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Everything posted by LoneVandal
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AutoPerks - How Would You Mod Them In?
LoneVandal replied to LoneVandal's topic in Skyrim's Skyrim LE
Well, maybe. I don't know, I'm new around here. I'm just really surprised no one has done this already more than anything. Is there really no way to just make perks cost nothing to purchase or give yourself 300 perk points? -
AutoPerks - How Would You Mod Them In?
LoneVandal replied to LoneVandal's topic in Skyrim's Skyrim LE
Anyone got tips on making this mod work as I described it? Still wondering if anyone is going to release an unlimited perks / autoperks mod, or has any suggestions on how I can implement one? This seems like a really basic thing that people would have done by now. -
AutoPerks - How Would You Mod Them In?
LoneVandal replied to LoneVandal's topic in Skyrim's Skyrim LE
Anyone got tips on making this mod work as I described it? -
AutoPerks - How Would You Mod Them In?
LoneVandal replied to LoneVandal's topic in Skyrim's Skyrim LE
Ok I've done that, thanks. So far all I can figure out how to do is remove pre-requisite perks, how do you remove the need to spend perk points at all? Alternatively is there a way to give yourself 300 perk points at level 1? I'd prefer not to have to actually spend perk points since it is a moot gesture when you have enough for every skill anyway. -
AutoPerks - How Would You Mod Them In?
LoneVandal replied to LoneVandal's topic in Skyrim's Skyrim LE
When I click on the Perk submenu there is nothing listed in any of the windows. Did I need to load something first? -
Hi, I want to modify Skyrim to award Perks as you get your skill high enough to be allowed to purchase it normally, without having to spend perk points or be limited to 50-80 perks max. I don't really care about the balance implications, I just want the perks if I put in the time to level up a skill enough to get them normally. I am not interested in rolling 5 characters to try stuff out that I'm afraid I might not like and want to undo. I'm also not interested in fiddling with command lines every time I want to experiment with something. I want a simple, invisible, solution. I have no idea how to mod Skyrim so if you could point me in the right direction on this I'd appreciate it, or if you already know how to do something like this feel free to take up the project yourself, I'm sure it would be done faster. I'm honestly waiting to play Skyrim past the opening act until a mod like this exists, I tried the game a little, realized I didn't like being a spellcaster, and realized I couldn't get back the perks I already wasted. Lets make character customization a little less restrictive :D
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Pickpocketing. Why would a Dragonborn even bother?
LoneVandal replied to LoneVandal's topic in Skyrim's Skyrim LE
It just seems so below the status of a godchild to do stuff like that, and even if you used to in your "past life" that doesn't matter at all once the game begins, you immediately go slay a dragon that was wrecking an entire fort and establish yourself as a superhumanoid while eating the soul of said dragon. I would disable blacksmithing and herb gathering / alchemy as well, what the f*** kind of godchild collects cave mushrooms? Bethesda has already thrust you into the role of the Most Important Person in Skyrim, and it just doesn't make any sense to be wasting your time doing things a common criminal or peasant would be doing to stay alive once you know the entire world is counting on you to continue existing. -
I am thinking about modding the game in multiple ways and splitting each mod into components that the user can enable or disable independently of the others. The most flavor / role play focused module I am thinking of is one that just removes Pickpocketing from the game entirely. Think about how absurd it is for you to be able to remove equipped items from npcs without them noticing their sword belt is now missing along with their sword. Think about how absurd it is for that skill to exist as an option for your main character. You are a Dragonborn. Think about how a truly evil / immoral person with godlike powers would just kill someone who had a shiny object they desired to possess (or because they thought it was just fun to murder people). Think about how insanely rich you can become just by abusing crafting and enchanting, even if you were evil, if you were smart you would still just make money the fastest way possible. The only time I could justify the existence of this skill in this setting for Skyrim's main character, is if you were role playing a Dragonborn kleptomaniac, and if so you would have the option to disable this mod.
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Interest Check: Perk Freedom / Perk Rebalance
LoneVandal replied to LoneVandal's topic in Skyrim's Skyrim LE
Well glad to see people agree in general that the perk system really needs some work. I am thinking about revamping magic in general as another module of the mod, specifically making the spells have better secondary effects. Who the hell cares if your Lightning spells drain enemy magicka? That only matters if they bother using spells in the first place, and from the amount of spam I've seen it doesn't seem like your piddly drain amount is going to win you a mage-fight any better with Lightning than you would with Fire or Ice. Now, wouldn't it be more interesting if the tier 1 destruction spells were more like this: Fire: ramping damage over time, maximum damage over time effect after 5 seconds of exposure, and opponents drop red hot weapon / shield for 5 seconds. new perk could increase duration of damage over time component or disarm duration or both. Frost: slows down enemy movement and attack speed by an increasing amount, maxing out at 5 seconds of exposure, and lasts for 5 seconds after ending your spellcast. New perk could increase slow duration, or cause the target to be rooted in place after 5 seconds exposure. Lightning: increasing chance of causing paralysis while channeled on an enemy, paralysis lasts 5 seconds. New perk could increase duration of paralysis, or allow you to paralyze enemies which are normally immune or highly resistant, but only after 5 seconds of exposure. This is just simple crap I farted out of my brain in 10 minutes, the possibilities for more interesting spells are endless. -
First my main character that is level 71 right now and capped in pretty much everything but the magic schools, is wearing Dragonplate boots, chest, gloves, shield, and im 250 armor above the armor cap. If I wear a dragonplate helmet aswell my armor goes up to 1280 (because of the 25% armor perks) Since I'm always using a shield I could even run around in just dragonplate boots + gloves + shield and have my body naked and a nice visual-purpose-only head slot. Daedric armor is overrated. I think the best armor on a female = Dragonplate. Best armor on male character : Wolf Armor (no helmet) yes, you can easily get the armor cap with wolf armor, while not wearing the complete set. I've started a new game yesterday on which im going pure mage focusing on : Enchanting, Conjuration, Destruction, Restoration, and Alteration for the magic resistance (I'm a breton aswell, so alteration+racial+25% from the Lord stone will pretty much leave me unharmed by spells) I'm just wearing Clothing items now, and I'm playing on master difficulty. Fighting anything is quite the challenge, I have to kite and hide behind walls throw a couple spells and hide again, enemy archers do 80 to 100% of my health in one hit but since they are archers and im not a moron, I avoid most of their attacks. I'm thinking about grabbing some heavy armor though, just boots, gloves, maybe helmet (if I get my hands on the dragonpriest masks) that should provide me with about 30-40% damage reduction vs melee. So yes, if you're a pure mage with no light/heavy armor, relying just on your strong offense (in early game atleast) and your restoration spells and not armor, and you cant avoid getting attacked since you'd rather stay in one place casting then you should stop crying and play a heavy armor class or a different game. I would like to make Mage spells more interesting by adding secondary effects to some of them, like if you use the initial tier Destruction spells having enemies drop their superheated weapons and shields after being burned for 5 seconds, having the frost spell slow enemies so they may be kited while it is on them and for 5 seconds after, and the lightning spell causing an increasing chance of inflicting paralysis for 5 seconds the longer you channel it on them. This is just a quick example of how the spells could become more tactical and interesting without increasing their damage output. It does seem to me like any mod to damage in this game needs to pick a difficulty level and say "this mod is balanced for difficulty mode x" or have separate values for each setting, which would be a pain in the ass to do (who has time to rebalance a mod 5 times?). I can't freaking wait for the Creation Kit.
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If you want to be a master thief or assassin who has maxed out Pickpocket, Lockpicking, Sneak, and Alchemy for poison brewing, wouldn't you also want to be good at wearing Light Armor and using melee weapons? What if you wanted to also train yourself to be a master bowman? What about your magic bar, is that going to be useless to you all game long because you don't have any perk points left to put into spell schools, even if you train up the associated skills? What if you wanted to craft your own light armor and enchant it after spending the time to become good at those things? TLDR; I want to do more things with my character than the game will let me. I feel like Bethesda made a classic design mistake with the perk system, in that, you are forced to allocate resources between combat and non-combat skills in a game entirely about combat, from the same pool of points. Nobody wants to be bad at combat, so by default you are forced to spend a lot of points in offensive and defensive capabilities before you even think about leveling things like Smithing, Enchanting, Speech, Lockpicking, Pickpocketing, and Alchemy. If you choose to put perks in those instead of fighting abilities, combat becomes unfair. TLDR; It is bad design to force players to divide resources between combat and non-combat from a single pool. Not only that, there are 249 perks available in this game by default. When you reach the soft cap at level 50, that means you only have access to 1/5 of the options available to your character. While you could grind yourself up to level 80 over the course of weeks, you're already basically at the end of the regular play experience at level 50. Now I know some people would think "Just make another character to try out other play styles then.", but when the most significant change to the game on a subsequent replay is whether you kill people with bow, a sword, or a spell, it is not exactly what I would call "insane replay value". I would prefer to be able to explore the different skill sets without having to start the entire game over 5 times, personally. TLDR; I will only ever have 1/5 of the possible perks in the game in one regular play through, I don't want to beat the game 5 times to see all the player options. I am interested in modding Skyrim to automatically grant you the perks associated with obtaining the appropriate level of skill in a tree, and removing the limitations on the number of perks you can have. It isn't about powergaming or minmaxing, it is about freedom to build the kind of character you want. As well, there are quite a few perks in the trees that are just not that interesting or useful, and under the current system would be a complete waste of points to take anyway. The mod would eventually address these issues and others related to balance and perks. TLDR; The mod I am proposing would remove the perk limit by giving you any perk you attained enough skill to purchase normally through leveling up, and could possibly rebalance the trees themselves to make some crappy perks more appealing as a separate module If you think this is a good idea and a mod you would want to play with, vote!