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deRusett

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  1. I don't understand why you WOULDN'T install SSE. You don't have to uninstall Regular Skyrim legendary edition, I am playing both right now.
  2. I love doing the hunter style play through. so that is my vote for you. Hunter Born & Hunting in Skyrim work together and really extend the game play for a hunter
  3. Thank you, I'll go over that page. Is there a crash analyzing tool for Skyrim?
  4. Hello. I am trying to figure out how to solve my CTD problem I've done a clean install, start from scratch, loaded my mods using MO, Sorted using Loot, patched using wrye smash, I've opened my Papyrus log and am not sure what I am looking at. How do I identify what my issue is? any guidance to what I should be researching would be appreciated. Here is my Log.
  5. I don't like followers, I like sneaking and sniping from a distance and scaling rock cliffs trying to not fall and die. followers aren't very good at that. Though I have considered trying to use followers on my current play through since I never have given them much of a chance.
  6. To be semi fair, SkyUI for example I've downloaded 11 times, in my short time playing Skyrim, I can endorse but a single time, the Longer I am modding the lower the percentage of downloads to endorsements for the mods I like get. Every Play Through I start with a Fresh download and install of Skyrim, and then a download and install of each mod, I reread through compatibilities I get to see comments of complementary mods that people have used. And It makes me go Endorse the mod, If I wanted to download it for a second play through it must have been great.
  7. In response to post #24736044. TOTALLY! I want a download history, if I've downloaded a MOD 3 times (every play through I wipe and delete everything) I feel I should donate but manually keeping track of some of the smaller ones I just don't do and would like to be able to donate, if the feature was part of premium membership I'd be good with that. I'd pay for Premium membership.
  8. Boring combat. It's basically smacking an opponent repeatedly while gulping down potions. - I started playing more Archer / Sneak style play because of this and with various mods and tweaks it makes the game challenging and fun trying to snipe people from a distance or slit their throats Uninteresting gear and weapons. There are of course tiers of weapons, but every sword feels like the same one, just with another look, damage amount, and optional percentage-based enchantment. - Immersive Weaons - Immersive Armour - Better Bows - Complete crafting Overhaul - by Kryptopyr (having craftable bags and jewelry is nice) - Elemental Arrows These are a few to change up the weapons and add variety Not enough customisation for player homes. - I love Breezy Home Fully Upgradeable and Riverside Shack - Customisable Home by Darkfox127 both are excellent, I like using both and keeping different things in them. No incentive to re-explore old areas. This is mostly caused by the option to fast travel. - Hidden Treasures - Treasure Hunt, You are looking for some 200 small white chests all over skyrim, after 5 play throughs I think my best was finding 85 of them. Looking for these has me fast traveling a lot less. I haven't disabled fast traveling yet though there are a few mods I'm looking at to stop using Fast Travel No incentive to eat anything. Sure, some food gives you a buff, but the same can be done with a potion. It just feels like an useless addition to the game. - I use iNeed. there is also Realistic Needs and Diseases, I like how iNeed is a little less PITA when you're playing casually than RND, But I do with there was more with specific foods doing different things. Boring Companions. Unless the companion is quest-specific, the companion is mostly a travelling donkey that also happens to know how to fight. - Never use them, can't help here. I'm always a lone kinda guy I use HunterBorn and Achieve That! in my game play as a Solitary bow man. Somewhat similiar-feeling dungeons. There is enough variety to make exploring dungeons and such rewarding, but I never was really surprised by the loot or by the enemies. - I use More Interesting Loot, and Pirate Lords loot adjustment, which makes looting fun, and then when you mix different enemy mods, to make the actual fighting in dungeons much harder they are far less boring. There are so many mods to choose from, with so many playing styles, figure out things you like and look for ways to make you love them. I like killing Giants, so I have more Giants, and I like Organized bandits that follow me out if I run out of a dungeon so I can't just flee a fight, some play throughts I go Dragon crazy and see multiple Dragons in an hour other times I'm focused on playing from horse back. I use Nexus Mod Manager, and have a back up of my Skyrim Data folder ready to start from scratch when ever needed. Play, break, play break. you'll have fun.
  9. What? I was Playing WarCraft 1 multiplayer back in the Mid 90's It always had a multiplayer element to it. What I love about RTS is playing multiplayer RTS is my first gaming love followed by RPG. Though the Mix of RTS+RPG in Warcraft 3 I was not a fan of.
  10. I actually agree with you that more emphasis is needed in Magic which is WHY I wanted the tree merger. I haven't finished conceptualizing the full Magic tree merger yet but to touch on destruction I'll share what I've done, I have never used Alteration magic so I'm doing a play through right now and am investing into it a little to see what I like/hate to finish this tree off. Combat Magic tree: Novice Combat lvl1 /Skill 0 Reduction in Magica cost for Novice Spell casting by 30% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 10% Novice Combat lvl2 /Skill 10 Reduction in Magica cost for Novice Spell casting by 50% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 20% Novice Combat lvl3 /Skill 20 Reduction in Magica cost for Novice Spell casting by 60% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 40% Apprentice Combat lvl1 /Skill 20 Reduction in Magica cost for Apprentice Spell casting by 30% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 10% Apprentice Combat lvl2 /Skill 35 Reduction in Magica cost for Apprentice Spell casting by 50% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 20% Apprentice Combat lvl3 /Skill 50 Reduction in Magica cost for Apprentice Spell casting by 60% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 40% Adept Combat lvl1 /Skill 50 Reduction in Magica cost for Adept Spell casting by 30% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 10% Adept Combat lvl2 /Skill 60 Reduction in Magica cost for Adept Spell casting by 50% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 20% Adept Combat lvl3 /Skill 70 Reduction in Magica cost for Adept Spell casting by 60% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 40% Expert Combat lvl1 /Skill 70 Reduction in Magica cost for Expert Spell casting by 40% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 20% Expert Combat lvl2 /Skill 80 Reduction in Magica cost for Expert Spell casting by 50% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 40% Expert Combat lvl3 /Skill 90 Reduction in Magica cost for Expert Spell casting by 70% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 60% Master Combat lvl1 /Skill 90 Reduction in Magica cost for Master Spell casting by 40% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 20% Master Combat lvl2 /Skill 95 Reduction in Magica cost for Master Spell casting by 50% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 40% Master Combat lvl3 /Skill 100 Reduction in Magica cost for Master Spell casting by 70% Destruction, Conjuration, Alteration, Increase in Novice spell strength by 60% Dual Casting /Skill 25 Dual Casting any of the Destruction, Conjuration, Alteration spells increases effectiveness by 250% and increases Magica Cost by 200% Destruction Augmented Flames /Skill 30 Fire Spells do more damage based on Player level (1.5 * player level more damage) Destruction Augmented Frost /Skill 30 Frost Spells do more damage based on Player level (1.5 * player level more damage) Destruction Augmented Shock /Skill 30 Shock Spells do more damage based on Player level (1.5 * player level more damage) Destruction Rune Master /Skill 40 Grants caster the ability to place runes 5 times further away Conjuration Mistic Binding lvl1 /Skill 30 Bound weapons do 10% more damage Conjuration Mistic Binding lvl2 /Skill 50 Bound Weapons do more damage based on Player level (1/2 player level more damage) Conjuration Mistic Binding lvl3 /Skill 70 Bound Weapons will banish summoned creatures and turned raised ones Conjuration Summoner lvl1 /Skill 30 Can summon Atronachs, raise undead or Dremora lords twice as far away Conjuration Summoner lvl2 /Skill 70 Can summon Atronachs, raise undead or Dremora lords three times as far away Conjuration Concentration lvl1 /Skill 40 Double duration for conjured Atronachs, Dremora Lords, and Reanimated Undead Conjuration Concentration lvl2 /Skill 95 The power to summon two Atronachs, reanimated zombies or Dremora Lords Conjuration Concentration lvl3 /Skill 100 The power to summon Three Atronachs, reanimated zombies or Dremora Lords Conjuration Necromancy /Skill 70 Reanimated undead have 100 points more health Conjuration Potency /Skill 80 Conjured Atronachs are 50% more powerful From the tree you can see that at level level 50 if I had dedicated investments in perks into combat magic The Novice Flames spell which does. "A gout of fire inflicting a base damage of 8 points of fire damage per second. Targets on fire take extra damage." at 14 magica per second. would now cost 6 Magica per second and do 20 damage per second That is using 3 Perk points to Novice combat lvl1 - lvl3 and one perk point for Destruction Augmented Flames Add dual casting and dual cast the spell at 18 Magica per second you're doing 64 per second. I think that tying the increase to the character level in Destruction Augmented Flames helps keep combat magic spells growing in strength as you level up You'll also notice I buffed Master and Expert level skills a little more to give more of a reason to use those magics at higher levels vs just continuing using Novice and Adept spells So a FireStorm cast by a level 50 with 100 Combat Magic skill points invested in Destruction Fire could cast FireStorm: default 100 point fiery explosion centered on the caster. The closer a target is, the more damage they take for 846 magica , Invested in the perks a 280 point fiery explosion centered on the caster the closer the target is the more damage they take for 257 Magica I believe this helps increase magic strength and usefulness as a Destruction mage you've invested in Alteration and Conjuration at the same time so you can cast those spells with some skill level on your first try later in game.
  11. Fair point, I am working on a spread sheet now since my ideas last night to share with you I'll include more detailed reasons for each skill tree and why I merged them. The over all goal I had with my skill tree change was to open up more play styles for players I enjoy being a smith but find it far to easy to level it up and make anything I want really early in the game the changes I'm proposing would make me have to commit far more perk points, and thus have a much greater level before I can start making dragon armor I have wanted to play an Alchemist but really it isn't possible, it is boring and really just a money farming game. So my proposal ads more elements to Alchemy giving risks to being one, even as a money farmer. I've never liked that I can be a master in 1 magic skill and know absolutely nothing about another. While I majored in Software & Electrical Engineering in University, I shared many courses with the Mechanical Engineers and Civil Engineers and Computer Science majors. so I want to merge the magic schools while still having specialization I merged 6 Magic related items (Enchanting included) into 2 trees. Crazy number of perk points to use in those 2 trees. but The basics are shared as you grow your skills. I Wanted to Breakdown Weapon skills based on the way you use the weapon, not how many hands you use, Ones skills with a Claymore are more related to the skills with a Cutlass than that of a Battle Axe. I want Cloaks, and robes to have their own skill perk category, The material the robe or cloak is made from can have buffs when perks are learned to maximize them make robes worth while as right now a cloak and light armor is the go to for a mage really. And I want Cooking! So many foodstuffs in the skyrim world, so much potential for Food to be used in an immersion game with a needs module but I've always felt it meh, a Food perk tree could add depth to cooking and make selling to inn keepers something worthy, Quests could be made to make specific meals to gain favour with a Jarl or food used in conjunction with speech could convince guards to eat a sleeping potion. So much depth could be had for a minimal combative player The foundation of the mod change would come from the Perk tree change. by Changing ingredient properties one doesn't have to remove Fortify Smiting and Fortify Enchanting, Just make the ingredients required much harder to find. Adding Ingredients like Soul Gem dust which is needed for Fortify Enchanting, and Ebony Dust for Fortify Smithing, Both can be specially placed items in hard to get chests in high level dungeons as well as random possibilities when mining for Soul Gems or Ebony Ore. Potions so rare can now be either used to fabricate great equipment, or they can be sold because they bring are valuable. For Trading and Bartering http://www.nexusmods.com/skyrim/mods/34612/? Trade and Barter by kryptopyr is fantastic. I would like to see the Knowledge section enhanced, And more penalties such as Imperial/Stromcloak camps pay less and sell for more for goods the higher your player level is without picking a side. If you are level 10 maybe the give you -5% for an item, but at level 20 they give you -10% if you've yet to choose a side. at level 50 -25%! they want you to pick a side! I need to get my perk tree written and detailed and address ingredients and changes to them this week if you're open to the ideas I've put down.
  12. This is a Great topic. I'll have to visit back a few times as I put more thought into it. But for me I would love to see a reworked Skill/Perk Tree. I like playing with Skyrim Uncapper, and I like being able to level up, but I wish each tree needed more perks as I leveled and I could level up a bit faster. Right now we have 18 Skills to choose from, Alteration / Conjuration / Destruction / Illusion / Restoration / Enchanting / Archery / Block / Heavy Armor / One-Handed / Two-Handed / Smithing / Alchemy / Light Armor / Lockpicking / Pickpocket / Sneak / Speech I'd like to see them changed to Combat Magic - A Perk Tree that encompasses Destruction, Conjuration, Alteration, The perk tree would be like a Trident with a few common perks then branches to specialize Knowledge Magic - A Perk Tree that encompasses Illusion, and Restoration, Enchanting This tree should cross over itself needing some Restoration knowledge before being able to Enchant Restoration, needing Illusion knowledge before being able improve armour or something along those lines Now instead of 6 Perk Trees we have 2 main ones for Mages. Though the perk trees should be more involved with multiple improvement options per node of the perk tree Smithing - The art of working with Metal, Making Metal Armor and Metal Weapons Crafting - The art of working with leather, cloth, Bone, Wood. Being a Crafts Person should require more work. Becoming a Master BlackSmith should not make me a master leathersmith or fletcher, I should have to work both the forge and the tanning rack to gain the skills to make the best armours and weapons. Slicing - Using swords and daggers be they 1 handed or 2 handed, you know how to weild a sword, and can specialize in your favourite blade type Bashing - Hammers, Mace, Clubs, fists. you Like to smash things, Chopping - an Axe, a Scythe, you can decapitate in a single swing of a 2 handed battle axe or chop through a locked door with furry! Projectiles - shooting a bandit in the knee just to watch him fall, you are calm and can focus at range. People die before you're even in sight 3 Combat skills extended to 4, I've never liked that my skills with a 1 handed sword meant nothing with a 2 handed sword, but I could pick up a 1 handed mace and be a pro. Your weapon type is based on the type of weapon not how you wield it. Elocution - Speech craft, and enhancements to Dragon shouts. make this a tree worth putting points into. (I'd like reading all books to actually improve this tree. some exponential formula would need to be implemented so you don't gain skills to fast but reading improves vocabulary and ability to express oneself) Alchemy - Traditionally boring, Alchemy needs to have a combat element, a danger element, and a random element. Making explosive vials to throw, acids to drop on the ground causing damage as people walk through them, When mixing potions with unknown ingredients the risk of explosions or self poisoning needs to happen, and even with the exact ingredients there needs to be a chance of failure that is reduced via perks. Quick hands - An amalgamation of Pick Pocket and LockSmithing, really lock smithing needs 3 perk nodes, Locks are easier to pick 3 levels on this nod, Lock Picks are stronger 2 levels on this node, Craft a key after picking a lock. Pickpocket would have the same perks as vanilla mostly because I've never really put any thought into this. Blocking - Elemental protection should be applied to total armour number when shield is equipped even if it isn't blocking, Blocking should slow time down earlier and at more gradual rates Heavy Armour - perks should focus on defensive/strong play making a player more tank like Light Armour - Perks should focus on stealth/offensive play allowing to run more, sneak better, avoid being hit Clothing - Perks for Mage armor to give it value over light armour, perks for Cloaks to protect you better in weather, Stealth - More perks, less powerful! enemies should look for you longer and heavy armor should never be fully silent, perks should enhance Stealth skills such as close combat sneak attacks, long ranged attacks, blending into the surroundings, buffing potions/spells/scrolls that pertain to invisibility, silence. Cooking - I don't know I just want the cooking element to be more involved and worth more to a needs mod. A basic cook can mix 2 ingredients, a experienced cook can mix a 3rd improving the meal and the buffs associated with it, a Chef can use 4 ingredients again improving the meal and buffs. a 2 ingredient soup might tide you over for 4 hours before you need to eat again, a 4 ingredient soup you can go 8 hours, and it warms you up from the cold quicker. 2 ingredients can give 1 buff, 3 can give 2 buffs, 4 can increase duration of the buffs. Player - This perk tree is about improving your player in more general ways, increase Carry Weight 25/50/75/100, Increase disease resistance25%/50%/75%/100%, Increase Movement speed 5%/8%/10%/15%, Strong Stomach(eat raw foods/non race foods) Sorry these aren't more fleshed out, Its after midnight and I'm just thinking these through I would want Mods like Piratelords Loot Adjustments http://www.nexusmods.com/skyrim/mods/17930/? to be baked in, because looting barrels/bags in vanilla skyrim is kinda boring I want to enjoy being immersed in the game, having so many options of where I could go what I could do, what I could find. I would like some dungeons/caves to be unleveled so I can't just go anywhere and win, but having some leveled especially quest ones makes sure I don't come to one and it be too easy because I got their at level 50 when you expect me to get there at level 25, I'll come back and talk more when I'm not falling asleep
  13. SO I Bolded a few ideas in the quote, then I decided I don't like the organization as much as you do :tongue: so I'll just list off a few others I like Bounty Gold by gorey666 // I like being a bounty hunter and as the levels get higher I want to be paid more. This gives a range based on the type of bounty. Killing a dragon can be worth it. or in my case where I have usually 4-6 Giants per Giant camp clearing a giant camp is a real task worth more than a couple 100 septims Hidden Treasures by Ironman5000 // Reward yourself for being an explorer. Some 200 chests are hidden around the world and I can tell you having had this mod installed for a few play throughs and easily a combined 200 hours of play I've still only found maybe 40 of the chests. They have enough reward to make them worth finding, but not so much that you throw off balance if you find one when you're sub level 10. Trade and Barter by kryptopyr // Really enhance the buying/selling game, give merchants more gold. but give them more reasons to like/hate you as well If I forget to take my helmet off before approaching them it will cost me, More lucrative loot is best taken to cities as the small town guys wont have as much gold to spend and also wont see as much value. Sometimes Pick Up Books by Mardoxx // I hate reading skill books early on in game, really I'm not interested in reading much until I buy my first player house and have matured a little so I collect books and hide them away unread until I get a house and sit down and enjoy reading. helps me save skill books till later in game If you are a mage Immersive College of Winterhold by Grantyboy050 // Even if I am playing and trying to use as little magic as possible I love this mod. It makes the college much nicer plus when a dragon attacks the college it is way harder to kill it because it has less ground places to land. EDIT Grrrr!!! It took away all my links, Sorry you'll have to search for the mods
  14. Time. Multiplayer functions are not just something you tack on as an after thought. The code has to be integrated basically from day one. Designing two versions of the exact same game would require basically double the time, at least in the early phases. Multiplayer functions certainly can be tacked on for a Lan MP/co op mode. because the world is served up in cells 2 players can exist in the same cell or even independent cells with cross communication between cells for quests and such, The Challenge in existing skyrim is memory addressing because obviously you'd need to beable to retain the information for double the cells if cross talk was going to happen so if Player one killed a mammoth in one cell and player 2 comes into that cell he sees the mammoth dead, And can interact with it not it just missing. Building it as a MMO world you would be right it can't be tacked on as an after thought, because you'd need to beable to run the world independently from the players. Skyrim wouldn't be easy to make MP as we saw from the coop mod that was being developed for a while but it certainly can be addressed with the current Skyrim design as an after thought. Your double the time prediction is a huge exaggeration, if the orginial development team was on it and not coders trying to build it 3rd party I suspect the add on would be very small in the overall development of the game, No new meshes would need creating, alterations to Animal and NPC AI would be minimal to allow them to address multiplayers and have quests be either group or individual. The most difficult part would be compressing the communication between players and compressing it for fast low latency play.
  15. @Hyacathusarullistad I sit in the same boat as you. I most certainly don't want to see MP/Coop play have any influence on SP play. The Game is SP Play first and foremost. MY desire and what I believe the OP's desire was as well was an other world for MP play. Basically it is fully removed from the SP game except that you can export your player out of SP into MP and back again should you choose. the MP could be played off like an alternate dimension you've passed into if you want to feed some sort of Lore reason why you can be imported back into SP mode with your improved skills. But in no way should SP play be restricted or ever need any coop or MP play. I don't want a hosted Online world like MMO's have but locally hosted worlds like in Multiplayer RTS games
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