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avianmosquito

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  1. I'm working on Unity now, actually. Thank you GODSBANE123456 for pointing me to it. Sorry TESNexus, but I don't think this belongs in this forum anymore. EDIT: Not only that, but given that Unity isn't as restrictive, I might start off on a different kind of game anyway. (Science fiction is better for multiplayer, and contemporary is easier. Either of those would also be a compaign-based game rather than a wide-open sandbox.) EDIT2: Although, since Oblivion already has most of the resources I require, and I'm not proficient with Unity or Blender yet, I'll be using Oblivion and the CS to make this game, and create a contemporary game using Unity at a later time. Why the sudden change of heart? I discussed it with my friends and my fiancee, and they aren't available until summer either, not for long enough, and there aren't enough people available.
  2. I can't wait until September. I only have summer quarter off, and college outranks gaming.
  3. Wrong kind of guns. Most of the ones in game are matchlock firearms, the crudest firearms you can imagine. The Aesir have both wheellock and flintlock firearms as well, but those are enemy-exclusive because none of your characters are large enough to wield them.
  4. Chargen: Species: Your characters (You have two. Switching between them might be difficult to script, but it should be possible.) are supervisors at a foundry in the city-state Hohsturm, within the empire of Schneesturm. The game starts with a chargen menu. First, select your species and your subspecies. (Your character is a child, so keep that in mind while making your choice. Subspecies replaces birthsign.) Katzemensch: Reclusive, chaos-aligned creatures, ground element. Their name is a misnomer, as their features are anything but feline. While their ears are structured like those of a hyena, which does make them technically feliform, their tails are simian. Other than that and their unique teeth, they appear human. Although normally nudists, the cold air and driving snow of Schneesturm forces them to dress almost as heavily as the other occupants. Their magical specialty is illusion, and their destruction spells are "fluch" (damage energy, zauber and health) and "blitz." (shock damage, drain health and silence) Cats are friendlier towards them than other species. (Dogs have no disposition modifier, so don't worry about it.) Supspecies include gigant and winzig, in addition to gemaene. Gigant are twice the size of normal katzemensch, winzig are half size. This comes with a massive bonus to strength & constitution or dexterity & speed, while penalizing the other. Gemaene is the common version, and is the default option. No bonus or penalty. Mensch: Prominant neutral species, ground element. They appear human, except for the elvish ears. Their skin tones vary wildly, from human-like browns (all the way from tan to black) to red, blue, green, grey, etcetera. They are normal-sized by the standards of Eo, which won't mean anything until you put them next to a human and realize that "normal size" is less than a metre. (Adult humans in the CS will register as creatures because they're too large to be NPCs. Human children are a different matter, as they actually fit within the size parametres.) No magic specialty, destruction spell types are "blitz" and "hitz." (fire damage, damage fatigue, disintigrate armour) Only subspecies are gemaene and winzig. Elvr: Prominant species, subspecies determines alignment and element. They appear similar to mensch, being taller and thinner. The first elvr were the Gottvr, illigitimate spawn of Aesir and Vanir. (Don't ask how, it's a disturbing image.) All other subspecies were spawn of Gottvr and mortals. Generally snobbish, and not looked upon very fondly. Subspecies are Alvr, (Chaos, grass, illusion) Eldvr, (Order, fire, destruction) Blitzvr, (Chaos, wind, destruction) Arnvr, (Order, rock, fortification, unplayable) and Gottvr. (Neutral, divine, manipulation, unplayable.) Cubus: Strongly hated chaos-aligned species, wind element. Males are "incubi," females are "succubi." Be careful about choosing this option, because most species HATE them. They are small by the standards of Eo, (Adults are 1.25 in CS, 1.5 is normal) and their wings prevent them from wearing most upper-body clothing. In order to be used to any effect, their wings must change position and dislocate their shoulders.In effect, they allow the player to jump in mid-air, although to less effect than on the ground. Holding the E key gives about the right delay to hover. Unless you use the "spell" that dislocates your shoulders, this is VERY weak, only allowing you to slow your falls. Once your shoulders are dislocated, you get a large bonus to acrobatics and athletics, and the penalty to jump hieght in mid-air is reduced, while you are granted better control over your movement, but your strength and dexterity is greatly reduced. Males move and climb faster, females have better control over their movement in mid-air. No magic specialty, only destruction spell type is "blitz." No subspecies. Siren: Strongly hated order-aligned species, fire element. The order equivalent to cubi, with avian wings. They are hated just as much as cubi, so be careful about choosing them. They are similar in size to cubi, and have different flight characteristics. While sex plays a similar role in determining flight characteristics, the bonuses and penalties are smaller. No magic specialty, only destruction spell type is "hitz." No subspecies. Nagini: Rare species, subspecies determines alignment and element. Very large. Four-armed humanoid upper body, serpentine lower body. This is achieved by making the "lower body" have no texture, and having the tail be their lower body. The second set of arms comes with the tail, and has little effect on gameplay. Most nagini other than the player are registered as creatures, and attack with all four arms. They cannot wear normal clothing, as it needs to be built for their size and accomodate their second set of arms. No clothing will fit their lower body, they have no feet to put shoes on, and their arms have a unique shape that prevents them from wearing normal gloves. They despise jewelry and refuse to wear it. They may feed like a vampire, human or snake should the need arise, and all forms save for eldr and blitz can breath water. They have seven subspecies: Eldr, (order, fire, bursts into flame at will) Blitz, (chaos, wind, can slow its fall with magic and walk on water), Iss, (neutral, water, uses frost magic and is immune to "detect") Gemaene, (neutral, ground, specializes in fortification) Vior, (Neutral, Wood, Poisonous teeth and claws, regenerating venom supply) Licht, (order, divine, unplayable, glows and specializes in manipulation) and Derk. (chaos, divine, unplayabe, immune to "detect" and specilizes in illusion) Dwerrows: Prevalent species, neutral, rock element. (Singlular form is dwerg) Second most durable species, and has plenty of physical power. Four arms, the second two end in mouths and are merely used in their "feed" animation. EXTREMELY hard to kill, and their skin alone is as good as armour. Not as vulnerable to organ trauma (save for their heart) as other species, and is hard to kill through blood loss, but lacks in dexterity, cannot use magic, and is extremely slow. (The reason is obvious. They're set to be shorter than normal, but twice normal girth.) Back is covered in tentacles that only serve to make them the same speed in water as on land. They can breath water, and have no subspecies. Oruk: Prevalent species, neutral, fire element. Taller than most other species, and has the strength of a minotaur. Although not "ugly" per se, they are not particularly attractive, and are not exactly loved by the populace. They have a friendly relationship with all forms of elvr. Their only spell type is "hitz." They are skilled in hand-to-hand. Their flesh ranges from yellow-red. Their soldiers shave their heads, but their civilians are never allowed to cut their hair. No subspecies. Minotavros: Rare species, neutral, rock element. (Singlular form is, yes, minotaur.) Roughly the size of a human, and is extremely powerful. Loves blunt weaponry and cannot use magic. Fast, strong, and durable, but unintelligent and lacking dexterity. Their size prohibits them from entering most homes, their body structure prevents them from wearing most clothing. Unlike in Oblivion, both sexes exist in game, and they are registered as NPCs. Isa: Prevalent species, neutral, water element. Slightly above normal size, slow, normal strength, poor dexterity and cannot use magic, but is nigh-indestructible. Their body is naturally armoured, and they are hard to defeat through mere organ damage, while they bleed very little, very slowly and need to lose a lot of blood to die. Killing them is a challenge, and even if you do they are reborn as two infant Isa that erupt from their abdomen, fully aware of their previous lives. (The game simply spawns two infant isa when they die, and if they were the player, the player controls one of them. After a delay of one month, the infants gain the ability to respawn once, and in one year twice.) The only way to kill them for good is to kill both of the infants before they gain the ability to respawn. After one year they are fully grown and cease to age. No subspecies. Simini: Bonus species for playtesters, neutral, divine. Normal sized, with above-average magical power, strenth, dexterity and speed, at the cost of being fragile, uncharismatic and hated by all species save for dwerg. They are anthromorphic canines with four-fingered hands. As a simini, many species will attack you on sight. Capable in all forms of magic, can toggle night eye and detect at will. Their vision is unique and unusual, (Assuming I can figure out how to script it, when you choose to play as them, colours are reversed. Blue becomes red, red becomes blue, and green stays the same.) They bleed blue, which is unique amongst the species, and they can use "kraft," "hitz," "Blitz," and "Fluch." No subspecies. Class: After choosing your species, sex, subspecies and customizing your appearance, you now select your class. The classes are different, but should not require introduction at this time. Custom class remains the same. Starting items: Finally, you get to choose a small number of starting items. Their total value may not exceed 100, and you may only choose apparal, apparati, ingredients and miscellanious items. No weapons or ammunition as of yet. Tutorial Quest: ~~~~
  5. Actually, both sides use magic. It's a basic, and rather mundane, ability for most living things on Eo. It's the ranged equivalent of fighting hand-to-hand. It's good if you're out of options and it's always there, but weapons are usually better choices. The term for magic and the energy used for it in-universe is zauber instead of magicka. (They use a lot of German.) It's a subset of the body's physical energy, (Energy replaces fatigue. It makes more sense.) and only recharges when the body cannot prepare more energy. (Or upon necessity. All species have a spell that recharges it at the expense of energy.) The magic in use varies from one species to another, with the spell types "kraft" (does blunt/hand-to-hand, push enemy and demoralize) and "befehl" (commands creatures and NPCs) being on the side of order, while "fluch" (damages fatigue, magicka and health) and most illusion magic lie on the side of chaos. There's no preference for magic or technology on either side, the vanir simply lack the coordination to advance technology on their own. (Although they make excellent bows, that's undisputed.) As far as guns, they act as staves with new animations. Magic in this universe in inherent to life, and cannot be implanted into an object, so there are no magic staves. There are enchanted weapons, but those weapons are very definitely alive. Guns are terrible weapons, however. They'll be scripted to pick a random trajectory within a certain bounds, making hits with them more a matter of luck than skill. If you're going to carry a gun, make it a pistol. You can use it with a shield and it doesn't take up much room. Just let them get close because you (usually) only get one shot. The other good option is a blunderbuss. Just keep in mind that it is just as good at killing innocent bystanders as targets, so only fire if there's nothing downrange you don't want to punch many tiny holes in. There are crossbows as well, which also fill the role of staves. They're easy to use and quite accurate, but just not as powerful as bows and take too long to load. If you're going for a ranged weapon, just use a bow. Bows are accurate, powerful and quick to fire. However, your crosshair has been removed, so hitting targets will be difficult. Guns and crossbows do puncture damage, which is different from the piercing damage done by arrows. Metal armour is less effective against puncture damage, while fabric and flesh is less effective against piercing damage. Keep that in mind when choosing armour and weapons. The old gods are still present, although they no longer rule the planet. Your alignment is the replacement of the fame/infamy system. You earn order points for completing order sidequests, (which tend to be quite evil) and enforcing the law, while you earn chaos points for completing chaos quests (which also tend to be quite evil) and breaking the law. The game makes it clear that order and chaos are not good and evil, but more practicality and idealism. Practically, order works better than chaos. Ideally, chaos is true freedom, and is more morally correct than order. You'll hear both arguements a lot. As far as spears, I never thought that would be an issue. I'll look into it at a later time. ~~~~
  6. I've decided to upload the setting today so the plot tomorrow will make sense. I must make it clear here that this game, and its 'verse, have nothing to do with the Elder Scrolls at all. The game itself takes place in Eo, a series of thirty worlds across three suns. Specifically, the game is in the main world, which is the largest living world. The other worlds are only mentioned in lore, and will not appear in game. Each living world outside of the main one favours a specific element. (Water, Fire, Wind, Rock and Flesh) Eo's main world has all of these in equal abundance and all are featured in the game. However, it's elements are not the defining attribute. Eo's defining attribute, common to all the living worlds, is its history. Eo was once a thriving world rife with civilization. Tens, maybe hundreds, of billions lived upon its worlds. But Eo was always torn between two forces: order and chaos. They manifested themselves in two groups of physical gods, the titanic Aesir and diminutive Vanir. Unlike their norse counterparts, there was no clear "good" side. Aesir kept order and structure through oppression, discrimination and violence, while Vanir maintained freedom through thievery, deception and murder. For most of their history, the Aesir had the upper hand, using superior technology and coordination to hunt down and exterminate the Vanir. Then things changed. The Aesir's slaves and peasants revolted against them, and the Vanir did not miss the opportunity. The Aesir lost their source of power, and in an act of desperation laid waste to all six worlds, leaving little left of their once proud civilization. All of their technology was lost, leaving behind only flesh and magic. It has been nearly 2,000 years. The world is recovering, having recently rediscovered black powder. The only sign of the god's great civilizations are the ruins. The main world's population is in the tens of millions, and is slowly climbing again. But, despite all the signs to the contrary, the gods are not gone, and the war is not over. Aesir now struggle to regain their power, and the Vanir struggle to put them down for good. Order and chaos cannot make peace, regardless of circumstance. It's time to pick a side.
  7. So am I, that's why I'm waiting for the quarter to end. I'm a writer, for the most part. I am capable of rudimentary modding, but scripting is new to me. I guess I'll have to direct my scripting questions to the forum. I have a friend on my end for meshes, so it comes down to just textures, debugging and playtesting that we're short on. Can you help with those?
  8. Thank you for the info. Now I know it isn't beyond the construction set's capability.
  9. Certainly. I'll PM you if I could use some help. I'm sending you a friends request so I'll be able to contact you more easily in the future.
  10. One problem. With it set up like that, a hit weaker than the amount negated would heal the target. (A truly massive problem, I assure you.) I should be able to figure a way around that one myself, but if you have a way, please let me know. EDIT: 30 seconds and I've already got it. Set a line in the script that states that if the negated damage is greater than the damage, it becomes equal to the damage in the calculation. Forget I said anything.
  11. There is something I've been wanting to do with the construction set. Something long, arduous, time-consuming, irritating, and wall-bangingly difficult. I don't want to mod oblivion anymore, I want to make something new in it's place. Basically, I want to make a new game using the construction set. Not just a little two-hour distraction, but a full, exspansive game along the same lines, with little-no trace of the original game within it. Maybe a shared model here and there, but that's about it. I won't have that kind of time until the end of this quarter but I will be putting plenty of effort into it once I do. I will reveal details about this game idea as time goes on, my next post will be on the new game's plot and will occur in this thread tomorrow, but for now I just want to know if this has ever been done before. Ever. By anyone. Period. ~~~~
  12. DELAY: I have run into two unexpected issues. First, the voices of some characters stopped playing. This turned out not to be mod-related, but it still threw off the schedule. Second, many characters stopped providing services. The reason being that when they were set to auto-calc, it unchecked all of the boxes relating to services. I will need to correct the second error before finishing up the mod. (I'm about 1/3 of the way through the guard overhaul, the last thing on the agenda.) The delay should put the beta release date on TESNexus on either May 7th or 8th. ~~~~
  13. It's a little more realistic, (only a little, unfortunately) and makes the combat much more frantic. It also keeps low level armor from being useless while preventing high level armor from making you nigh-indestructible. In real combat, a swordsman would have to break an enemy's armour anyway, so it makes more sense and adds value to the armourer skill, which was almost useless in the original game. In the original, one suit of daedric armour got my orc through sixteen oblivion gates without breaking. SIXTEEN. Now I'll be damned if it lasts one, but it helps a lot more while it's intact. If you can carry the weight, keep your battles short and try to avoid getting hit as much as possible, armour is your friend. Unfortunately, it also makes all of those things hard as hell. The epitomy of this is glass armour. Full set wieghs 20pts, current total rating is 650. Current total health is... 8. Every hit breaks at least one armour piece, but every piece absorbs most, if not all, of the hit. Hope you have a lot of repair hammers, or are willing to carry a second set.
  14. The reason I set them like that is because 15 is the level cap. It's the pinnacle of human capability. A bunch of idiots trained for a couple weeks two years ago to push the weak around, handed low-grade armour told to stand still or walk in big circles all day while quietly chanting "Just six more hours, just six more hours, just six more hours." and put on a pleasant face for every idiot tourist who doesn't know where the castle is couldn't possibly be anywhere near that. The level cap is now 15, and since enemies are leveled the extremely high level daedra only show up as bossess now, and you wouldn't want the guards wiping the floor with a boss. I've tried it with an only slightly modified version of Kvatch, and they did just fine. Granted, I was healing them as I went along, but they did still do an impressive job considering they were up against all three forms of atronachs, (lv.15) a number of scamps, (5-10) a couple clannfear, (5-10) two dremora caitiffs, (10) one kynval, (15) one Kynmarcher (25) and one Valkynaz. (35) I only lost two of them, both against the female valkynaz archer I added to the throne room. (She got one of them right through the heart, that surprised me.)
  15. Wow. That's quiet a bit of detail. While I do have a deadline on my current mod, (May 1st beta, June 1st Final) as soon as that's done I'll give this a try and possibly use it for the second version. Of course, that also means the second version will take at least twice as long, if not more, but that's fine by me. Thank you for your assisstance. ~~~~
  16. I was going to create a quest where you act as a medic. Once it's done, I could link you to it once it's done. Would that count? EDIT: Well, there are enemies in the quest, but it's not neccesary to fight. Not certain if it fits or not.
  17. Forgive me if this is a dumb question, I've never scripted anything before so I can't really test this myself. Would it be possible to script armour to take off a set amount of damage from attacks? (IE: 2pts regardless of attack power) If so, could it be set to take off differing amounts for different kinds of attacks, (Like blade, blunt, fire and so on) and could I set it to be affected by the armour's condition? (Such as being multiplied by the fraction of remaining health, or being 100% effective until the armour breaks.) Finally, could it be set to only apply if the attack hits a part covered by the armour piece? (Greaves only affecting the legs, helmets only affecting the head, etcetera.) And, if it's not asking too much, could somebody give me an idea on how to do this? I'm new at modding and have never scripted before. This would improve the quality of my mods considerably, especially since my current mod had to go without, and the system I've used in its place (while more interesting than vanilla Oblivion) isn't nearly as good as this would be.
  18. I appear to have posted this in the wrong place. Could an admin please fix that for me?
  19. I have a new mod in the works right now, beta will be posted for public testing on May 1st. For now I have to finish it and iron out the bugs. Shivering Isles and Knights of the Nine were used in their creation, I haven't tried it without and don't know if they'll work that way. The mod has three components, none of which will work properly if used without the other two: Children_Chargen.esp GoddamnRats.esp Realisticfatigue.esp I'll be releasing them as .esp files. The order presented is the order they must load in for them to work as intended. (Otherwise, some race descriptions may not appear, Aureal and Mazken males will not be balanced, grummites will have iron bows and various other minor issues will crop up.) Effects: Health: Player and NPC health is now 10% that of the original game. This will only work properly if you create a new game after installing the mod. Armour: The cap on armour rating has been removed, and armour now provides much more protection. Heavy armour has 10x but only 1% of the health, letting it completely absorb one or two hits, but nothing beyond that. Light armor now has the same health as heavy armour of the same quality and half the rating, while weighing 25% of what the heavy armor does. Shields now have half the armour rating, but twice the health, that they otherwise would with this formula. This makes them have the same rating as greaves but last longer than any other armour. Armour's protection is independent of skill until master in light armor, where it increases 40%. The perks making armour wieghtless only reduce its wieght. At expert, heavy armour wieghs 85% of normal, 70% at master. Light armour becomes 50% wieght at expert. The rate at which armor wears out is also different. Heavy armor takes double damage at novice, while light armor only takes 140%. However, heavy armour degrades at 70% at journeyman, while light armour degrades at 85%, making heavy armour more dependent on skill but longer-lasting at higher levels. All armour with the exception of the blades armour in chargen is now playable. Encumberance: One's max encumberance is now equal to one's strength, as opposed to 5x strength. Weapons, ammunition, potions and ingredients now wiegh 10% of what they used to, everything else remains the same. This makes usage of armour dependent on strength and skill. In order to carry and wear heavy armour you must have enough strength to carry it, which the wieght-reducing perks can help with. Light armour doesn't have as much of a problem, and allows you to carry more weapons, ammunition, ingredients and other items while moving faster, burning fatigue slower and jumping higher, but heavy armour is more protective and (at journeyman and higher) lasts longer. However, you must be a master of heavy armor with a strength of 100 to wear a full set of ebony or daedric armour, even though the latter is now the same wieght as the former, and even then it only allows 0.75 units of wieght after it, so feather and fortify strength are almost a requirement. (Dremora now have feather 50-170pt added as an ability dependent on their level to compensate.) Fatigue: Fatigue is now burned at a base of 5/s when running, while regenerating at 2/s. This means that every second of running takes 2.5s of walking to recover from. This is multiplied by encumberance, so travelling light has its advantages. In fact, if you are not encumbered at all, (which means naked, unarmed and carrying no items) you lose no fatigue from running whatsoever. (This was not intentional, but now I can't figure out how to change it.) Jumping now takes 1/3 of the fatigue, but is now affected by encumberment. At full encumberment it's just as exspensive as it used to be. Restore fatigue is now an invalueable spell effect, and potions of respite are much more common as loot. Magicka: Same quantity, but regenerates slower. Potions: Slower, but more powerful. It's impossible to make a user-created potion with more than 1pt/s in any category, but the maximum effect length ranges from minutes to hours depending on the power of the effect. Built-in potions can no longer be bought from any vendor, but most are now much more powerful. For instance, the weakest potion of respite is now "Restore fatigue, 5pt for 900s." (It actually cancels out the default running expenditure for 15 minutes.) Sedative poisons can put enemies out for hours at a time, allowing you to bypass enemies without killing them. Drain/fortify effects are now matched by a weaker damage effect of the same type, even though they last long enough for this to only matter to the player. Destruction: Health-damaging effects are now 10x as expensive to match the new health scale. (Magic bypasses armour, so this was 100% neccesary to balance gameplay.) Other effects remain the same. Restoration: Much more expensive, especially health restoration. The starting spell heals 1pt per cast, while the default starting health is 8pts. The "resist" effects remain unaltered, however, so restoration still has merit. Conjuration: Much less expensive, allowing longer summons. You may summon up to five creatures, but they cannot be the same creature from the same spell. (Although multiple-creature summons are possible.) Scroll and power conjurations now last several hours, and permanant versions are available, but have a blood cost. (Permanant Lich being the most desirable scroll in the game.) This is most evident with the dunmer "ancestral guardian," which now lasts an entire day. (Unless it dies, but this is consistent amongst all summons.) Illusion: No changes. Mysticism: Reflect damage is much more exspensive to avoid abuse, while dispel is now cheaper. No other changes. Alteration: More expensive in general. Burden and feather are 5x as exspensive to match the new encumberance scale, water breathing is 10x as exspensive in order to make the enchantment more attractive, while water walking is 100x as exspensive and more common amongst creatures. Weapons: Formula is now "Base Damage*Attribute*(0.5+0.5*skill/100)." This also extends to hand-to-hand, which has a base damage of 10. This means a weapon with 0 skill and 100 attribute does 50% of maximum, and a weapon with 0 attribute and 100 skill does nothing. Hand to hand now does 80pts fatigue damage for every point of health damage, meaning that an enemy with the average starting health of 8 and fatigue of 160 will fall down after loosing 1/4 of their health in hand-to-hand. However, the damage is less than before and the reach is slightly shorter. (It's overall more effective, but a weapon is still a better option.) Bows&Arrows: Arrows now have 1/2 damage to keep them balanced, while most bows add nothing to them. (High level bows may add 1-2 damage.) This makes bows a weaker, but safer, weapon to use. Arrows move faster, but speed is dependent on wieght. EDIT: Bows have also been renamed. You don't make bows out of metal, and the new names reflect that. Iron bows are now self bows, steel bows are now composite bows, and silver bows are waxwood. Other names are unchanged. Ranged magic: Ball-type projectiles have the original range, fog and spray-type projectiles have 10% the range, bolt-type projectiles have 10x the range. Sneak: Slightly better base, but the penalties for boots, running and so on is much higher and maximum detection range is by far higher. Running around attracts all sorts of attention, so don't do it. Sneak attack power has been altered, putting more emphasis on melee attacks. Block: Now blocks a maximum of 50% with a shield, 35% with a weapon, and 25% bare-handed. Otherwise unmodified. Movement: Minimum is 0. Characters with 0 speed are immobile. Maximum movement speed with higher. (200 instead of 130) Horses have higher speed. Jumping: Minimum is 0: Characters with 0 acrobatics cannot jump. Maximum jump hieght is higher. (200 instead of 130) Skills in general: Skills progress noticably faster, how much varies from one to another. Levels: You now need to increase 35 major skills to level up. This makes the highest possible level cap 15. Many creatures and Daedra will be higher than this, so some enemies will always be stronger than you. For instance, a Dremora Valkynaz is now level 35, making them FAR stronger than you will ever be. This is fitting, as they are now used entirely as bossess, and bossess must be stronger than you. Jyggalag's highest level is 100, his lowest 85, making him incredibly difficult to beat. (But he's the final boss, he's supposed to be.) Playable races: Dremora, Aureal and Mazken are now playable. Aureal and Mazken now have male and female characters balanced. (In the original, males had an attribute total of 235. They are now 320 like everyone else. A new playable race entitled "Daedric Berserker" and another entitled "Unmer" are now available. The former is a minor daedra that is powerful but cannot wear armor, the latter is a replacement body for souls that have lost their own. Children: Player only as of yet, but a child version of every playable race exists. They have reduced strength, while their 1/2 scale gives them a slower movement speed and lesser reach and their skill bonuses are now 15pts, but this is compensated for by increasing their speed (30pts) and personality, (15pts) while fortifying acrobatics, (15pts) athletics, (15pts) sneak, (15pts) health (2pts) and fatigue. (165pts) They also now have an "embrace" greater power that varies from one race to another, varying from a calming effect to a healing one. (Although it always has a powerful charm component.) They may be better or worse than adults, it simply depends on your playstyle. Starting equipment: You now start wearing only your wrist irons, and with four new spells. (Dispel, light, shield and summon rat) EDIT: Also, the rough leather armour in chargen is now rough fur, because fur is on the same tier as iron. Renault's sword breaks and is unusable, and she no longer carries a shortsword. You need to use the equipment you find as you go, which is all rusty until you start meeting goblins, which all use regular iron weapons. Creatures: Now have 1/5th health. The reason their health has been reduced less is to compensate for their inability to wear armour. Daedra: Daedra are now MUCH tougher compared to the player and always yield grand souls. High level daedra can flat-out smite you if given the opportunity. Atronachs: Flame, Frost and Storm atronachs are now balanced and appear at the same level, while all inherit the "stunted magicka" effect. Flame atronachs move blindingly fast and can walk on water, but the others are more powerful and durable. All have two spells with identical power, both 1pt/s elemental, with the target spell being for 5s and the touch spell for 10s. The flame atronach has a 5pt melee, the frost atronach has a 40pt melee, and the frost atronach has a 25pt melee. The highest starting health is 22, (daedric berserker child) meaning if you let the latter two lumbering behemoths near you, they will often kill you in a single hit. Guards: Now locked at level 5, 10 or 15, depending on their station. Basic guards are now level 5, soldiers (guards outside of cities) are now 10, elites and captains are five levels higher, and the soldiers of Kvatch are all 15. This makes it hard for a low-level player to kill them, but a high level player won't have to worry about it. Ethereal undead: All ethereal undead now have half the health in proportion to the bones and flesh undead in order to balance their resistances. Bones undead: All bones undead now have stronger elemental resistances to make up for their low health. Rats: Rats are now much smaller and exist in four different sizes. This has a minimal effect on their stats, and mostly serves to make them harder to hit. (EDIT) Group Combat: Group combat. Get used to it. Your enemies are not stupid, they always move in numbers. Large numbers. You will frequently enter a chamber and find it's standing room only. Dozens of zombies, scamps, low-level dremora or other weaker creatures are always present and are frequently supported by smaller numbers of more powerful creatures such as lichs, spider daedra and so on. You will almost never fight 1-on-1. Most encounters will require creative thinking and possible assisstance. "Resist normal weapons" ignoring weapons: Silver weapons have been weakened to balance their ability to ignore the "resist normal weapons" effect. Elven weapons now ignore "resist normal weapons." No other changes. Enchantments: Follow the same rules as the spells they are based off of. Apparati: New apparatus, entitled "crude mortar&pestle" is now available, and replaces the novice mortar&pestle found in character generation. Noticably less effective. Spellmaking&enchanting: Less exspensive, all effects are available. Kvatch: Kvatch, by Talos Kvatch... Kvatch will curbstomp you. Kvatch was overrun by an entire army of daedra, and now IT'S STILL THERE. The entire thing. An entire company of daedra. (Mostly scamps, but what can you do.) Don't let your guard down, use cover, and don't be too proud to scramble up the side of the nearest building. This will not be fun, this will be long, slow and terrifying. I accept questions, and desire feedback. Will give any and all details. As a side note, I am also releasing a group of superjump mods. I find them very entertaining, and will upload them all to the nexus if any desire for them is presented.
  20. That still doesn't explain why fast travel was causing a problem, but it's good to know all the same. Thank you. Weirdly enough, the crashes cleared themselves up in the morning. My computer's auto-defrag ran last night, and it restarted afterward. I don't know which one helped, but in the saved game where I couldn't sleep/wait/travel last night, I am now able to do all of these things without issue. Color me confused. Lucky bastard, mine's still doing it. :dry: Not certain defrag and restart are going to help, but it's worth a try.
  21. I'm having the same issue, and I've done everything. Removing mods doesn't work, removing plugins doesn't work, patching doesn't work, deleting all saves doesn't work, reinstalling doesn't work, deativating autosaves doesn't work. Updating all device drivers, checking for compatibility, and confirming that there is absolutely no problem doesn't work. Hell, buying a new disk and starting all over again didn't work. There's not much that can be said, really. This issue is extremely common and it looks like it's irreperable once it's there. Hopefully somebody will find a way to fix it, but until then we're stuck like this.
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