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What will the next update feature???


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#11
Foersom88

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495 are all replies on the same post.

First of all i love the mod. :)
It just seems I cant get the hotfix to work.
I installed it and overwrote the version 1.51. But it doesn't work, and general Tullius armour gets invisible. Any idea, what i'm doing wrong?

#12
ogerboss

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391 are all replies on the same post.

I don't think, that this is the right place to ask for this. ;) The bugs section or the general comment thread would be more appropriate than the changelog of future version.

The hotfix is not intended as an overwrite, it only contains a tweaked esp and a few updated scripts. Therefore, it should be merged with the main version, which contains all the textures, meshes and other scripts.

#13
thpassenger

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391, #7616457, #7650272 are all replies on the same post.

" A new item called "Dwarven Powder" has been added. It can be made at a smelter with gold, fire salts and oil at a smelter if you have the Dwarven Smithing perk. It is required to smelt dwarven stuff into ingots from now on! " I find this maybe a bit excessive, maybe it will be enough to increase the amount of dwarven items needed craft an ingot. Fire salts are a rare item to find and very expensive if you have to buy them

Edited by thpassenger, 23 March 2013 - 02:10 PM.


#14
jimhorton

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391, #7616457, #7649512 are all replies on the same post.

Xarrian, I'm sure you know a lot more about this than I do but I'm planning an all-mage/shout play through when 1.6 comes out. I'm concerned about the removal of the dual enchantment perk. Will mage still be viable and fun?

#15
Xarrian

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391, #7616457, #7649512, #7650272 are all replies on the same post.

@thpassenger

You can make about 20 ingots from one Firesalt, and it can be adjusted in future versions within a minute. ;)

@JimHorton

That's old news! ;)

"- The Perk "Enchantment Mastery" now decreases all charge costs by 15%, allows to place two enchantments on a single item with only 55% efficiency and still allows to create daedric staves."

#16
Kozoi

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391, #7616457, #7649512, #7650272, #7654969 are all replies on the same post.

@Xarrian The new perk seems very fair and balanced and I look forward to the new update. I've yet to try out Stave Crafting so that'll be something new for me to experience. Just wondering; what is the maximum Magicka Regeneration the player can add to a pair of Robes with this perk?

Edited by Kozoi, 24 March 2013 - 03:27 AM.


#17
thpassenger

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391, #7616457, #7649512, #7650272, #7654969, #7655519 are all replies on the same post.

Oh! then it's perfect :D

#18
thpassenger

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391, #7616457, #7649512, #7650272, #7654969, #7655519, #7659387 are all replies on the same post.

Playing a vampire in the next update will be interesting... I'm thinking on two characters to play. A companion nord who fights for the freedom of skyrim (2H, semiheavy armored, Dragonborn shouter) and a necromancer/illusionist breton that seeks immortality. I have a question though, why negate health regen in vampires? Maybe it would have sense to bound the health regen to the vampiric stage and only being able to heal by natural regen or drinking blood

Edited by thpassenger, 24 March 2013 - 05:02 PM.


#19
Kazekage1

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391, #7616457, #7649512, #7650272, #7654969, #7655519, #7659387, #7659550 are all replies on the same post.

If the heavy armor movement speed is going to be nerfed, will there be an optional file? Moving slowly everywhere, even with the two perks to counter it, seems painful. Doesn't add to fun or immersion because it's less time playing the game and more time running through the wilderness. Would it not be better to just lower the armor values of armor around 10-15%, making it only possible to max armor a rating with Glass, Ebony, Daedric and Dragonbone? Making the game slower and tedious is not balance, imo.

Also, I think some of the vampire changes are good but now health bonuses reduce with vampire stage, so does life drain, frost resistance and other powers? I thought vampires got stronger at higher levels, not weaker. What incentive is their to be a vampire and do will still get hurt in daylight? If so, we need health bonuses as it's almost impossible to play in 1.53, but looks harder in 1.6. Much easier to be a Werewolf lol... or use Belua Sanguinne to be honest.

So if we can't get bottled blood from the majority of the NPC's, cannot heal by food, potions or enchantments nor do we have health regen then how are we supposed to heal.. can we use restoration because it looks like Life Drain gets weaker at higher levels.

Other than the Heavy Armor and Vampire tweaks, the list looks great.


#20
Xarrian

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In response to post #7450275. #7573088, #7574735, #7579910, #7608566, #7610357, #7610703, #7614495, #7615391, #7616457, #7649512, #7650272, #7654969, #7655519, #7659387, #7659550, #7661110, #7664614 are all replies on the same post.

The penalties are very soft. Just test it, you'll not find it gamebreaking! And if you plan to travel a lot by foot, get out of that suit of armor or use a horse! Knights didn't walk, too! And to be honest, I really think the Heavy Armor needs to feel heavy. I wasn't sure if the speed thing would work, but it seems to, and it just seems fair that someone wearing more than just a few kilgorams of steel on about all his limbs would move more clumsy than someone who's in comfortable leather amor! And last but not least, the speed bonuses from stamina will negate a large part of it anyways during your travels. :D The health bonus you are refering to is not the main one. It's a smaller one that scales with the stage, and now lies between 100 and 25 additional points. As mentioned in the changelog, most powers will also become weaker if you do not drink blood regularily (at least once a day). Regarding the severity of the Vampirism, the lore is contradictive: In Arena, Daggerfall and Morrowind, the vampires became weaker the less blood they drank. The "Getting weaker by drinking blood" thing was implemented in Oblivion, which did not stay true to this well-established part of the lore, and the thing was continued in Skyrim. Personally, I think it's even very contradictive in how it's implemented: If vampires get very weak when drinking blood, why would they feast upon it in the way they do in the Volkihar castle? And why would they drain your blood during combat and make comments about how powerful they'll get if they drink you dry? And why do Vampire Lords suddenly get stronger by drinking as much blood as possible? It just seems a bit akward, to be honest, which is why I finally put myself through to alter it in this way. Basically, drink blood once a day, and you're about as powerful as you're now in Stage 4. Drain Life even got a little boost, as it's now meant to be your primary source of healing yourself - if you want to cure your wounds, mend them with the life of your foes! Besides, with the abilities the Vampire Lord Form has to offer, you really get quite an array of tending to your wounds. Or the new conjuration based "heal Undead" spells, which also affect you if you're a vampire. You can also use the Blood Potions the Clan Volkihar has to offer, those Healing potions that restore health completely, Alteration based Drain Life effects, weapons enchanted with drain life effects In Daggerfall and Morrowind, Vampires did not have a natural health regeneration rate. Which I didn't know until a few days ago, unfortunately :P Sources: http://www.uesp.net/wiki/Daggerfall:Vampirism http://www.uesp.net/wiki/Morrowind:Vampires http://www.uesp.net/wiki/Lore:Vampire

Edited by Xarrian, 25 March 2013 - 11:39 AM.





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