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Chatt7

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  1. Nice, thanks. I can use Enchanced Perk Points for this 'overhaul' (apparently not 'fix') :P
  2. Hmm maybe I haven't got it to a high enough level. I try to level up black smithing without using the iron dagger exploit, as it's clearly broken. I might as well set the skill through the console and remove some of my money, instead of creating 1000 daggers.
  3. Im not saying the game in general is hard or easy... Im saying the game becomes harder as you level up your non-combat abilities, which makes no sense to me. if I hadn't enchanted my armor and leveled up my black smithing i would have been better off...
  4. New Leveling System As you level up, a lot of the enemies scale with you. For example Bandits are replaced with Bandit Outlaws and so on. Skyrim does this by checking your level and scaling unexplored areas to that. As you visit an unexplored area for the first time the difficulty scaling will stop and be locked for that area. (one of) The problem(s) with this difficulty scaling is that it checks your overall level. For me this meant that when I started putting perks into non-combat perks such as smithing and enchanting around level 20, the enemies grew stronger than me. This was frustrating as f*** as I felt I grew weaker from becoming a better blacksmith. It made me regret going for those perks and made me realise that leveling up blacksmithing, enchanting or alchemy will only make the game harder,,,, which made no sense to me. That is I why I sat down and tryed to figure out a different leveling system that would remove this problem. I've made the system so it's possible to test it through console commands. Actually you only need: player.addperk <Perk Code> It has to be mentioned that I haven't played a pure mage so far, so it might not work as well for that class. Feel free to test it out yourself and reply with your feedback/ideas. I would really like to mod this myself, though I'll need some guidance. The main idea is to split skills into groups and have you level each group separately. The skills are split into 3 groups: Main Skills Secondary Skills Production Skills Main Skills The main skills are those which should improve your combat abilities directly. You may place the perk you are used to get at every level-up in one of these skill trees: Conjuration Destruction Heavy Armor Light Armor Block One-Handed Two-Handed Archery Sneak Secondary Skills The secondary skills are those which are often overlooked, because they aren't the best. You are given an extra perk every 3rd, 4th or 5th level (has to be tested). Alteration Illusion Restoration Lockpicking Pickpocket Speech Production Skills The production skills are those, which are used for creating/improving items. The way I would have wanted this to be leveled, would be to give the player a perk, each time the total skill-level of these three skill trees had been increased by a certain amount (For example, if a total of 20 skill-levels are needed for a new perk, you could level smithing 10 levels, alchemy 5 and enchanting 5, to gain one perk, which could be placed among the three skill trees). But as this is really hard to simulate using console commands, I'll be testing it with the same perk award system as the secondary skills. Which means that an ekstra perk is awarded every 3rd, 4th or 5th level (or something like that). Smithing Alchemy Enchanting
  5. Nice.. I would have liked to use that map. Yeah, it's true that people have different opinions, but at least I can try and make a list of people think are problems and ideas for fixes. 'll add your Fallout idea to fixes :) Ive removed the compass and markers too, but as I said.. some quests leave you with too little information.
  6. The Perfect Skyrim Although Skyrim is an amazing game, there are some minor and some major design flaws that I would have loved to be seen fixed. I will list the problems that I’ve so far noticed and give what I think would be a better solution. It’s definately not a full list so feel free to add your ideas. The list is mainly meant for discussion, but if anyone from Bethesda sees this... Please! Take these changes up to consideration before the first DLC! :P Pickpocketing Problem Pickpocketing is a matter of saving right before an attempt and then quick loading untill you get it right. It completely destroys the sense of immersion. Fix A simple minigame like with lockpicking, or a cooldown so you wouldn't be able to pickpocket right after a load game. The World Map Problem There is no ‘fog of war’ and your exact location is always marked on the map. This spoils the world, makes it feel smaller and takes away from the immersion and excitement of exploring. Fix An old school hand drawn map, which is being updated as you travel the land. Your location are not marked directly nor indirectly, but has to be derived by looking at your surroundings (mountains, rivers, etc) or by asking people. The Quest Journal Problem The game expects the player to use the compass and floating markers to track quests. This leaves no motivation to listen to the quest giver, nor to use your brain to complete the quests. Instead you end up blindly following markers. Fix Remove the compass and the floating markers. Add a notebook that would hold key pieces of information and maybe a drawing of where to go or what the quest item looks like. Also draw any necessary information onto the map. Fast Travelling Problem Fast travelling ends up being the only way you travel if you don't restrict yourself. It does NOT feel like travelling. You might as well have opened the console and typed in a coordinate. It destroys the feeling of immersion and makes the world feel smaller. Fix Remove fast travelling. Raise the prices of the caravans, so it would actually cost you something to travel all across Skyrim. Spread out special monuments and add a spell that ports you to the nearest of activated monument. Activate the monuments by visiting them. Add some sort of debuff or a cooldown so you wouldn't teleport all the time.
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