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Strigvir

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Posts posted by Strigvir

  1. Do they not realise that a mod doesn't get 8000+ endorsements if it's broken?

    To be honest, endorsements isn't a good indication of good/safe to use mods either. If you look closely at top-files of all times, most mods rolled around CK release and even earlier, i.e. they got huge number of endorsements mostly because of HYPE HYPE HYPE train. There are things like Jaysus Swords which, like every pre-CK mod, slowly kills your saves. Or Better Females by Bella, which got alot of endorsements because it was the first face texture mod. WARZONES causes save bloat, Midas Magic isn't compatible with latest version of Skyrim, Crimson Tide is a CTDfest, Better Sorting is pre-CK mod, DUEL was a big placebo until latest versions. Good thing most of top-100 mods are frequently updated, but aforementioned examples are perfect noobtraps and endorsements doesn't help it either.

    That's said, I don't know why EnaiSiaion expecting the same number of HYPE endorsements as before, considering Skyrim is practically ded game, even Bethesda itself couldn't milk 10 more horse armour DLCs out of it.

  2. The fact that no one noticed the bugs with Apoc scrolls tells me that no one really uses scrolls except for scroll exclusive spells and even then.

    You can thank interface for this, which requires to go into inventory every time you want cast scroll spell.
  3. Actually... Dwemerverse is better cos:

    -Has better visuals

    That doesn't say much, because Dwemerverse isn't strictly graphics mod.

    -Has an interesting and lorefriendly way of obtaining those spells

    You seem to think that tedious = lore-friendly. I myself got sick after copious amount of grinding (precision tools requires 5 drop-only ingredients and Dwemerverse adds clutter which serves no purpose other than cluttering interface). And if you consider using forge as "interesting" thing, you certainly didn't spend enough time in it.

    -Has more useful spells in general... like... based on meh own experience I constantly use around 90% od DV spells... while playing only with apoc in the past I wasn't using... (or used them really rearly) around 40% of apoc Alteration spells.

    Care to name spells which don't intersect with apoc ones and are also useful? Did you obtain all spells without using console?

    -Eliminates the repetitive spell effect mechanic that existed in Apoc Alteration school.

    What do you mean by that?

    -Elliminates the toggle type spells and implements the Dwemer Stones mechanic in its place...

    Which changes... nothing. Also, Stones have to compete, on top of each other, with double enchanted/unique amulets.

    I find this solution to be more... realistic...

    You know, in the context of magic (and specifically dwemer magic) this argument sounds rather silly.
  4. Again, this is in Dwemerverse. I can see why this gets overlooked: most people only download Top 100 mods. Even Thunderchild succumbed to "page 2 syndrome" and its download count has pretty much stalled. Apocalypse is the only thing I can do which anyone cares about.

    Actually, it's not only because "page 2 syndrome", Dwemerverse is worse than Apocalypse, despite latter being your first mod and covering 4X more magic schools. Thunderchild, being a mod for aspect which is TURBO-USELESS in vanilla game, bound not to be poplar.

    It's intended as a nerf.

    You seem to miss the point of my complaint: Levitation IS bad. That doesn't have anything to do with balance or cheesing.

    Let's take, for example, route from point A to point B with two mountain ranges in-between.

    How it will look with Teleport: use it to get past mountains ignoring everyone. Simple, intuitive to use, productive, fun throughout all way.

    Now with Levitation: jump at least 50 times on one place (in new edition: while running around) just to start moving. Some skeever spotted you? Tough luck, repeat jumping part again. And again. And again. Clunky, counter-intuitive, useless, fun only at landing part and for the first 3 landings at best. Also, it exposes ugly "interior" city meshes.

    Basically, teleport is THE alteration spell of your pack. If you want to remove it, might as well remove Cloak of Mimicry from illusion, which allows cheesing mages just by running around.

    It removes the toxic elements of teleport ie the ability to gain damage immunity as long as there's a rock or tree nearby.

    Funny enough, I can gain damage immunity as long as there's a rock or tree nearby without using teleport or even mods at all.

    There's a reason Floating Bridge conks out in combat. (Bifrost Bridge may or may not end up in alteration 2.0 because it's fairly cheese proof)

    That's actually an exemplary example of "overly balanced" spell. From all playthroughs, I found exactly 1(ONE) use for it: I had to get at the highest tower of Winterhold in order to complete Thunderchild challenge (because not using fast-travel and becoming archmage would take some time). There won't be a difference if you remove it or not.

    There's a reason you got two warnings already, and that reason is not that the whole world is out to get you...

    Wow, I got two warnings on nexus forums, how strange!

  5. How about this argument:

    How is this an argument? I don't have Skyre so I could careless about incompatibilities with it. And I am comparing spells between your mods.

    The thing is you are replacing teleport with levitate and think that's fair trade. It's not. The ideal levitate would be like tcl command but with collisions (and with out-of-combat requirement), not the dwemerverse one, that's for sure.

    Your constant negative comments ("how nice of you") make me wish I'd meet you in a parking garage at night though.

    My comments aren't "negative", they are just not ultra-positive. Though, I could copy-paste "I love you and all your mods, Enai!" in every post, if it makes easier for you. Apparently, endorsing all of your mods and giving kudos to you isn't enough.

    - A way to conjure food, let it be a sweetroll or a beef stew, matters not, but due to the amount of survivalist mods why not give to a mage the option to summon a loaf of bread and some water...

    "Survival" spells are domain of authors of aforementioned survival mods. However, those spells counteract the main idea of survival - having limited resources. What the point of limiting resources when you can summon them out of thin air?

    and useful too if you give the Familiar perhaps a +10% magicka regen or something similar.

    I don't see how 10% magicka regen can be considered "useful". Also, this bird will clip like hell with Edgy Armor of D0rk Paladin and if it won't, then bird will "sit" on the air. Pick your poison.

    - Conjure Staff... we have swords, we have axes and we have bows, but we are mages, we do not need this things, let us summon a wizard staff that would scale in level and benefit from the Conjuration perks. Lightning attack or something equally sinister would be superb. Though I think Drain Life would be a bit OP... your call if it is viable.

    So you want to cast spell in order to cast free spells? You can do this in vanilla game by stacking "fortify school" enchantments.

    - Horde, yeah, a summoning spell that would allow us to call a horde of expendable and gruesome things, bloodlusted rabbits would do great... M.Python reference...

    And call it "Conjure CTD".

  6. I'm an Argonian, so I don't have to worry about that, but the Orcish healing or whatever is kinda weak; you could add a better, higher level regeneration spell.

    That's quite funny way of requesting infinite stamina pool.

    I didn't actually keep Teleport so far. Its functionality can be replicated by Kinetic Charge for closing gaps and Levitate for getting up places.

    No, it isn't. Are you seriously comparing point&click teleport versus extra clunky Levitate?

    The only thing Teleport does and the other two don't is let you jump into a tree when combat starts and take no damage (you can do that with Levitate, but it cuts out once combat starts). I could put it back in, but I'm not sure why.

    How nice of you to immediately assume that I only cheese with it. To your surprise perhaps, I use it mainly in open areas, when want to pass through mountain/invisible wall and bored of backward jumping. And in dwemer ruins to get onto impossible places after the fight.

  7. No teleport?

    Regarding Ocato's Recital: it most likely would wonk with bounded weapons. I tried to use both Hotcast and Smart Cast mods to "speed up" summoning of bounded weapons, but they end up creating "persistent"(i.e. can be sheathed) weapons.

  8. Except I implemented it first in Apocalypse a year ago and then again in Thunderchild. :facepalm:

    And this proves what? Are you seriously comparing highly customizable mod with your Apoc contingencies, in which, first, only Link Contingency allows some consistent combos, but that requires

    100 destruction skill lolol, and second, you "balanced" them in later versions? And shout requires to clear a dungeon in Solstheim and going into Forgotten Vale just to start to use it.

    I'd say it is a quite opposite of "requires a way less hassle".

    That would be your problem.

    Yeah, sure. Considering that even in D2 all timered skills were considering useless, unless they were super OP or buffs. It's only my problem, of course. Or rather long cooldown is a bad balancing tool.

    And in Skyrim long-ass cooldown idea doesn't even work, I can rest for a whole day right after every fight and respectively use it every fight, or, as Hallabalooga pointed out, just won't bother with it at all.

    All three are actually based on a percentage.

    Your point? Don't tell me you consider that magicka/stamina/health have the same "average value" per point relatively to each other. They are not.

    While the player can afford fluctuations of magicka/stamina from full to none in mere seconds, he can't do the same with health. And health regen do nothing in situations where you need MOAR HP RIGHT NAO!

    • Battle Tactics - Every 15 seconds, marks an enemy for 5 seconds. That enemy has -100 armor and -25% magic resistance and staggers when struck. Also, when you attack the marked enemy, you gain 50 stamina and magicka +5 per level of the target.
    Define "attack", please. Does it mean that basic flame spell will instantly fill out my stamina and magicka bars?

    Also, this bonus favours fast weapons over slow ones, as it isn't like this in the base game already.

    Sandstorm is removed entirely (you miiiight be able to get back a modified version...).

    If you plan to bring it back, reduce its graphics effect please.

    Cloak chart for reference:

    Obscures-first-person-vision tier: flame cloak, frost cloak, sandstorm

    Slightly-obscures-vision tier: lightning cloak, cloak of rage

    Obscures-sneaking tier: cloak of beauty, cloak of mimicry, cloak of terror

    Then don't wait?

    Most of the time it tumbles down to "then don't bother to use it at all", though.

    There are three possible cooldowns: 1 day, 5 seconds, or an arbitrary cooldown by removing and adding the power which doesn't work with racials because you don't technically "have" them.

    Then don't make 1/day powers?

    Also, some sort of Whispers buff is called for, as soon as the tech gets fixed because (no one figured out that) the bonus drop didn't go away when the marker did.

    I remember that playing as bosmer netted me once PHAT LOOT for killing an animal in Whiterun. Perhaps it is the same case.

    And sometimes I get several animals with bonus loot, like where I see a rabbit for hunt, killing any other rabbits yielded me a bonus spellbook for each. I highly doubt it was a luck streak. Sometimes I don't get anything at all, happens very frequently with "combat" type animals.

  9. So I took down Excellent due to the actions of an [insert stars to taste]

    Except I didn't do much, it was mostly you who sperged out.

    Also, nice scapegoating in apocalypse comments section and disabling PM along the way, but I won't follow. And no, I am not whist, in case you meant a certain user.

    I'm currently about to start testing and bugfixing before the release, which should come next week.

    Better make sort of open beta-test first, so you could fix unexpected bugs before release, not after.

    (At will) Contingency -- Specify a spell and a condition, the spell is autocast for free when the condition is met.

    This idea won't be fresh already, because http://skyrim.nexusmods.com/mods/43123 basically adds contingencies but for all races and requires a way less hassle.

    (Unlockable, 1/day) Feyfire -- Steals 75% stamina and magicka from nearby targets for yourself and dispels them.

    The main problem with "1/day" powers is that all of them fall into http://tvtropes.org/pmwiki/pmwiki.php/Main/AwesomeButImpractical or http://tvtropes.org/pmwiki/pmwiki.php/Main/CoolButInefficient categories. Thus, I used altmer racial once and forgot about it for the rest of ~40 hours of gameplay.

    Also, you said that there is no way for lesser powers' cooldowns to be other than 5 seconds or 1/day, but I saw this http://img96.imageshack.us/img96/845/47wr.jpg in SPERG, so maybe it's not impossible to make custom cooldown.

    Argonians

    I'd say their NPC racials are meh, along with the cat ones. While I can certainly recognize other races the second a fight begins, the beasts aren't recognizable at all.

    The only thing I remember about lizards is that I took damage whilst trying to feed on them as a vampire. Don't know if it's bug or feature.

    Cannibalism -- Regens very slowly, but can ritually eat the corpse of an animal or human and gain rapid regen for a day.

    Useful only at low levels. While magicka/stamina regen grows stronger with character level, health regen diminishes, so regen fluctuations won't do anything.

    Harrier -- A bird points out animals to hunt for a special drop or your combat target, lowering its armor and magic resist.

    Too OP, NURF PLS. Seriously, -75% magic resist is an overkill, especially if combo'ed with Arcane Helix from Thunderchild. Reduce it to reasonable numbers like -25%, so it won't be a cakewalk for players nor instakill tool (paired with Battle Tactics) for NPCs.

    Also, disable "hunting" part of it in dungeons, because that bird targets animals behind a closed doors, which looks ridiculous. And exclude horses from viable targets, because it marks carriage horses, which are invincible.

    Wild Senses -- While sneaking and stationary, detects nearby moving targets.

    One word for it: A.W.E.S.O.M.E. I didn't know that a simple passive can improve gameplay this much.

    Redguard

    The biggest problem with redguards is that their racials force certain playstyle on to player without actually rewarding him for following it, unlike the other races.

     

    btw, MCM support when? At least put "troubleshooting" section for now, so players won't have to alt+tab for console commands in order to reset racials.

  10. I found culprit in my case: it's Expanded Diversity optional for Skyrim Flora Overhaul. Disabling it made CTD to go away.

    @Texximus

    I looked at your load order and all I can say is that your save is beyond the hope. You really need to cut out number of mods running and start new game. That's the only option.

    Just post your new load order before starting anew.

  11. I have same problem: outdoor saves will stuck on loading after crash. Although, nothing unbearable.

    Now, after sleeping 31 days I crash at this place (needs like two steps forward to crash):

    http://img259.imageshack.us/img259/6827/tesv2013051802183051.png

    So I suppose there is some mods conflict, which edit that cell. Is it possible to see in tes5edit?

    The thing is there is no crash before sleeping, so something is added after refreshing cells.

  12. Mods that balance magic by replacing perks are competitors.

    = all magic balancing mods.

     

    The whole point is to displace SkyRe, so I care as much

    about compatibility with SkyRe as SkyRe cares about compatibility with

    magic mods.

    I hope you will displace it by sheer amount of quality (not quantity).

  13. I have the same problem, though I noticed that "help attic" doesn't return any results, while I remember, that I stumbled upon various dialogue options when using "help" command.

    My best guess is that this line was somehow completely removed from the game by a bug or mod.

    Is it possible to find dialogue ids and what referenced to them?

  14. To acquire a shout, you need to know the two existing shouts that make up the words of the shout, and have sunk enough dragon souls in them to max them out.

    Seems like quite a grind. Not only I need to clear a lot draugr dungeons, but also kill a lot of dragons. Both of which aren't very interesting tasks (moreover, they are boring as f***).

    Making some sort of map, which shows locations of every word would be greatly appreciated or else you indirectly force people to use uesp.net for this.

  15. But how shouts can be interesting, when you can use only one at time?

    I mean, if you'll add a shout with 5 mins cooldown, I'll need to wait 5 mins to use another shout after this one.

    Which means no potentially interesting combos like in your spell package.

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