages.

Edited by 45akaColt, 18 October 2014 - 07:35 AM.


#2333
KaptanKatsura

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-Portable Alchemy and Enchanting.
-Follower Horses.
-I killed some bandits and other dont care.
-Using SkyTest and hostiles attack animals unnecessarily.
-Lockpick and Pickpocket skill trees could be merged.
-Timing is Everything is great mod could be implemented.

Thank you guys for great mod.

#2334
ogerboss

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In response to post #19290394.

Do you have a detailed documentation of the gamesettings you quoted available? This proposal definitely looks very interesting and I will feed your table to matplotlib to make a nice graph for a team-internal discussion out of it.

However, I have the impression that training might be a bit too cheap at the beginning, thus I would like to know the impact of the different settings. Also there is a arehuge gap at skill 35 and 65, which looks rather artificial and I would prefer to make this more smooth. Also the position of the gaps seems inconsistent with your settings changes at the beginning, did you flip some numbers there?

#2335
ogerboss

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In response to post #19305139.

1) Already implemented very well in Frostfall, which most Requiem players use anyway, thus not a high priority.
2) I have no real idea about the follower system, thus I leave this one to horse/follower specific mods.
3) Where and how (stealth kill and nobody complained about the corpse?) did that happen? Were they hostile from the beginning on or neutral towards you?
4) no idea what's happening there
5) I think lockpicking and pickpocket are fundamentally different skills and it does not make much sense to merge them (read as "being able to lockpicking tough locks should not allow you to take the master pickpocket perk without ever stealing before). Furthermore we have some (undisclosed) ideas about how to possibly expand those perktrees in the future.
6) See a few posts below, where I explained some engine limitations, which make it infeasible to go beyond that mod.

#2336
InsertNicknameHere

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Hey there,
i would suggest that arrows crafted with heavy materials (right side of the smithing tree) get a gravity and speed penalty over light weight arrows.

At the moment they simply excel their light counterparts in damage and armor penetration with no drawback (maybe a little backpack weight, did not check but this drawback would be way too small).
Also it would make sense physics wise. :)

#2337
ogerboss

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In response to post #19307379.

"Little drawback"? ;) (from the pdf-manual)

Arrows and Bolts now also have a weight (never depicted in the item card due to engine limitations).
– Light ammo (forsworn, elven, glass) weighs 0.1 units each.
– Medium ammo (iron, silver, steel, draugr, nord hero, ammo from other mods) weighs 0.2 units each.
– Heavy ammo (orcish, dwarven) weighs 0.3 units each.
– Very heavy ammo (ebony, daedric) weighs 0.5 units each.


Unless you already have some major carry weight improvements, these very heavy arrows and bolts make a major difference...

p.s. That's a bug report! :D You just made me realize that I totally forgot to register my new bolts for the ammo weight system... Thanks man!

Edited by ogerboss, 18 October 2014 - 10:54 AM.


#2338
axonis

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In response to post #19290394. #19306354 is also a reply to the same post.

Official documentation, besides their existence and default values, does not exist anywhere. I realized how they work by analyzing related mods and testing them myself.

Observation one: those settings are not based on Form IDs like everything else, but Editor IDs instead based on the last cascading value. I've even seen a mod which provides them ungrouped, ignoring the standard vanilla Form IDs and even though it causes amok to load order tools, it does work. Anyway, I think it's a better practice to work with the standard form IDs for fTrainingMultcost, iTrainingMasterCost and iTrainingExpertCost which are already contained in Skyrim.esm

Observation two: by lowering the iTrainingJourneymanSkill and iTrainingExpertSkill limits a minor side-effect is introduced: Common trainers appear as Experts and Expert trainers appear as Masters. This is already a problem in Requiem which is using tweaked values.

Observation three (I guess this is the meat): The cost is calculated in this manner,

player_level * iTrainingXcost * fTrainingMultcost + fTrainingBaseCost

Where iTrainingXcost is

If player_level <= iTrainingJourneymanSkill
iTrainingJourneymanCost
else if player_level <= iTrainingExpertSkill
iTrainingExpertCost
else if player_level <= iTrainingMasterSkill
iTrainingMasterCost
else (should not happen, but)
1

Regarding the gaps... well, keeping in mind that such gaps do actually exist in vanilla AND

Considering that the iTraining values are integer-based, we are limited to three ranges only (if we could use floating point values there, we could have a fourth...), which results in the gaps.

I'm afraid the huge gap can only be avoided by affecting gameplay. Either the low levels have to become more expensive which makes them unsusable (the simple act of raising that money by selling loot, results in raising player level and therefore losing early training sessions) or a cheat for reasons stated in the first post.

Also, considering how easy it is to raise low level skills, I think that low training costs are quite sensible. And let's not forget the 5/level limit.

Finally, no I haven't flipped any numbers. My numbers are the result of running the function I've mentioned above and I have also checked them against the game itself, especially those levels near the gaps. Everything checks out.

Edited by axonis, 18 October 2014 - 11:58 AM.


#2339
InsertNicknameHere

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In response to post #19307379. #19307604 is also a reply to the same post.

Oh well, seeing the numbers this is more of a drawback than i remembered from playing. :)

But carry weight becomes less of a concern throughout the game because of levels/stats, perks, artifacts and other things so later in the game light arrows become more and more obsolete.
Giving the two groups different behavior would keep them both interesting even in late-game i think.

#2340
KaptanKatsura

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In response to post #19305139. #19306449 is also a reply to the same post.

3-At Lunar forge or something like that. I killed first bandit others didnt even care.
4-Some bandits strike at Slaughterfishes and rabbits like they are hostiles. ( Using SkyTest)




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