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#2341
45akaColt

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In response to post #19304434.

If the Rueful axe isn't changed to a 1 handed weapon, it should be improved, since it isn't as powerful as it probably should be (iirc), since the prince was impressed by it (and he created it).

Ulfric's shoulder moves through a prisoner at Helgen, so you may want to move 1 of them: https://www.youtube....kqbR5RopE#t=367

Edit: Perhaps it's only me/the video that I watched, but when Ulfric was sitting on his throne, his sash looked fake. I think it was this video, iirc: https://www.youtube....voHp12sl9g#t=28

Edited by 45akaColt, 19 October 2014 - 05:36 AM.


#2342
ogerboss

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In response to post #19307379. #19307604, #19310144 are all replies on the same post.

A more differentiated playstyle between light and heavy ranged weapons is planned for the future. But that's still draft stage... ;)

#2343
jaassu

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There is a limit when one cannot develop further(when skills are 100), and still plenty of the game still left, and there are still plenty of perks, but no chance to get them.

Uncapper would help in that situation, but it might make most skills too strong and that is not a good thing neither.

Could we have some other way to get perks when skills are at the max, like using dragon souls or something else that to get additional perks ?


#2344
45akaColt

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In response to post #19469879.

The knowledge gained from a dragon soul, has to be something that the dragon knew.

#2345
zeratulblade

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In response to post #19469879. #19482029 is also a reply to the same post.

The Uncapper can be adjusted to keep the effective skill rates at 100, meaning that though they will continue to generate perks, they will no longer increase in magnitude. Alternatively, there are several 3rd-party mods that grant perks for dragon souls. Lastly, in Requiem, there is a quest you can do that helps a lot with this.

#2346
zeratulblade

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In response to post #19307379. #19307604, #19310144, #19336069 are all replies on the same post.

As you progress through the game, most of your arrow damage will come from enchants, poisons, and elemental arrows, so the base arrow damage on either side becomes fairly obsolete.

#2347
ogerboss

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In response to post #19469879. #19482029, #19493264 are all replies on the same post.

If I recall correctly, there are two kinds of caps for skills in the Uncapper: one for the skill-level itself, i.e. the maximum value you can reach and thus gain XP for the next levelup, and one for the maximum skill that goes into all the formulae. I.e. you could cap a skill at a value of 300, but not allow any skill beyond 100 to affect your character's performance.

Note: I do not know, if this restricted skill only applies to game-internal formulas or also to changes defined on perks. You could check that by pimping your primary weapon skill to about 150 and then perform some attacks. If it drains no stamina (or even returns some) the perk entries are not affected by the cap. If you still loose stamina for weapon swings if you cap the effective skill at 100, everything is fine.

#2348
45akaColt

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I seen this in a Youtube video: someone bought a Dwarven armor piece at Belethor's General Goods. When they went outside, a letter from Markarth arrived saying that Calcemo had heard that he had acquired it, and that Calcemo wanted to buy it. It's impossible for the note to be written and to arrive that quickly. If you could postpone the event to maybe 2 weeks, it might be ok, but if you had bought a dwarven arrow, it could be gone, so I think it'd be best to remove that event.

Edit: On second thought, after reading about the quest, the 1 or 2 week thing might be better (if it's possible to do).

Edited by 45akaColt, 28 October 2014 - 06:01 AM.


#2349
heckur

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In response to post #19578649.

I recently bought the very exclusive Dwarven Arrow of Storms, which immediately attracted attention from Calcelmo :D. I think I would have used it already, when receiving a letter after a week or two.

#2350
ogerboss

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In response to post #19578649. #19580229 is also a reply to the same post.

Such a change would probably require to change the quest itself, i.e. add an invisible "player has acquired item" stage and then start a gametime-timer. Once the timer is finished, the note goes to the player... However, this means that one would have to edit the quest directly and thus break implicit compatibility with quest-overhauls.




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