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monganfinn

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Posts posted by monganfinn

  1. That depends on how you define daedra. But I guess you don´t really become a daedra but rather a new existence alltogether similar to the daedra. But according to some book showing the worshippers of Sithis POV Aetherius and Mundus are both just planes of oblivion with different principles governing them. Only the aedra draw power from mortal worship right? The Daedra are more interested in harvesting souls for their playgrounds - well most daedra.

    It is probably safe to assume that not every calpa is the same as the others, if not that would be boring. But that means that logically the elements at the point of beginning have to change to some degree. Those foreing elements could be objects or people from the previous calpa.

    Another point is that if you look at hinduism or budhhism from which tes lore draws from - calpa f.ex. - there ways for previously mortal beings to ascend to a plane untouched by the cyclic destruction. Thus one could argue that such an option would be possible in tes as well.

  2. Still something must be not reset as there is actuall knowledge among the Redguards and Nords.

    : then the Aedra are responsible for the same many, many times over.

     

    As I wrote above they are all "grey" - aren´t there even sources that say that each calpa the roles of the aedra and daedra swap?

    Furthermore, do we know what is reset each calpa? Only Mundus or is Sithis wish answered at end of each calpa and immediately broken again?

    Or does it simply return to the time of the convention - if so Aetherius and Oblivion should be unchanged right and I read that from Aetherius and Oblivion each different calpa could be accessed as Vivec did in c0da?

  3. Well naturally there wouldn´t be any heroes from other kalpas as it is a nordic hero heaven, unless there was another nordic culture in another kalpa?

    Still, so much for their claims of eternity! :tongue:

    On the other hand Aetherius houses the dreamsleave, no? Thus there would be a lot of "mortal" souls around. The moons would be logical if they really are the body of Lorkhan.

    Still as they always describe Aetherius as unchanging and eternal it sounds a lot like Aetherius.

  4. : dont you think it would be better if you just overthrew the current emperor dynasty and restored it to its original septim glory.

    Let´s start small with becoming High King, usurping the imperial throne can come later. Through if the PC assassinated the current emperor the timing would be godly good.

    And our first step should probably be to realise the Skyrim internal modification.

    So, is there a modder among us who would be interested? :sad:

    At least at starting the project! Announcing it would hopefully gather some support.

     

    HEY, look, flexcreator was nice enougth to solve our command troops problem!! http://www.nexusmods.com/skyrim/mods/57589/?

  5. I am not saying that the original dwemer armors weren´t made by the dwemer themselves, I mean naturally they were, but the current dwemer armors used in game? Yes some definitely, after all the dwemer constructs also still work. But as the PC also can craft them so would other smiths as well thus the dwemer armors are forged in the picture of dwemer armors, but we don´t have a difference between ancient dwemer armor, which could be looted in the ruins and newly smithed ones created by modern beings.

     

    I agree that the dragon armor should not be about a shout bonus but how about a shout resistence as an armor forged out of the dovs bones it would be fitting? - an anti dragon armor thus a viable alternative to the daedric if you let the daedric armor have the higher stat.

    What are better falmer armors? - ancient or modern?

     

    "Raw ebony is one of the most precious substances in the Empire, and most of the continent's deposits are here on Vvardenfell. Raw ebony itself is an extremely hard, durable, black glass-like substance, said to be the crystalized blood of the gods. Raw ebony is protected by Imperial law, and may not be mined or exported without an Imperial charter. Ebony smuggling is a profitable but dangerous source of illegal wealth on Vvardenfell." ― Dialogue [2] -http://elderscrolls.wikia.com/wiki/Raw_Ebony Sounds strong :ohmy: and as you already want to put magic resistence on the nordic carved armor, which also uses ebony ingots it would be a correlated effect. Alternatively: resistance to special magic schools, aka destruction etc, if its possible: reduced damage from enchanted weapons? reduced arrow damage? stagger resistence? How about an mcm option were everyone can decide for himself what kind of boons each armor will have-sorry if that would be a crazy amount of work.

     

    The glass armor would offer protection, probably less than the other of is tier, since hey it´s glass!, but still be very light thus it offers protection far more than clothes but would still offer good movement speed - good for hit and run tactics and players that want to overwhelm with speed yet still need the protection of armor.

     

    Another possible boon of an armor could be poison resistance, or if possible to programm against special weapon types and other materials.

    f.ex.: steel strong or weak against moostone / iron armor good against blunt weapons - just examples

  6. Well I think of most of the species as grey with the Thalmor as crazy fanatics, not necessarily much more evil than the Ayleids who held the huamns as slaves or the Forsworns, let´s face it: yes they are pur sods that are always surpressed but they are also allied with the Hagravens, and with the limited lore I know of them, those really are rather evil eh...creatures? magic mutants? nor the nords whose favorite answer is an axe to the face. That nearly all the species at least once are pictured as the aggressors and more evil ones is in fact quite nice, it´s realistic and refreshing compared to fantasy works like lotr etc where good and evil are clearly separated. Hell, big bad Alduin is in fact hardly more evil than the Thalmor! Both just want to end the world.

  7. : The main problem is voicing the vanilla characters (subtitles would be a bit naff).

     

    Not like we have much choice there. Either we painstackingly take apart the voice of the vanilla actors and refit them to our wishes - I believe a mod featuring Serena used this method to augment her dialogue - or we accept a voice change aka different actors, IMO if we really get such a mod, who cares if they are the same voice actors! And if we get some really dedicated actors they perhaps could revoice the whole dialogue of the important vanilla characters.

     

    I would still let the PC do a bit of the civil war questline to "get to know the factions better" and have him defect during the return of the jagged crown as stated above.

     

    He is a legendary hero and leader of several guilds possibly or has the potential so no an army should be no big problem, even if the Greybeards probably won´t endorse him much as the PCs path contradicts their doctrine. But for convenience sake I would like to recruit and handle the army as followers so we probably should not have to much, at least at the same time.

    A combi of UFO and a follower home setting mod would be able to handle that easily.

  8. Will Stalhrim still be sold by the specific vanilla vendors?

     

    I would suggest a redesign of the advanced and secret tiers:

    While it is certainly true that the Dwemer were mastersmiths and the snow elves probably as well, both did not advance their technology in quite a long time and the dwemer armor isn´t even created by dwemer but buy others imitating the dwemer, nor do we know if the dwemer were as physically strong as the orcs. Whereas the orsimer, nowadays reknown for their smithing skills, progressed their skills in that time.

    Perhaps rather than putting them into such specific tiers, you could give some armors specific abilities like the frost enchantment on the Stalhrim(which should be a bit stronger as the Thalmor actively research it)

    f.ex.

    Glass: very fast because it is light

    dwemer: uses less stamina and/or is very light especially for a heavy armor, because the advanced mechanics of the armor make movements very easy

    ebony: anti magic

    orcish: heavy and relative high armor rating, adequat for a race that values physical combat and smithing very high

    ancient falmer: very light? frost resistence? boosts magic?

    elven: boosts magic?

    nordic carved: exposure resistence? some combat boon?

    falmer: sneaking boon?

    - if you incorporate Frostfall you also could give some armors boons in exposure resistence

    Differentiating the armors by effects would also affect the individual playing style greatly, or at least how the armors are used and they don´t automatically become obsolete when you can smith better armors.

    I would transfer the steel plate, orcish and scale armor sets down into the standard tier, and differentiate them from the others with better regular stats but the whole tier doesn´t have arcane abilities, whereas the ebony, glass, elven, falmer, dwemer, nordic carved, etc are united in a single "arcane" tier that gives them special abilities promoting a special playing style with the armor.

    The Stalhrim, dragon and daedric should stay superior and differentiate between themselves with special characteristics as the arcane tier armors

    - Don´t the dremora in molag bals shrine drop daedric items? IMO it would be better you can´t smith daedric and have to loot it from dremora. It gives the armor a more unique feeling. Though I guess that since you need the daedra heart to smith it you still have to kill dremora for the armor.

  9. We seem to be drifted quite a bit from the original topic :laugh:

    Still as Urtel mentioned the Aedra clearly did not want to unravel Mundus, for whatever reason.

    That means that the plan of the Thalmor probably goes against their wishes.

    Which still is not big reason for us to either sympathize with the Thalmor or disagree with them.

    It isn´t as if their is a single species in mundus that is really virtuous anyway and as their social and moral standards are in a state similar to the ancient cultures of earth we also cannot say that the racism many species show and the genocides many commit, is "evil", as the "earth-humans" did just as many transgressions against modern morals.

    It still stands however, that the Thalmor want something out of selfish desire that goes against the wishes of the other species and that the Thalmor don´t care about the wellbeing of anyone but themselves or any moral standards of the time in interaction to other species.

    I think we can thus all agree that from our modern point of few, they definietly cannot be "good guys". Even if their end goal would profit everyone, they simply go about it wrong!

  10. But doesn´t this all boils down to the Thalmor simply taking another uncertain bath to immortality at the possible cost of everything else?

    Even if they are sure to succeed, it isn´t as if they would care about the other species, if they aren´t considerate with any others, why should we be with them?

    They simply gave up searching for a better solution, as they found a way that helps them and screw all the others or possible consequences.

     

    And are we sure that the really want to kind of "turn back time" and not simply unravel the current world? If the current Mundus gets undone it would after all probably also return everything to a state as if it was before the creation of Mundus.

    : Or perhaps the natural end. Or perhaps Alduin was to be the natural end, and you screwed it all up.

    Arngeir and Paarthurnax still believe that Alduin will one day return and fullfil his destiny.

     

    Another aspect is that in one of the ingame books is written that Lorkhans body was dragged away by the humans, after his heart was torn out. Which is kind of impossible as humans didn´t even exist yet at the time of the convention. Thus the ancient et´ada probably weren´t as united against Lorkhan as some sources would make us believe. If so there actually was a group that wanted mortality!

  11.  

    Upon the departure of the et'Ada after the creation on Mundus, Akatosh arranged a meeting of the remaining Aedra outside aurbic time. The purpose of this meeting was to decide Lorkhan's punishment for his involvement in the creation of the mortal plane.[OOG 2]

    The outcome of the Convention was to separate Lorkhan from his divine heart. Trinimac tore out Lorkhan's heart and Auri-El fastened it to an arrow and shot it into the sea where Red Mountain eventually formed.[2]

    The Heart of Lorkhan granted Mundus with a special kind of divinity and allowed Auri-El and the remaining et'Ada to leave without it becoming unraveled. The et'Ada who remained either died or eventually degenerated into the Ehlnofey, the progenitors of man and mer

    Actually just found that in the wiki, if it is legit, than it would have been the "true" Akatosh and not a case of manteling, making it believable that he may have left an alternative way to reach immortality. Why did not just all of the et´ada leave with them anyway?

  12. Ahh, is that why substitute Akatosh with him?

    Well the Dawn Era is a historical nightmare anyway, but can we be sure that Magnus and the Magna-ge fled before Lorkhan was punished at the Direnni Tower? Even if the Monomyth and Before the Ages of Men slightly contradict each other, I don´t think that Lorkhan had his heart wrenched from him twice. But perhaps his punishment happened only after a war?

     

    Be that as it may, there are several examples where mortals, at least with the help of aedra, can achieve immortality.

    I rather believe that the Thalmor simply see immortality as their birthright and don´t want to work for it as the chimer did.

  13. It is also part of lore that Auri-el actually showed the steps to ascension to the aldmer when he ascended himself. - At least according to the wiki

    If so why don´t the Thalmor take the more challenging path and actually work for immortality. Instead of undoing everything that was created since their fall and everything that will be created in the future.

     

    The nord in Sovngarde at least did so.

     

    And it wasn´t always the mer that got the short stick, the monomythos mentions how they lost Aldmora to the humans but I don´t think we know if that wasn´t also a rebellion of human slaves as with the Ayleid, furthermore the schism between men and mer was caused by the mer when they chased out the lesser elhnofey from Aldmeris.

  14.  

    Cooking in alchemy is a great idea.

    Do you have any suggestions of what such a perk might do?

    That would probably depend on if you want to implement realistic needs aka hunger etc

    But in general something along the lines:

    - the higher the skill the higher the stat boost to the PC, he gets from eating

    - drawbacks, like the vanilla lessened stamina recovery of alkoholics, could be lessened with the skill progression

    - make more things edible

    - more diverse recipes, which involve combinations of ingredients not used before

    - at low levels the possibility to poison himself accidentily

    - perhaps some long time diets could boost or diminish stats f.ex. health recovery, or frost resistance for alcohol

    - at a low skill level the cooking could turn out to be a failure like with potions when you don´t yet know the effect of the ingredients.

    It probably wouldn´t be anything big, just a way to give cooking more of a legit reason compared to vanilla and boost the need for survival measures through eating, perhaps also as a low level form of potions. Make hunting more rewarding if cooking will be possible in the wild.

     

    If you implement a survival system like ineed, realistic needs and diseases the range of effects would become bigger:

    - remove the vanilla disease healing potion or make it very rare and add a way to ridd yourself of diseases through a special diet

    - with a higher skill the nutrition of food could be upped

    - resistence or at least ignoring to bad weather as it is already introduced in Frostfall

    : Uh, if you quote from a post, could you do it on the thread that you're quoting from?

     

    Sorry about that, it was simply relevant to the discussion on this thread.

  15.  

    So, the problem with cooking and survival trees is that it’s basically impossible to find worthwhile perks to put in them. Like, making trees with perks is easy - but that’s not the goal of good design. The goal is to make every tree feel overpowered. Naturally that really means that they are balanced, of course - but they should all feel awesome. I am not aware of any way to make roasting pheasant feel as awesome as roasting vampires.

    Perhaps simply adding survival perks to the different trees would solve this issue. For example: cooking in alchemy and skills in this perk would boost the PC overall stats.

     

    Concerning potions in general; I propose that their individual effect would be boosted but their number lessened, I always find myself downing 5 or so at the same time.

    How do you plan to handle potions anyway? Like SkyRe with a over time effect or with an immediat effect like in vanilla?

     

    I feel like nonrenewable or hardrenewable resources really need a game with more constraints in it than Skyrim has to really shine.

    I am not going to bug you on the degradation thing, but could you describe a bit what kind of constraints you think of?

  16. What do you think about:

     

    It is a good point that we should reserve the Thalmor threat for another "expansion".

    Let´s exclude their direkt involvement then.

     

    The Thalmor could however covertly boost the Forsworn to keep the civil war in Skyrim active, after they feared that through season unending the war may become less intense or even end if the dragonborn wishes so.

    - the Forsworn already have big ties to the daedra via the Hagravens, we could further exploit this element to implement some ideas of Grub. Especially the concept of concurring princes looks appealing to me.

     

    Additionaly the PC would start his own campaign with a rag tag resistence + dragons + the greybeards who may have finally descided to involve themselves a bit more in politics.

    In vanilla Skyrim it is stated in the loading screen at least that Kodlak had quite some political influence in all nine holds, as the new harbringer of the companions and dragonborn the pc should thus have some political weight.

     

    Furthermore if we give the PC as military campaign base a region in the middle of Skyrim he may even geograficaly be a buffer between both factions - able to battle both sides simultaneously.

    Through battle, assasination and diplomacy the PC will unite the two main factions and perhaps even the Forsworn who would be given the Reach as a jarl under the High King or perhaps several other endings: splitting of Skyrim in 2 or more autonomous regions, the pc sells Skyrim to the Thalmor etc

    The Greybeards wouldn´t act on behalf of the dragonborn but act as mediators.

    Alternatively we could have the at first neutral Balgruuf be mediator and leave the Greybeards not interested in the politics in Skyrim.

    I think this concept is a good balance of the different posts.

     

    Your opinions?

  17.  

    In this case I don't think Legion would chase after one specific dragon, because they literally keep hearing dragon roars on their doorstep in Solitude.

    Ah, I rather meant they would mobilize against the whole dragon problem.

     

    And thanks, but ignore my rant, I just realised that most dragons were quite tranquil and didn´t bother the citizen of Skyrim that much. Even if the factions would have at first prioritized them few of them would believe in old legends etc if they have a real and known enemy in front o them.

  18. Most materials would be found without much hassle and while doing more epic endouvers anyway. So you wouldn´t really have to spend much time on the chore part.

    Yes, that takes away some of the reason for degradation but degradation also means that you cannot really judge an opponents gear by looks. You cannot enter a battle assuming how good the enemies gear is thus it adds a surprise effect. It also gives you a reason to use the forges at every opportunity and not only for grinding so you can finally forge a daedric armor. - it´s immersive to play and an immersive way to further your smithing skill.

    - it is pretty much simply the more realistic alternative to the upgrading in skyrim vanilla.

     

    Furthermore it also provides with a surprise element in combat and forces you to manage your gear more, and it limits your ressources quita a lot in fact because no merchant would give you as much money for a damaged item as for a pristine item - since the PC has the greatest income from looting and selling items that would create a greatly reduced economic power of the player.

     

    Yes it doesn´t make playing the game more epic, it is a chore, it is realistic. Generally the PC is simply more constricted and it makes the game harder not by upping the enemies but by diminishing the pc, and it makes the game more unpredictable!

    If your armor or weapon suddenly becomes useless in a battle, wouldn´t that add a dynamic approach to battle and make the stronger items more outstanding, thus making their quests more important?

    Most of the daedric quests are also just a chore and the reward is often a weapon weaker than the single one I used to complete the quest.

     

    I want to crawl through the mud of Skyrim anticipating danger at every corner and fearing them because I am on my last legs.

    I wish to be relieved when I finally reach a non hostile environment and be forced to equip myself as good as possible for the next adventure and yet still have to say: "I better sneak past them so I can preserve my healing potions, gear etc" - So that when I bash in skulls with Volendrung without pause, I can say: "Hell yess! It was all worth it!"

     

     

    I think tempering makes sense, of a sort. But I think it should be less about tempering and more about repairing, much like in Oblivion, with a possibility to repair over the base value so the weapon becomes better once you've become a pretty expert smith.

    That would be ideal.

     

    On that note, I would like to propose the degradation option of the total loss of an item aka it would become damaged beyond repair, forcing the pc to not just amass item over item and keep them stored somewhere but: "Damm, my enchanted sword I spend hours preparing and have cleared whole dungeons with, just broke against the scales of a dragon! And he had little to no life left!!"

     

    An MCM option for degradation then? So every player can decide for himself if he wants to play fast or slow.

     

    I have also made good experiences with the mod ultimate dragons.

    It adds several new features, dynamic behaviour and attack animations for dragons, which, for me weren´t buggy.

     

    For the random spawning dragons I would propose that they aren´t adjusted to the current player level. Making them sometimes weak, sometimes strong etc

    It would simply make the whole game more unpredictable and diverse if you sometimes have to run away from a dragon since he is to strong and sometimes can take it down easily.

     

    I don´t know if it wasn´t already suggested or already implemented in your concept sheet, but how vanilla handled potion and spell distribution always bugged me.

    Bandits carry them but don´t use them and compared to the player they carry next to none.

    Why do dead draugr in graves have healing potions? - yet don´t use them.

    Why do mages have only a few spells but the player can use invisibility, muffling etc to surprise them and has a wider array of spells at his disposal than hagravens, dragonpriests experienced mages etc

     

    Could the carry weight system be changed in a more realistic way? By separating it from the stamina amount.

    Or let the stamina drain massively if you carry a lot.

    It would force the pc to use horses and followers more and curse Sheogarath when they kick the bucket during a quest.

    A powerful mage could than have a spell that allows him to banish items into a oblivion pocket circumventing the carry weight restriction but in return he would lose some other important option.

    Perhaps a constantly reduced magicka as long as the pocket dimension is used.

     

    - This would probably generaly translate to more design the perk trees in such a way that each choice is hard and has a drawback thus having a great impact on your playing style.

  19.  

    You aren't the only one. The mod is being discussed in several other places.

     

    The trouble with alternate-death mods is that they introduce a lot of annoying edge cases. Like, what happens if you die fighting Alduin in Sovngarde? While soul trapped? While in the soul cairn? Why doesn't Alduin devour your soul - he can bring dragons back to life, presumably he can keep you dead. Why don't other Dovah kill you permanently? What if you become a vampire? What if you become a werewolf and your soul is promised to Hircine? What about after you've been induced into the service of Hermaeus Mora? Maybe I don't need my items (I'm a wizard) and I'll just go to Sovngarde to fight Alduin without them! There's also the immersion-breaking nature of, like, repeating the corpse run a lot.

     

    Why do you want degradation?

    I think for enchanted weapons:

     

    Unenchanted or enchanted weapons without charge degrade normally.

     

    Enchanted tempered weapons lose enchantment charges (very slightly) faster, unless you get a perk like "Enchanting Smith" (< Needs a better name), in which case it degrades normally.

     

    Hello Matthiaswagg, its nice to discuss this with a few more people, I did not yet post on the other sites since those already had such a history that I am still reading over them.

     

    Your concept pretty much balances the enchanted and unenchanted items out.

    But I would even go so far as to propose to remove the upgrading through tempering completely or at least reduce its effect greatly, instead the skill perks in the combat trees could take up damage and protection value needed to play on high dificulties or high levels. - If removing such an established part of the game is even possible?

     

    Why? Simply because its strange IMO that you can level up an item just because you have the skill and an ingot. In RL if you would want a better item you would have to forge a new one.

     

    How about adding item recipies to the enchanting procedure, beside soulgems and the enchanted items? To make the enchanting experience more epic.

    You could for ex have to due a little mini quest to collect the necessary ingredients or fullfil certain criteria like with the lunar forge.

  20. At least then you will rightfully proven that you are the strongest around.

    But at lower levels you should probably only fight some random wandering souls from outside the Hall of Valor.

     

    Or you can go really Valhalla style and have some big mass fight all vs all, with the last man standing getting some reward.

  21. Ah, good to see that you have such a huge reception on the other threads. I feared already you would stop working on it if I stay a solitary figure here.

     

    Sadly you are right with the alternate death part, did not look at it from that perspective. Though other dragons can´t kill you permanently the same way you cannot eat Alduins soul, it is to powerful. The other edge cases involving daedra could be argued that the dovah sil could not be bound by the daedra and that your divine soul overrides their "right" on your soul- Miraak afterall, fled into Apocrypha willingly, if I remember correctly that is?

    Has anyone ever tried to soul trap you in the game? The sad fact that the PC can fight on par with a armageddon level dragon like Alduin without extensive preparations and tools is a problem, but the Skuldafn portal quest could be altered to allow followers coming with you to Sovngarde giving a viable reason as to why you take the portal. Has anyone not used potions in the fight agains Aldi? If so he needs to get stronger, a lot!

    The soul cairn ist just another Oblivion plane housing the souls of those trapped in soul gems, why wouldn´t you still go to Sovngarde if dieing there? Unless I missed some in game mechanic.

    But forget the revival part, it doesn´t really have a direct inpact on the other game aspects and thus would probably fare better in a separate mod.

     

    About the degradation:

    first of all realism, it makes no sense that you can strengthen your iron sword tens of times while becoming more proficient in smithing and let it have more damage than a steel sword you forged but when fighting against dragons, dwemer anima etc your weapon would never break! Theres a mod on the nexus that attempts to do breakable shields, that also falls into the same category. A giant, dragon, dwemer centurion hit you repeatedly but afterwards your armor and shield are just as good as before.

    Furthermore it forces you to think about what gear you use, without degradation you can simply use one high spec assortment and have no reason to change beside aesthetics.

    In combat it would serve as a new criteria for winning, the same way you need to recharge enchanted gear with soul gems - could you also make armor and rings etc that need recharging? - to use them effectively.

    Especially in big dungeons, if you enter them with relatively few gear it would force you to think more strategically about who and how you fight because if you are careless you might fight a tough opponent with a greatly weakened gear resulting in your loss even though you would be statistically capable of defeating him.

    - It would also give you more reason to further your smithing skills.

    - at low levels it constraints your ressources in a realistic way, if however all enchanted gear doesn´t deteriorate then why would you use non enchanted gear, especially on low levels it would make the player use primary enchanted gear to preserve his precious ressources and thus take away the whole point of implementing degradation.

    - even if you restrict the number of soul gems they would simply use the non charged enchanted items.

    - it would also add more depth into battle preparation: on the other threads I read that someone was against giving creatures specific item weaknesses aka silver swords for vamps for example, but not only is this as realistic as possible, as long as the PC is just some poor human he just doesn´t have what it takes to pummel a supernatural creature with inadequate gear, it also adds more depth to the quests you undertake if you have to be careful about how you prepare yourself. And perhaps even have to undertake extended preparations.

     

    If a player doesn´t want that than he can play a magic based character who would not be reliant on tools, and have the necessary versatility of magic to counter different natured threats - different from warrior type players; those simply are reliant on tools to bridge the gap between themselves and unnatural beings - personal skill is still be very important because the item has requirements to be adequately wielded: two npc may have the same armor but one has the necessary perks to bring out the potential of the armor and thus is better protected. Or you give a noob in swordsmanship the best sword in the game but he doesn´t have the necessary skills to wield it fast enough for not every random bandit to dodge his awkard 2handed swing.

     

    I read on the other threads that you plan to take away the soul gems from vendors so the PC has to go hunt for them, I fully approve, though at least some mages should have a few low level ones as they simply have a need for them and thus it would be strange to find none with them. Also as there are probably several that don´t like to implement that bullet like soul trap spell, personally I use a modded soul trap cloak, I suggest that soul gems of low level can be looted from enemy mages.

     

    About the unleveled elements mentioned on the other sites: I always felt that legendary isn´t legendary. I grind my smithing for 90 lv where I always dreamed of a legendary weapon and then I can simply craft it at any ordinary forge without the need for enchanted gear or potions to boost my smithing. And then I ask myself: If it is so easy, why couldn´t I buy them from Eorlund!?

    I propose that the strongest items can only be crafted with the use of such boosts aka potions, enchantings and perhaps also only at special forges. Or if you keep the upgrading of items like in vanilla than legendary should only be achievable with boosts.

     

    An easy to use dodge mechanic would be nice.

     

    About the low accuracy of bows mentioned on the other sites, I like it. The chance to miss could be higher if your opponent is sneaking or the vision is bad: storms, night with no night vision etc

     

    More epic boss fights are always welcome!

    Perhaps you could add some lorefriendly mini bosses into the wilds: there are countless named wolves in legends, the mod of the follower Hoth mentions how he once fought a mighty bear that could topple buildings, and the norse background of Skyrim cries for some powerful animals.

    On that note, animals quickly get to weak. Yes it should be possible to kill a measly wolf with a single hit from a dragonbone sword, but only if the wolf doesn´t evade and if some 50kg wolf jumps at me in full sprint I am sure I would fall down or at least be staggered.

    The same with Dragons, their melee damage is pitifull and doesn´t look or feel as if it comes from a collosus of tons of kg - melee attacks of dragons should stagger and that tail should be at least able to throw me like a giants club or a FUS RO DAH, and take a big chunk of my life.

  22. To combine to separate magical effects to create a third however ... I can´t say it would be impossible, HELL, I SINCERELY HOPE IT IS FEASIBLE!!

    ... I already wanted to say it is probably impossible, but in the last moment I remembered:

     

    http://www.nexusmods.com/skyrim/mods/17455/? - Spells combination

    http://www.nexusmods.com/skyrim/mods/23882/?

    http://www.nexusmods.com/skyrim/mods/57236/?

     

    http://www.nexusmods.com/skyrim/mods/18763/? - here is magic duel: mentioned above.

  23. Alduin and the dragons indead could serve as a common enemy for ALL the mortal races of Nirn and he should already have been in vanilla!

    I mean he burns down a whole fortress down and helps Ulfric escape. One would think that the imperials would put all possible ressources into killing him.

    Alas they don´t, good for us, it gives us some more hours of game time and another quest line.

    Or the developers were simply to lazy to think up a scenario where Alduin is shown as a legit threat to all living beings yet the mortals are still occupied with killing each other.

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