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Everything posted by Valamyr
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Looking for a mod to decrease shout recharge time
Valamyr replied to thelasthallow's topic in Skyrim's Skyrim LE
Be forewarned, using forceav will make Amulets and Blessings of Talos useless. modav is what you should probably use. -
I was going to laugh at this concept then I recalled I loved the suit that this that in Fallout. Either way, these mods will need to wait for the CK, I dont think we can script this yet. While I have nothing against the concept, for balance, I'd suggest making auto potions "heal over time" over 5-10 seconds, because if they are instant, well, you cant really die unless you run out. That's a bit much. Well honestly, unless we get an 'expanded hotkeys' type mod, I sure aint wasting my 8 precioussss on potions :biggrin:
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Anyone notice the Skyrim spiders aren't acutally spiders?
Valamyr replied to kuroneko418's topic in Skyrim's Skyrim LE
Thats a good mod. I know because I had an arachnophobia surge when I looked at the images and started shaking a little. o_O -
crouch, aim arrow, release... Other than that, I heard he gets happy if you side with the Stormcloaks and liberate Whiterun
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Dual wielding daedric swords of 327 damage each...
Valamyr replied to ericdude88's topic in Skyrim's Skyrim LE
While its indeed someone you can choose not to do, a game built to allow this craft min/maxing isnt well designed. It should be patched, and if its not then itll be modded. Personally I can think of two solutions: hard cap the maximum bonuses you can get to Smith/Alch/Enchant at maybe 100%. Thats plenty high for strong weapons but not game breaking. OR make it so you can only have the bonus of one piece of gear and one potion at any given time. I prefer the former solution of a cap, but this would work too. Ultimately, I find carrying around three suits of crafting and several pieces of Haggling gear inconvenient and a little silly though. Im not a huge fan of these mechanics at all. -
I'm only 29 and I don't feel the need to play on Master difficulty to be challenged. Which goes to demonstrate how dumbed down games are nowadays. Back when I was a kid, I didnt think twice about having to reload some tough battles in Baldurs Gate or such. Nowadays I -expect- a certain ease when playing RPGs as long as I'm not being a dumbass in games. I'm not quite sure how that happened actually.
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Creation Kit release info and patch fix
Valamyr replied to PsYchotic666Joker's topic in Skyrim's Skyrim LE
Sadly this doesn't say we'll have the toolset in early January. "Beginning in January" doesn't mean "early in January" but rather "From January onwards". In other words, CK could still be almost two whole months away. -
I read that there is only 81 perk points. Just played the game, so I weren't aware that there are quests that award perk points. Yeap, my sentiment exactly. Some of the magic perks are not relevant, depending on play style. Oh yeah, powerful poison can be created from alchemy, and with the bow, it is a killer. :D Cap is level 81, thus 80 perk points. There ARE perks you get through in-game actions, including 14 permanent ones listed in the Prima guide. But they arent bonus perk points for use in skills constellations, they are their own things. Small bonuses to this and that. Examples are; " Agent of Dibella +10% damage to the opposite sex, Agent of Mara +15 Resist Magic (prolly the best one), Ancient knowledge +25% armor if wearing all Dwemer and smithing raises faster, Archmage's Authority which improve prices at the College, Assassin's Aegis +25% armor if wearing DB armor, Force without effort (get staggered 25% less, stagger others 25% more). Others have effects like: chance to find more gems in chests, healing spells heal 10% more, chance to create two potions when doing alchemy, bonuses to some shouts. They're all quest related. So basically when it comes to the Skill Trees, there's 80 perk picks outta 250 options. edit: well I typed that for nothing. Its already wiki'd :) http://www.uesp.net/wiki/Skyrim:Agent_of_Dibella#Agent_of_Dibella
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Do you think horses are compleetly useless in skyrim?
Valamyr replied to sixcross's topic in Skyrim's Skyrim LE
Yep they largely are. When I got Shadowmere and he was as slow as a normal horse i got made and used the console for the first time in Skyrim. I gave him a 50% speed boost and then he felt just right... fast enough to be worth bothering with. Since then I've used him... but before that, meh :/ -
You at your most evil (share you favorite evil moments)
Valamyr replied to J_R's topic in Skyrim's Skyrim LE
Made kids killable and used Frenzy to have them kill each other. Thats my best so far in Skyrim. My best moment in recent memory was in New Vegas. I was playing without knowing any story spoilers and at the entrance of that little village wiped out by Caesar's Legion, when you meet the 'lottery winner' I put a bullet between his eyes and stole his winning ticket. Then I learned it was a prize for getting to leave the place alive rather than the key to wealth. My character was bummed and proceeded to slaughter the legionaries in frustration, but I am still basking in the glow of the delicious irony. -
Because it is impossible to be both, you can either be a werewolf or a vampire but not both. Thats not really accurate, I talked about using the console, keep in mind. With the console you can be both. Various videos on youtube show it, and common sense dictates it as well. Its not 'impossible' to be both, its just impossible to be both without cheating. These states can be added in like any other disease with the right IDs.
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I was using only generic "throwaway" followers (ie, the dark brotherhood nameless assassins) for this reason. Killing one and picking up its magic replacement was my "fix" so far. Good to know I can go back to followers with a name (if no more personality, sadly..)
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Actually I've tried using the console for the opposite; regaining Vampirism despite being a Werewolf. I'd like to have both states at the same time and I think the console's the only way for now. But I havent managed to get it to work yet even with the console :(
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Its not too noticeable because I have a really powerful system from a couple months ago but despite this, there is the occasional slowdown especially after multitasking. Also, there seems to be times where the mouse slows down but not the rest, giving a feeling like it's laggy while it's not really... I'd have to install it on my old PC to really comment I guess, but my gut feeling tells me "pretty damn crappy, thank god for my hot hardware". Ie, in the same league as previous titles for optimization. What drastically improved is stability. Although the fact we have almost no mods yet certainly must help, but that aside, I recall vanilla Oblivion crashing on me far too much for my tastes. Skyrim with LAA never crashed for me yet; before LAA I had periodic crashes due to the memory limit but they were relatively rare still compared to FO3 or Oblivion.
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They took longer than I was expecting for what its worth hehe.
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Even with the CK Vampiric Drain will be hard to balance. IMO it would work best, given its a blood drain, as a percentage based attack. Meaning it would kill your foes in the same amount of time no matter what their hitpoints are. Even in its rank 4 form right now, its pathetically weak at higher levels. Something like Vampiric Drain should be MUCH stronger for sure. Scalable, in fact.
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I LOL'd at the fact that there are CHEESE WHEELS in that clutter. If youre going to hoard for hoarding's sake, make sure the stuff has some value ;)
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There is no class, there is only the MOAT :pirate: :thumbsup: I also sorely need a decent hotkey system but I assume the CK will be needed, and SKSE.
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Super Annoying "Blindsighted" glitch. {{Spoilers}}
Valamyr replied to PirotessaQ's topic in Skyrim's Skyrim LE
Cross the door at the end of that tunnel and see if she wont just be on the other side regardless. I lost these two behind ten times and they always warped to me whenever I crossed a doorway. -
Thank you for sharing your thoughts. :facepalm:
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Offensive Magic is severely underpowered at high levels because it doesnt scale then, but at lower levels the spells currently in the game are fine. The problem isn't so much what we can do than what we cant do. Im longing for a "Supreme-Magicka" type mod to add many spells that we've lost and that I miss sorely since Oblivion and Morrowind. But that aside, Id say magic is balanced early on, and quite weak (even laughably weak as a primary offense) by the time you hit high levels.
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It's probably the same 30 days that it takes for dungeons to reset... maybe.. :tongue: still needs ebony ingots to upgrade Daedric. Furthermore at my level I get a lot of Ebony drops and I can raise the price of a looted sword from 2k to 4k as a master smith with an ebony ingot, so theyre definitely valuable. I buy every one I find on smiths and I use the money for grand soul gems and top potions. Loot item > upgrade at smith > enchant with a lesser soul with 'banishment' or other high-value enchant > vendor for 5K is a great way to get rich too.
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This is what I just did and LAA works again. This being said, a word of caution, in some countries cracking a game you legally own can be illegal. My country is considering a bill right now that would make breaking a digital lock no matter the circumstances illegal. But who cares. Short version, until Steam undoes what they just did, we'll all have to deal with the gray area and use cracked EXEs
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+1. I consider the research-and-modding phase to be an end into itself. Once I THINK I'm satisfied with everything and start a "real" playthrough, it always ends up a "tweak and fine tune" playthrough where I change little things, take some stuff out, put new stuff in... basically my gaming becomes a test run. After 5 years and 220 mods I finally had a REAL game of Oblivion on a solid and battle tested install I didn't have to tweak and that didnt crash. Of course I knew the game by heart then, but it was immensely satisfying to finally feel everything was right and that what was running on my computer was infinitely better than what Bethesda could ever publish commercially :thumbsup: In short, modding is a game into itself.
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Can confirm. Armor-related stealth penalties are based on armor weight, and conditioning negate that portion. There are other stealth penalties like running or not that still applies until you also take the perk for that in the Stealth tree, but as far as heavy vs light armor is concerned, the advantages of light armor are: 1. Until you get the weight-negating perk, light armor is better for sneaking 2. Light armor gets its own weight-negating perk earlier skillpoint wise (50 vs 70) and 3. Light armor gets a stamina-regen perks that helps keep you sprinting almost all the time, so it keeps better mobility than heavy armor until the end. However it doesn't make heavy armor a no-brainer. Light armor has several things going for it, namely the fact that you can also hit the armor cap with Dragonscale (light) armor. The best thing Heavy has is better / more Artifact-quality Heavy armor, but even that can be negated if you spec into Enchanting.