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Eldiran's Achievements
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Thanks kayttaja! :) I'll give that a try. @Uandwhosearmy: there actually is a mod that only alters the crit chance right here: http://xcom.nexusmods.com/mods/10/ (Get the "Xcom classic balance mod without ufos" version of the download)
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I've seen a number of difficulty mods around already, many of which are very impressive, but I've been looking for something a little simpler. Could anyone throw together a mod to Classic mode that does three things: 1 - uses Normal mode stats for Panic level calculations 2 - removes Classic mode's +10 to Aim and Crit for all aliens 3 - gives starting soldiers Normal mode health I've seen these changes made separately, so I know it's possible. Unfortunately they are all bundled together with many more drastic changes. I may try to mod it in myself if no one is interested but I'd rather not waste hours learning them just to replicate what other people have already done. Thanks!
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Combat mechanic overhaul mod : where to find ?
Eldiran replied to Larryb11's topic in Skyrim's Skyrim LE
Unfortunately a proper dual-wield block will require the CK (at least!), but your request for being able to unequip a spell or offhand weapon for just a moment to block is possible with this: http://www.skyrimnexus.com/downloads/file.php?id=3865 While holding the B key (can be reconfigured to a different key) your left hand will be empty. -
It doesn't work with items yet. Once I find out how to check player inventory, I can include weapons and shields, but I'm not yet sure how to go about implementing potions and the like.
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Do you want to make truly immersive dungeons
Eldiran replied to pannonian's topic in Skyrim's Skyrim LE
I agree heartily with the OP, with the exception of #5. The "Master" locks aren't an obstacle to anyone, even someone with 20 lockpicking and no perks in the tree -- so long as you carry enough picks. That's a different balance issue, but as I see it, currently there aren't any skill-specific obstacles in dungeons (excluding combat that suits mages/fighters/thieves/etc more than others). I also don't mind some of the claw puzzles, except for the fact that the claw is often located very close to the door it unlocks, which makes it silly. If the claws were found on the opposite side of the dungeon, or located in entirely different dungeons, they would be fine. I'd also like to suggest changing some of the setpieces to be more dynamic. In many dungeons there are big braziers overhead hanging by thin rope. Unlike the pots filled with oil, they don't react to attacks at all, even though they rightfully should. I hope that some day there's a mod that takes all the objects like these and makes them interactive.