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tox2ik

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Posts posted by tox2ik

  1. I haven't looked at the majority of the spells yet, but I'll add comments as I find things I like or (dis)like.

    For now, It's the Talon Strike spell.

    I really like it because it allows me to level Illusion from ~ 25 to 50 without too much trouble. Actually, I find it quite a bit too powerful.

    I was able to kill the first dragon at about level 6 as a vampire with about 220 magicka. It died after about 3 hits from the roof of the tower to the ground and a couple of hits from the foot of the tower to where it lands when wounded (about same place as where Ireleth waits at the start of the quest). Sahloknir at Keynesgrove did not stand a chance at all because it's possible to climb the hill to the south and get far away from him without loosing the line of sight, he died in about three hits.

     

    So my problem is that the spell is much too powerful. The damage increments should probably occur at every 20 feet and not 10 like they do now, or maybe not linearly. If I understand correctly, the current damage is y = 10 + x/10, but perhaps a more suitable formula would be something like y = 2sqrt(19x/10) - 9 and if the enemy is closer than 150 feet, they simply get knocked down or staggered (no damage, but an alternative to shield-bashing). That would probably be more balanced. My thinking behind this is that the offensive aspects of the illusion school should not be more powerful than those of destruction. Also I think that this spell should have a cooldown of about 20 seconds when used against the same target, because otherwise dragons become a trivial enemy.

    This spell should also work only on people and animals until the mastermind perk is unlocked (illusion works on undead and robots), because otherwise all draugr-dungeons become very easy like dragons.

     

    The last thing I would like to remove from this spell is the auto-aim component. It should behave like the bow and respect mods which disable auto-aim for the bow. If the user does not have anti- auto-aim bots, then it's probably ok to let this spell auto-aim as well.

     

    I made a video where I take down the dragon in Dragoontooth Crater. It shows the auto-aim and that the damage of this spell is overpowered, because I think it's a lot harder (or costs more mana) to do the same amount of damage with destruction. Ill post the link later.

     

    ----

    edit:

    I play on master and dragons have always been a bit more challenging.

    video:

  2. Textures are specifically designed to go on a particular mesh. (...)

     

    Yes, ok. I kinda understand this. So the UV maps are the helmet{heavy,light}_n.dds files right? The textures are the helmet{heavy,light}.dds, am I wrong? Where is this mesh? Why does it matter? I thought everything I needed was in those 4 files.

     

    I have two working mesh-texture pairs from the original game I just want top swap between them. So that scaled helmet appears as hide and hide as scaled. Why would I need to gimp anything at all?

  3. My goal here is to make the hide helmet look like the scaled helmet and vice versa. I don't like the one with horns, but it has better stats. So basically what I want is for the scaled helmet to look like the hide helmet. My approach was to change the filenames of the helmets' dds files and hope it worked out.

     

    path: textures\armor\hide\m\Textures\armor\hide\m

    rename:

    helmetheavy.dds -> helmetlight.dds

    helmetheavy.dds -> helmetlight_n.dds

    helmetlight.dds -> helmetheavy_n.dds

    helmetlight.dds -> helmetheavy_n.dds

     

    For some reason it doesn't look right. Any ideas?

  4. I'm not exactly sure what is causing the perk do display incorrectly. Some times the skills menu will display the correct one, other times not. It seems related to the load order of my modules, but I find this odd because ACE - Armor is the only mod altering the light armor perks in my game. If I bring up the active effects, the effects of ACE - Armor can be seen. The mod is loaded in other words. I can also find the perk with `help' in the console.

     

    After some trial and error with the mod list, I find that disabling "Unofficial Skyrim Patch (version 1.0)" resolves this issue. I should probably report this to both Athyra and register a bug or incompatibility at the USP bug tracker, which is also what I'm going to do right now. In the mean time, I welcome any thoughts or suggestions as to how I can enable both at the same time.

     

    load order, if relevant:

    http://pastebin.mozilla.org/1626848

     

    active effects:

    http://img841.imageshack.us/img841/3148/acearmoractiveeffects.jpg

    wrong perk:

    http://img855.imageshack.us/img855/3320/acearmorwrongperkinligh.jpg

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