Edited by HexPex, 11 October 2012 - 11:11 PM.
Suggestions
Started by
Xarrian
, Jun 23 2012 07:47 PM
2536 replies to this topic
#81
Posted 11 October 2012 - 09:59 PM
Started my third playthrough with sneak character.
And all the time got all 4 pieces of scaled armor set at level 3.
2 pieces from the bandits, helmet and gauntlets from the merchants in the Riverwood about 900 gold + 600 gold dont remember correctly.
Then I made part of the Dragon quest (deliver message to Yarl) and received Elven gilded armor as reward.
Looked drop chances of scaled from bandits in CK
Scaled armor: 6.4% (LItemBanditCuirass)
Scaled boots: 11% (LItemBanditBoots)
IMHO need to drastically decrease chances or completely remove it from bandits & merchants leveled list.
And also can you make optional file that increases merchant prices around 66% or can you write which key need to alter in CK Ill make it myself.
P.S. thx for the great mod
Version: 0.985
#82
Posted 12 October 2012 - 11:13 AM
What version are you using?
When I go around with the current version, the best thing I can find on Bandits (on their bosses) is steel plate armor, the weaker ones practically always wear Hide Armor!
But of course, some merchants do sell this armor type from time to time.
To alter merchant prices, open the "Settings" in the CK and look for the keyword barter - you'll then see a list of variables that control trading prices.
When I go around with the current version, the best thing I can find on Bandits (on their bosses) is steel plate armor, the weaker ones practically always wear Hide Armor!
But of course, some merchants do sell this armor type from time to time.
To alter merchant prices, open the "Settings" in the CK and look for the keyword barter - you'll then see a list of variables that control trading prices.
#83
Posted 12 October 2012 - 08:14 PM
I like the mod, but am being frustrated by the weapon dropping in combat. It isn't even them dropping that's really frustrating, but that you have to refavorite and rehotkey the lost item. Is there a console command I could use to disable this feature, or a way to avoid it (Don't run out of stamina, I assume?)
#84
Posted 13 October 2012 - 04:58 AM
@steelinferno
a console command will allow to disable weapon drop it in the next update
@Xarrian
- talking about weapon drop feature, perhaps it could be good to reduce the chance by half or implement a 3 degree setting switchable with console (none, half, full)). the midway could be good especially for bowmen or heavy armored beginners, it's rather okay as it is when foes are in low numbers but with mods like 'warzone' it will just be switched off systematically for gameplay (just gave it a try, it's very invasive when blocking/retaliating with >3 melee opponents) and it's a shame because it's a nice and hardcore event. just my 2 cents anyway
- isn't a base 140 speedmult for horses a little high ? perhaps 120 could suffice to give them the well thought little boost (100 is really low, you're right) and keep them easy to control in horse-combat situations and in tricky stiffs. Moreover, 'horse command' is evolving towards more realism and now implements an encumberance feature for horses that reduces the speedmult by 50% when it's overencumbered (switchable, customizable). with a 100 base speedmult this 50% reduction practically put the horse at walk pace and it's very nicely tuned, but with a base 140 it doesn't feel like a penalty since it's very near to the vanilla. so i though perhaps a 120 base value could be a good compromise for a pure requiem setup and a requiem+horse command setup either ?
- before releasing the (very possible as the mod is now) 1.0 version and get going, it could be nice to finally find and neutralize the horse power attack freezing issue, since it's the most outstanding bug remaining and should be a priority imho, i know you described it as a big pain to track & solve but it has to be done one day or another, and it gives the most radical 'buggy' first impression when trying the mod, and hence remains one of the main obstacle for a 1.0 for now imho (imagine a video review with that bug... :/ ). The rest is essentially fine tuning and micro-bugfixing, in-game options implementing, etc. that can come with feedback and personal game experience even after a 1.0 release with no problem.
ok great tweaks for the giants by the way, i just got my ass kicked into the stratosphere
Edited by franebleu, 13 October 2012 - 05:00 AM.
#85
Posted 13 October 2012 - 08:18 AM
@franebleu
1) I'll take another look about the whole drop chance thing!
2) I think that speed is alright - I'd like to stick to it, otherwise, the speed bonus from stamina might triumph over the horse too quickly. And I think for being horses, they still are a little slow (when sprinting). But I'll write that down, just in case!
3) I know, it's the most annoying bug I know of at the moment (well, still got to check the Thieves Guild, had some reports that glitches, too, but that might be vanilla stuff) - It might take a lot of hours though to find it, if it can be found. But I'll try, nevertheless!
1) I'll take another look about the whole drop chance thing!
2) I think that speed is alright - I'd like to stick to it, otherwise, the speed bonus from stamina might triumph over the horse too quickly. And I think for being horses, they still are a little slow (when sprinting). But I'll write that down, just in case!
3) I know, it's the most annoying bug I know of at the moment (well, still got to check the Thieves Guild, had some reports that glitches, too, but that might be vanilla stuff) - It might take a lot of hours though to find it, if it can be found. But I'll try, nevertheless!
#86
Posted 13 October 2012 - 10:01 AM
@Xarrian
1, 3 ) ok
2) Ok i didn't think about the character's stamina bonus. Their speed is globally slow that's right but i think they did that also for manoeuvrability with 3rd person camera-angle based control (sometimes you command a direction and she will make a u-turn in the opposite direction, nice for a tourist ride but very horse-combat breaking...). I tell that because there is a sort of treshold effect in the horse animation that begins around 60 speedmult (50% of 120) where the horse seems to walk fast instead of running. But if it unbalances everything, don't bother with that
1, 3 ) ok
2) Ok i didn't think about the character's stamina bonus. Their speed is globally slow that's right but i think they did that also for manoeuvrability with 3rd person camera-angle based control (sometimes you command a direction and she will make a u-turn in the opposite direction, nice for a tourist ride but very horse-combat breaking...). I tell that because there is a sort of treshold effect in the horse animation that begins around 60 speedmult (50% of 120) where the horse seems to walk fast instead of running. But if it unbalances everything, don't bother with that
#87
Posted 14 October 2012 - 07:11 AM
@franebleu
Maybe I can think of something!
Maybe I can think of something!
#88
Posted 14 October 2012 - 01:57 PM
Hi Xarrian,
I've been playing a bit more with this mode and, once more, I'm really delighted with it. Nevertheless I have a suggestion:
Could you release an optional download to make Umbral Vision lasting something like 300 secs? In my game it is said to last 24 real time hours, and sometimes it doesn't "untoggle" when casted again so I have to waste a Vitality potion.
Thanks in advance for your attention.
Edited by khabalseed, 14 October 2012 - 01:58 PM.
#89
Posted 14 October 2012 - 01:59 PM
Hmm... Weird. But I guess it won't hurt. It's on the way!
Edit: Done!
Edited by Xarrian, 14 October 2012 - 02:02 PM.
#90
Posted 22 October 2012 - 06:58 AM
So, how about changing the way player hires a thug/mercenary? Instead of paying x amount of gold and having said companion by your side for the rest of the game, how about having x amount of gold taken from the player on a daily basis? That would make for an interesting change, instead of getting a bodyguard forever, the player would only get an extra hand for a quest and then dismiss the mercenary soon after.
Anyway, I'd like to congratulate you on such an amazing work you have done so far. I'm having so much fun with requiem right now. It kinda reminds me of Oscuro's overhaul for Oblivion back in the day.
Kudos to you my friend!
Edit: another idea would be to make grindstones give weapons a certain (minor) buff for a certain amount of time. That would make it possible for all the warriors out there to sharpen their swords every once in a while. I guess that feature would be a little hard to implement though...
Edited by Rasengam666, 22 October 2012 - 09:02 PM.



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