Jump to content

Sabatasso

Members
  • Posts

    90
  • Joined

  • Last visited

Everything posted by Sabatasso

  1. I got the same bug when I edited some settings. I have no idea what caused it but a reinstall fixed the issue.
  2. That's because, historically speaking (real and fictional), the general soldier weren't particularly good at combat. They were, for the most part, peasants with weapons. Humans have decimated another group of humans as well.
  3. I believe I've experienced the same. If you're not level 1 when you use the "setlevel" command it seems to me that level up bonuses stack with those you've already gotten. I solved it by using "levelup" command multiple times to get to the desired level. Anyway, if my explanation wasn't good, just use "levelup" command instead and you'll be fine.
  4. Just avoid boosting damage through mutagens and skill until later and you'll be fine.
  5. Additionally, only move the "dsound.dll" and the plugins folder containing only the "console_enabler.dll" to the "...The Witcher 3 Wild Hunt\bin\x64\" folder. The filename on the enabler may vary depending on version, but as long as it's *something*_enabler.dll or thereabouts, you'll be fine. Some other script plugins only creates bugs, crashes and performance drops for some reason. PS. 1.05 version of console enabler works perfectly with 1.06 game version
  6. http://www.nexusmods.com/witcher3/mods/143/? open console and type: setlevel(14) additem('Wolf Armor') additem('Wolf Pants') additem('Wolf Gloves') additem('Wolf Boots') additem('Wolf School silver sword') additem('Wolf School steel sword') I don't know the code for the crossbow or if there are any for the wolf school but it's most likely lvl29 or more additem('Lynx School Crossbow') for Feline version (lvl29) additem('Bear School Crossbow') for Ursine version (lvl29) PS. It is case sensitive PPS. If you prefer the Kaer Morhen (starting) armor you can type the following command to get one near your level; additem('Autogen Armor') http://www.mmo-game.eu/witcher-3-debug-console-commands/
  7. "Geralt, and other Witchers fight (and defeat) monsters like Cocatrices, Basilisks, Wyverns, Arachasae on a regular basis - monsters that can decimate an entire patrol with relative ease and can even destroy entire garrisons sometimes." And he only does so after drinking lots of potions. While not under the effect of potions, Geralt is "just" a very quick and agile human being. If you want a more canon-like Geralt you need to mod the potion effect lengths and make the strength of the potions equal with the strongest version. You'd still get more quaffs for upgrades, so you'd still do it I suppose.
  8. 1. Stackable bread -> you can stack food and drink (water+grilled chicken) which will more or less fill your health bar. 2. Regarding horse movement I'd say that movement in general needs some tender love and care from official sources. 3. Fall damage can be negated by pressing the jump button mid fall. You will then roll to remove most or all damage, depending on distance fallen.
  9. I'd prefer a mod that completely removes the rune illumination. Think about it, you're sneaking up on a <insert monster> in the middle of the night with a glowing sword in your hand... how stupid is that?
  10. There should also be a sub-mod site that house the neverending supply of reshade and sweetfx settings. I mean, come on, we're close to drowning in these kinds of mods everywhere. It'd be nice with "anime mod" categories for some of these games as well, so that you can easily filter them.
  11. There should be only one melee combat tree where the perks divided into the different weapon styles and one main weapon tree in the middle that included all weapons, shields (blocking) perks should be included in this tree as defense is as essential to melee combat as offense. Ideally and realistically swords should generally be more thrusting related while axes more slashing related, both generally result in bleeding while maces causes crushed bones and internal bleeding. These should either be accounted for without perks or ignored for the sake of simplicity. Weapon specific perks should only increase the wielding capability of the weapon such as better parrying and quicker attack speed. There should be only one armor tree where the perks divided into light and heavy and there were distinct differences between the two. There should also be more severe movement restrictions for armor weight. The armor defense value should be more or less uniform and perks for the different armours should be related to maneuvering and less effective stealth related perks. Sneak perk tree should be removed and most of the perks added to the light armor branch of the armor skill while heavy armor perks should focus on reducing the movement penalty compared to light armor. This would ensure two distinctly different approaches depending on what type of armor you choose to use and add replay value to the game. Since there are no real dodge maneuver in the game there should be added some perks for light armor to avoid some damage (3/3 10-20-30 percent chance to evade incoming impact damage) Clothing should either count as armor and be suited for light armor perks or have its own skill where stealth perks also where available. Smithing should not be skill/perk based but knowledge based, find the right book/recipe and you're set. Tempering could be removed or replaced with maintenance to cater for a weapon/armor durability system. By removing this skill and perks and remove tempering all together this would not count towards player level. It would also make the game less arcade-ish. Tempering could also be added as a temporary damage boost that counted as an enchantment and needed whetstones to replenish. Alternatively "Sharpness" could be a weapon enchantment gained from enchantment to increase material damage on scale with elemental damage and need soulstones to recharge. *Enemy HP's should either be lowered to suit the new decreased damage potential or the uniform player weapon damage raised. There are multiple ways to handle this. Any skill that potentially increase the damage to health potential of the character should count towards player level, so for example crowd control literally makes sure you receive less damage while you're still able to deal damage. This boils down to preferred style and situational advantages. Someone skilled with crowd control might not have the highest overall damage potential but fares better against overwhelming numbers than the single target burst damage specialized assassin. Alchemy directly increases A) your survivability or B) your damage potential through poison or C) Both (at the expense of something else) and should count towards player level. The incentive to focus on poison rather than sophisticated melee techniques would be required and if the game was created more in the style of Morrowind this would not have been a problem. Warriors guild should have had trainers for the more advanced melee perks while Thieves Guild should have trainers for the vilest poison perks and the two guilds should have excluded each other, meaning if you were a member of one then the other should be unavailable. Dark Brotherhood is a more secret organization and should not exclude anything because membership should be kept secret. I could go on forever, but basically this little tirade in an old thread sums up to the fact that Skyrim is very lacking. Not saying that all my suggestions are perfect but the game is at such a sad state that it really doesn't deserve all the credit it gets out of the box. No offense...
  12. Just replace the "..\data\textures\actors\characters\femaleorc\femaleheadorc_msn.dds" with any of the other race's facemap. I used the standard female map from the official HD textures pack and the result is very nice. They look Orcish but somewhat cute.. I actually thought the originals were kinda cute as well but I would never consider kissing one... I wouldn't after the new facemaps either btw.
  13. I'm a typical PC gamer and I've played quite a bit with K&M in this game. I've had a XB360 controller for a long while though so I decided to connect it to see the difference and it is quite noticable in this game. For PvE purposes the K&M (with mods) function quite nicely, but the ease for the purpose of PvP where you can have quite advanced tactics including gear switching it's simply and advantage to use a controller. So while K&M works, the controller is simply better... not by much but it's there.
  14. Does anyone have a complete set of unmodified textures for armours (and weapons but not as important) lying around that they can compress and upload? The reason I am asking is because for some strange reason I can't export with DSfix anymore. To be more precise I can but then the game completely breaks and I need to re-install the game in order to make it work again. It would be fantastic if someone could upload because I'm literally itching to make more texture changes for this game... Thanks
  15. I don't think the idea is that bad, as VTM Dark Ages isn't as "gothic" as evisehda suggests, and would fit nicely into the Skyrim world without too much graphical work. Most of the quests, and NPC interaction would need a complete overhaul though.
  16. I never said that you did, but the way you are making statements makes it sound like you are basing your opinions on something that is fact. It's really no matter, you are entitled to think the game is completely out of balance if you so desire, and are entitled to change the game to play how ever you wish it to! :thumbsup: But who is defining said "balance"? You are defining it, and thus making the determination that it is out of balance, making it: sub·jec·tive [suhhttp://sp.dictionary.com/dictstatic/dictionary/graphics/luna/thinsp.pngb-jek-tiv]adjective 1. existing in the mind; belonging to the thinking subject rather than to the object of thought Balance is indeed very subjective. In the case of game mechanics, it's based completely on your own perception of what you think the game should have and do. You can't treat game mechanics like physical weights and measures where balance is determined by equal measures of mass on both side of a pivot point, or a different math equations that all have the same sum (used as examples). Again, you have the right to think the game is completely broke if you want, just trying to point out that your opinion is not the only one out there. I agree with some of the things listed in the thread, and some I don't. And now to get the thread back on track, again, to the OP, make or ask for the changes you want for yourself, ultimately you should only be concerned about making your experience the best it can be. Sorry to have caused a derailment. Balance: - A state of equilibrium or parity characterized by cancellation of all forces by equal opposing forces. Hardly anything subjective about it... and yes, I can use google too. It's not about treating it as a physical mass, it's a bout creating a fair playground for all participants, the AI and you. 1. They could balance by keeping the difficulty more or less stable throughout the game, i.e. level the mobs up or down a constant number depending on the PC's level. (bad idea, in my opinion, because it removes the sense of achievement of improving your character) 2. Or they could set certain mobs at a certain level and not care about the PC's level, which would create potentially ultra hard zones in the game, and others relatively easy. (also a bad idea, because it would limit the free roaming severly and make the game more of a "railroad" from start to the end) 3. They could also remove levels, set mob difficulty static, and the only thing that would differ a fresh PC from a well travelled one is his skill levels that would create the sense of growth, without really breaking the difficulty. It would make bandits easier as you got better, but there would be tougher mobs out there, but all killable from the start if you're persistent, careful and stubborn enough. The perks would need to be removed or severly reworked in order to do this, but in all honesty, 90% of the non magic perks are utterly stupid anyway. (A decent idea, with more details ofcourse, but it will present a more "realistic" environment for you to play in. Perks could be added in a more subtle way, as more "flavor" or "individuality" rather than balance changing "must haves". 4. Fallout system might not be ideal for a fantasy setting, but I am 100% sure that it would work much better, with a little modification, than the current mishmash in the game. Once I reworked the weapon damages, it was highly functional and quite realistic. Well, "action-hero" realistic at least, which is what most of us are after in one form or another. Keeping nearly all enemies lethal if you didn't take care. There are probably more ways balance could be achieved, but I am too tired to think at the moment, and arguing here with you does not bring any coin. I'd say for the record that I would prefer a reworked Fallout 3/NV system for this game, though. Right now there is no balance, because every PC build leads to complete removal of difficulty, and you become a demi-god unless you botch the perks completely, or choose not to intentionally (which I do). Which again completely annihilates Bethesda's reasoning to why Dragon Shouts are so weak in the first place. According to them, they're weak to avoid the PC to become too powerful. Hardly a problem when we're already way too powerful with weak shouts. Pissing in the ocean won't make a tsunami, you know. There are no balance, and whether my ideas of balance are good or bad, they're certainly no worse than that presented in Skyrim. I'll give you another example; Pressure plate traps is funny, especially because you can trap several mobs in them and wipe out 2-3 mobs in one bash. If I want to go high in stealth, I can't use that feature any more because I need to take "Light Foot" perk in order to progress, and that particular perk makes you unable to step on pressure plates with or without purpose. One of many reasons to why I think the system is not good, it's actually STUPID! The balance issue comes in addition ofcourse. Also the traps in the game is a complete joke, you hardly notice boulders falling on your head, a wall of spikes smashing into your face or a big whoopin axe (or three) chopping your flank as you pass by. A guy with a one handed sword power attacks you, and you fail to block. It hurts a little. A guy with a two-handed sword does the same and you die in one single attack. Excuse me, but being utterly and physically raped by sharp objects hardly differs wether the blade is 80cm or 150cm long, they both penetrate a human being TWICE or more. A dagger being plunged 80% through my gut is probably hurting just as much, for the record. Damage tables are WAY out of line, and hardly balanced at all. In fact these are all examples of LACK of balance if you ask me. I don't feel the need to elaborate more, once you open your eyes you'll see what most of us see, the system is illogical, stupid, unbalanced and hardly functioning. And mind you, there isn't any story worth following to even help you ignore the system, like most other games have. "You're special, go save the world" has been used a few times before, and it makes it very easy to become focused on the combat/AI system instead. I agree with you on one account, a single player game does not need to be perfectly balanced. But it needs some kind of balance if it's going to be any good. Or else it would need a cracking story. Skyrim has neither at the moment, and that makes me frustrated. I am sure the game will become great once CK is out, and modded to hell and back.
  17. Balance is certainly subjective, it is your opinion and not a fact that everyone agrees is a fact. Like I said, I understand that everyone has a different perception of the balance, and while i may agree and/or disagree with your opinions, they are still just that. I also have a laundry list of things I want to change for my own personal play experience, most of which will only ever see the light of day on my desktop. These are just small things though in the grand scheme of the game, since I am happy with 95% of the vanilla game. I completely disagree with this. Again, that is your opinion and not a fact. While every game comes down to the final 6 month crunch time, the game seems like it had more than the 3.2 years of actual development time, and for me, in no way feels rushed. I believe they took great care to make a game that hands down has the best environmental elements, has a great deal of content, is interesting and fun to play, out of the box. This also is subjective to ones own interpretation, but the current statistical estimates indicate that may just be the case. If you want to talk rushed, just look at DA2, that's the epitome of rushed. You're missing the canvas here Sunnie. I never said my opinion was a fact, and also stated it was just that. What do you think "I just think" actually means? And for the balance part, it's not subjective, because either there is a balance or there is not. You may not care about balance, and is happy either way, but that is an entirely different thing.
  18. The vanilla meshes are good enough and I'd go as far as saying that anyone presenting a new body mesh, should also modify all in game equipment to fit the new body mesh before releasing it, unless it's a pointless endeavor. My opinion at least. But I also want a seperate section for non canon mods, so I don't have to search through all the drivel before I find something worth looking at... and I also know that my opinions aren't always popular :P
  19. @sunnie Playing on the hardest difficulty, where you receive a fair amount of damage, but you're suddenly not capable of dealing sufficient damage. And at the default difficulty, where you deliver a fair amount of damage, the enemies can hardly scratch you... that is what I consider poorly balanced. I'd like a mix between the two, where I was able to kill a NPC in two-three solid hits, and he was able to do the same with me. Also called "realism" by some... I don't really know what went through their minds when they implemented HP multiplier on the difficulty slider, when everyone with half a brain knows that just damage multipliers would be better. From a game perspective, Skyrim is a numbers game but the world is supposed to look "realistic", and the system that interaction and combat is based upon is not. The system and immersion actually contradict each other. The combat system is not even logical or good in any way what so ever. Perks make no sense, and they are also a large part in unbalancing the game system. Increasing HP and DMG and call it "increased difficulty" is a big lazy ass joke. The world of Skyrim should be made dynamic, where increased weapon skills made your moves better, not your damage. And Armor skills should make you more comfortable, faster and able to move more silent in said armor, not make it protect better. Sneak should solely affect sneaking, and have nothing to do with any damage at all. A big burly guy with a greatsword should do devastating sneak damage as well as the little sneak with a dagger. The difference between the two is how able they are to actually remain unseen until he strikes. I'm in no mood to elaborate, but even though it might seem that I hate Skyrim, I really don't. I just think it's a result of a rushed project that deserved so much more love and affection from the developers.
  20. Everything else is fair enough, but this is the biggest load of bulls*** I've read in several hours. I post here for one reason, I really want to encourage a remake of one of the best RPG's of all times. I do have several skills that would make me able to contribute, but two kids and a wife plus full time studying says I can't. That is also why I don't spend too much time worrying exactly how this and that could be fixed or modded, because if I do, then I can't stop myself from doing it, or at least trying.
  21. Don't be so negative Aethgar, I am sure if you're in a world where anyone can conjure fire from their hands, or electricity (Skyrim dumb-down) then time travel is possible too. One other possible scenario could be to place a "special" bed where you can "dream" the original Morrowind game with your own character. And everyone knows that experiences gained in dreams stays with you forever... If Beyoncé only knew.. :P
  22. I thought this was about pausing while you quaff 8 healing potions, three endurance potions, apply poison and a few resistance potions in mid fight a nano second before you die. But I agree with your post as well ;)
  23. As a lvl 36 sneaker I have 27 Light Armor, so in reality I am being "punished" for being a successful assassin. Those few times I actually need to fight head-to-head, my damage reduction is not up to date. I won't sink the level of exploiter by having skeevers continually hit me until I have a decent Light Armor skill. I only got 150 combined health as well, so in situations where I can not use sneak attacks against "boss" type mobs, the whole fight turns into a potion-fest. But if I invest more points into health, then 95% of the fights in the game becomes un-challenging because I can just soak the damage. I like being mortal, though, and "be quick or be dead", but the balance between regular fights and boss fights needs to be changed. I am always OK with being killed fast when fighting dragons, though, and survive solely by resistance potions, gear and careful approach which is fine. The unbalanced fights I am talking about is when I can one-shot sneak attack my way through a mine, until I meet a "boss" that barely notice my blades scratching his hides, while he one or two shots me. (Worth noting that I don't use double damage gloves intentionally, and I don't have the x15 sneak dmg dagger perk because I think it's way overpowered. I am not after one-shot killing everyone, which is why I also limit my sneak perks and use a "harder sneaking mod". Difficulty should be AI "smartness" and not increased HP and damage multipliers on the mobs, which I feel is the biggest issue. To specify, I never mind dying in two-three blows if I make a mistake, but then I feel I should be able to do the same in return when I don't make any mistakes, at least against human and animal mobs. Dragons and "monsters" falls into a category where I can explain to myself without breaking immersion why they can take so much damage. I also never sneak attack a Dragon even if I am able to, because I want the fight to be challenging. I don't have all the answers to what can be done to make this game more "realistic" and challenging, but I do know that I want some serious changes along the lines mentioned by the OP.
  24. Ah yes, the ever so popular "Dunmer in Morrowind" solution. I can live with it, but Bethesda should really hire some more creative writers for the expansion. Thanks for replies, not knowing was just nagging me even though I had my suspicions.
×
×
  • Create New...