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HiddenRanger

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  1. So I started a new character and I had a two hit death from a wooden club by a bandit boss wearing fur armor. My 3 arrows and multiple slashes from my dual wielding swords barely phased him :down: . I was running a Skyre/deadly combat mix. Still excitedly waiting for your combat overhaul where boss=/=dragon strength. :rolleyes: Thanks Mansh00ter
  2. Hey manshooter, do you think you will add throwing knives to the combat mod? Such as This. It would be nice to carry a few silver throwing knives around just in case I happen to run into a vampire. I'm all for the resistances to make creatures different. Keep on chugging man :)
  3. Just curious, how many mods are you running right now lokiron? I'm running about 50 or so and I only have had crashes after installing a new one a then having a load order issue but once that is settled it has been fine for me.
  4. The Thalmor hate me, stormcloaks hate me, imperials tried to kill me, what's a bosmer to do? :blink:
  5. Will the player be able to dodge and strafe as well? Assuming this is a new movement and not them just running to the side real quick.
  6. Looks pretty good! Was that a shield bash that took you down a third of you health at 1:42 though? I'm guessing that scripting delay is the delay in the reduction of damage? Thanks for the update :)
  7. I think the concept of "skill" may be causing the confusion. There are two types of skill be discussed here. The character skill in a certain aspect of the game and the skill of the player (you and me). I think, and I very well may be wrong, that mansh00ter is trying to make to game more focused on our skill as gamers. Your character no longer has the advantages that the vanilla game gave so now it requires you to use your full potential while controlling your character by planning, not button smashing, etc. So instead of progressing through the game getting perks and such which increases your characters skill you get greater battle knowledge and prowess along with better gear that does have some impact. Which I like as it is more challenging of you since we have to be consistently on the ball for our character to succeed. Just my take though :) I think what I would like more than anything though is the physical ability to dodge away. I'm still worried about my bosmer getting too up close and personal with the brutes in skyrim :woot:
  8. Personally, I enjoy throwing back a couple after a long day of killing bandits so bring on the alcohol effects! Addiction to health potions is interesting but really not all that game changing in my opinion. I would rather them be heal over time. It doesn't matter how hard you make combat if you can just spam health potions. Mansh00ter has it right in my opinion :thumbsup:
  9. Toilet mod :whistling: If I remember correctly you were pondering a crapper animation for basic needs ;)
  10. I think that answering tomislawus's scenario about how each "class" is going to be able to handle the three bandits will clear up everyone's confusion. I am looking forward to the mod for sure but am worried my leather wearing ranger style bosmer is going to get manhandled by some orcs in heavy armor. I dual wield also so I don't even have a shield to block arrows :facepalm: It wouldn't be a problem if there were a way do dodge to a direction or some kind of agility movement for light armor wearers.
  11. So will there any benefit to staying in light armor? Such as a noticeable difference in speed of movement between a player in light vs heavy plate? It sure doesn't feel that way in vanilla lol
  12. Soooo excited for this!! I know that when it is released it requires a new game start but will it require one after updates? And is the combat mod the only TRO mod that will require a fresh start? Thanks!
  13. I was following this thread awhile back before the ck was even released. I then stopped playing Skyrim until recently. Then found Basic Needs by chance and Realized that it was by you Mansh00ter. So naturally I'm following this thread again :biggrin: I am glad that this idea is becoming a reality. I find the vanilla game lacking to say the least. About the dual wield parrying system. Is a successful parry going to completely negate damage? I would prefer if it did. I use the dual wield parrying mod right now and I still receive some damage after parrying(caused by that mod or another I'm not sure) and it is very frustrating as I think to myself during the fight, "I just parried that and I still damaged me, that doesn't make sense". Also, I use the non Dragon Script version of that mod with the Right click to parry, Left click to swing random sides, and both to perform dual power attacks. It works very well. I hope to see it in the combat mod as well (even with the lowered damage for the dual attack). Another question, will weapons added by other mods like Jaysus swords completely break the balance by not being inline with the standard weapon changes? -----------Ramblings on TRO in General ---------------------- I think that Mansh00ter has gotten all of this pretty right. Yeah it would be nice if there were more spells like some have said and yes others have already overhauled combat but neither of those are going to work in a realism based system as they are. Right now I am running both deadly combat and dual wield parrying and enjoy what they both bring tremendously. But I will be switching when TRO Combat is released. Why? Because I want a completely compatible and fluid TRO experience. In order to ensure that the experience is as fluid and "real" as it can be, its best to come from one place even if they are similar to mods already out there. From what I can tell, TRO is like deadly combat, deadly dragons, a needs system, and a lot other immersion mods that you want all in one coherent system. Having said that, if you have a mod that adds completely new spells and you really want them, I don't think they would be affected too much by this mod. For example, lets say you get a mod that adds a new spell that makes the enemy trip. If Mansh00ter hasn't adjusted for that spell how is TRO going to affect it? I may be wrong but I think that is correct. What I would be more concerned with is compatibility with mods like Wars in Skyrim. If you have this balanced system everywhere else and then hit a battleground with overpowered brutes coming at you it would be game breaking. Hopefully mods like Wars in Skyrim have NPC's that are affected by Mansh00ter's changes, again just speculating at possibilities. Mansh00ter, thanks a bunch for this! You seem to have a pretty good head on your shoulders by listening to everyone and still remaining true to the overall goal. I am impressed to say the least :thumbsup:
  14. I keep seeing people ask about this but answering in the back of the thread doesn't seem to help anyone but the few that bother to look. So... ill try to explain here. First- Open console with ~ key Second- click on NPC and type "inv" without quotes. This shows you the codes for the armor that they have on. Third- Locate the pieces(and their code) that you want to remove and type "removeitem (codehere) 1" It should look something like this..... removeitem 4d3f5 1 ********Important******** You must leave at least one original piece of armor on them in order for the clothes to not reset back to what they were originally wearing. I like to leave boots or gloves as they don't have as much impact on overall appearance as the chest piece and helmet. ************************** ~~~~For Companion~~~~ Fourth- exit console and give them the armor in game normally. You can then remove and swap clothes anytime you want. If you dont have the armor you want to give them and dont want to buy/look for it just follow the normal NPC instructions below. ~~~~For normal NPC~~~~ Fourth- To give them new armor look up the code for what armor you want to give them either from a list or by typing "help keyword 4* example....To look for a white run's guard armor type help whiterun 4 . You can use the page up and down keys to navigate. Fifth- Once you find the code open the console, click on the npc, type "additem (codehere) 1" Example..... additem 4d3dd 1 I think that about covers it. I hope that helps. The BIG thing is to leave one original piece on them. ****A tip for getting a full outfit on someone. IF they have a shield it counts as an original piece. So remove all clothes give them the full outfit you want them to have and then just give them 2 handed weapons only. That way the shield is never pulled out.
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