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radagast75

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  1. In response to post #12515930. #12517710 is also a reply to the same post. 1. Ok 2. I surely can and being killed by another player in fight is nothing bad. It is what it is, a better and more skilled warrior has defeated me. Being killed by overleveled player that one can do nothing against is totally different story and im glad they made it so that everyone has at least a fighting chance. It is the occasional single wolf that just magically is more powerful than other wolf, just because someone decided to add levels to them to hinder freedom. In traditional TES verse you could go anywhere and could get killed in realistic manner, not by overleveled generic mob. 3. Example of Combo move have the skill in one handed called "Critical charge" sprint towrds an enemy, do a powerattack and do extra damage plus stagger. Needs some skill to execute, does not need any quicbar button and looks great plus realistic. 4. Yes there is some freedom but no skill trees to select stuff like in other TES games, No Alteration, Destruction, One-handed, alchemey. sneaking, lockpicking etc. Also these classes just felt off to what TES have formerly been about. These are only my impressions of my Beta weekend with 32 hours of gameplay, i am not trying to enforce them to others nor rthat i want to. Im just expressing my impression like some other have done as this was what folks at TESO team wanted us to do.
  2. It was my first Beta weekend for TESO. First impressions came when i got to world and after half an hour on the Bleekrock isle, i figured.. "Feel's like im playing DDO" The graphics, music and the combat with dragon knight all added to that impression. For the whole weekend after that it mostly felt game with Elder Scrolls skin added to it. Everything is too colorful and looks artificial or "Plastic" somejhow. Playing a mage feels nothing like it was in previous TES installments. Systems were so different and abilities felt too powerful all the tim. Only familiar thing was running out of magicka. In the end it was very fun to play but just does not feel right. Dragon knight was fun too but first surprise was lack of combos, no running powerattacks or sideslashes. Abilities give some more moves but unfortunately most of them have some magical effect to them that is not wanted with true bladesman. Hitting buttons to use abilities felt very off, i dont seee how they could not add combo moves inbstead of actionbar buttons. Exploration.. I remember how this was even encouraged. In truth i were lead to small areas by quests. I could explore somewhat further away from that area but then the MMO element, levels, crippled me. You cant just take and walk to Cyrodil or Skyrim like you could in traditional TES game. You get inevitably killed if you try to explore, just like any MMO. I have read many books in TES games, i dont remember any of them mentioning Molag Bal invading at that era nor do i remember anything about these achors from the oblivion. I might be just without knownledge, there is many books of histroy after all. All in all TESO feels like great game and i just pre-ordered the physical imperial edition and will be playing it quite a bit but sadly, it really feels too much off from TES games to be great in that area. No TES combat, no skill trees, no schools of magic to learn separetely. No freedom of making your own class. I wish they had forgotten PVp/PVE balance to give more freedom. It should be TES so it should have freedom over balance. Im pretty sure that all the roles that traditionally haunt MMO genre are not necessary, you could very well built a working party of players with all the Skyrim systems for example.
  3. Hello folks! I am having a issue where dagger is in place of sword and with equipment overhaul sword and dagger now clip since they both are on the same place plus with Victorias hi heel, my arm clips with dagger handle. I also happen to love Bethesdas vanilla dagger placement even while it clips through leg when sneaking. I actually hate daggers being in swords placement, dagger look stupid there while it was elegant in vanilla. I tried reinstalling Nigheim which my current character is using, manually install CP32 maximum skeleton to nigheim with supposed vanilla weapon placements but no avail, dagger still looks stupid :D Any suggestion how would i get dagger back to where it belongs (stick thrugh leg and all)? Here is list of my other mods in case there is culprit somewhere. Skyrim.esm=1 Update.esm=1 Unofficial Skyrim Patch.esp=1 Dawnguard.esm=1 Unofficial Dawnguard Patch.esp=1 HearthFires.esm=1 Unofficial Hearthfire Patch.esp=1 Dragonborn.esm=1 Unofficial Dragonborn Patch.esp=1 ApachiiHair.esm=1 ApachiiHairFemales.esm=1 ApachiiHairMales.esm=1 RaceCompatibility.esm=1 SPIKE.esm=1 HighResTexturePack01.esp=0 HighResTexturePack02.esp=0 HighResTexturePack03.esp=0 Chesko_Frostfall.esp=1 Better Dynamic Snow.esp=1 AOS.esp=1 IHSS.esp=1 Immersive Sounds - Magic.esp=1 Thundering Shouts.esp=1 Catsofskyrim.esp=1 Dogsofskyrim.esp=1 Lost Art of the Blacksmith.esp=1 Moss Rocks.esp=1 Populated Dungeons Caves Ruins.esp=1 Populated Forts Towers Places.esp=1 Populated Lands Roads Paths.esp=1 SabreFurBag.esp=1 Skyrim Flora Overhaul.esp=1 Character Creation Overhaul.esp=1 DYNAVISION Dynamic Depth of Field.esp=1 SkyUI.esp=1 AMB Glass Variants Lore.esp=1 backpackfrankdema.esp=1 LustmordVampireArmor.esp=1 MageBackpack_byTumbajamba.esp=1 NN_ArwenWBDresses.esp=1 NN_ElvishDresses.esp=1 Northgirl.esp=1 OMageReplacerPack.esp=1 RangerArmor.esp=1 UNP Jewelry Variants V3.esp=1 CollegeOfWinterholdImmersive.esp=1 CWIDawnguardPatch.esp=1 CWIDragonbornPatch.esp=1 DF127CaranthirTowerMod.esp=1 Better_Standing_Stones.esp=1 BetterQuestObjectives.esp=1 BetterQuestObjectives-Dawnguard.esp=1 BetterQuestObjectives-Hearthfire.esp=1 CCO - Oblivion Carry Weights.esp=1 Differently Ebony.esp=1 Guard Dialogue Overhaul.esp=1 RealisticHumanoidMovementSpeed.esp=1 SkyFalls Plus SkyMills - All DLC.esp=1 SFO - Dragonborn.esp=1 SFO - Expanded Diversity.esp=1 Convenient Horses.esp=1 CinematicFireFX.esp=1 Better Vampires ML.esp=1 BoundTools.esp=1 ssapbwk.esp=1 Shout Like a Dragon - DG & DB.esp=1 Mighty Magick - Alteration.esp=1 Mighty Magick - Alteration Extras.esp=1 Mighty Magick - Conjuration.esp=1 Mighty Magick - Conjuration Extras.esp=1 Mighty Magick - Destruction.esp=1 Mighty Magick - Dual Casting.esp=1 Mighty Magick - Enchantments Rebalance.esp=1 Mighty Magick - Fortify Magic School Enchantment and Alchemy Reversed.esp=1 Mighty Magick - Illusion.esp=1 Mighty Magick - Illusion Extras.esp=1 Mighty Magick - Restoration.esp=1 Mighty Magick - Restoration Extras.esp=1 Mighty Magick - Scaling.esp=1 Mighty Magick - Voice.esp=1 spellsneak.esp=1 Artifact Disenchanting.esp=1 Artifact Disenchanting - Dawnguard.esp=1 Artifact Disenchanting - Dragonborn.esp=1 FormsEdit.esp=1 Dodge Mod.esp=1 The Dance of Death - Ultimate Edition.esp=1 CCO - Dynamic Skill Progression.esp=1 Beards.esp=1 Brows.esp=1 OrientalRace.esp=1 SuccubusRaceLite.esp=1 The Ningheim.esp=1 3DNPC.esp=1 HousecarlWhiterun.esp=1 The Ningheim - Followers.esp=1 Alternate Start - Live Another Life.esp=1 BetterQuestObjectives-AlternateStartPatch.esp=1 CCO - Diverse Races And Genders.esp=1 CharacterMakingExtender.esp=1 dD - Realistic Ragdoll Force - Realistic.esp=1 EnhancedCharacterEdit.esp=1 PCEA - 0 - DG and DB DLC - All Races.esp=1 rcrnShaders.esp=1 RCRNdgdb.esp=1 RCRNvolumetric.esp=1 EnhancedLightsandFX.esp=1 Purewaters.esp=1 CWIELnFXPatch.esp=1 CWICaranthirTowerPatch.esp=1 CWIOpulentApachiiPatch.esp=1 Skeletonizer.esp=1 Equipping Overhaul.esp=1
  4. Hello, been tinkering quite a bit with Creation kit but never tried to modify a existing perk. So im trying to get impact work on singlecast/Basic spells as well as dual casts since it feels bit stupid that someone gets hit by ball of fire and does not slow down or react at all exept healt drop. So far i just tried to remove "effectwasdualcast" condition from magic effect but that did not do yje trick OR the stagger chance is so low it never happened (Tested for 5 hours or so) I have not done any other modifications as of yet. So my quation is, how would i make that perk OR possibly separate new perk to add stagger effect on projectile magick like Fireball, Ice spike etc? I realize that this will make my mage overpowered when he can make enemies stagger with basic spells as well but ive been playing so much allready having balanced game that i just want them to really feel the painful hit of fireballs and such. I want to make Bandits weep on frustratioin when they just cant hit me with that chip on the shoulder. I want them to feel my frustration once when they kept me staggering under their heavy hammers.
  5. I have been browsing for quite a while for a mod that simply removes that vampire lord appearance and keeps my character looks intact. For example mod that simply gives advantages and disadvantages plus ölevitation but does not involve re verting to mindless beast look.
  6. Hey folks, first time here. So i started moddding Bittercup a bit and tried couple of diggerent scripts and base agression confidence and numerous other things but none worked. What i was trying to do is that she would attack only if we have weapons drawn and just follow me when they are holstered. Basic script was something like these Sample 1 BEGIN GameMode if ( GetPlayerTeammate == 1 ) && ( player.IsWeaponOut == 1 ) SetAlert 1 ForceAv sneak 70 SetAv Aggression 3 else SetAlert 0 Forceav sneak 100 SetAv Aggression 0 endif END By using Getav ingame i noticed that aggression do change but the behaviour is still the same.. She shoots every damn enemy on sight and even modifying aggroradius and making she use that during follow package wont change her behaviour.. I gpt her to do two things, either she attack at once even if she is not in danger or not to attsack at all.. Is it not so that even unaggressive should attack when enemies are damaging her? at least thats what i understood from various article i read... With base aggression being "aggressive" and adding stopcombat to that exact script above i almost got her to work like i wanted.. Until enemies got too close.. At this point she would just freeze in current state of animation if i had weapon holstered BUT would start attack when i draw weapon out.. I tried adding her and removing her from noncombatfaction by adding addtofaction and removefromfaction to the script but that had no effect... i do WANT that to be scripted if possible.. Id rather do it without FOSE for better compatibility but if FOSE can do i guess thats almost okay as well :D I would be glad of any insight to that issue i have here, thanks.
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