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ilikecheese1337

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Posts posted by ilikecheese1337

  1.  

    Enai, how compatibility with requiem/skyre will work?

     

     

    Apocalypse is already perfectly compatible with Requiem - I use them both. Requiem is more compatible than one might think. As for SkyRe, part of the motivation for ApocNew is to make it SkyRe-compatible.

  2.  

    As for plot wholes, I think SeanzOz was pretty close, if you don't know want I am talking about search "foolhardy Skyrim part 9". Now even if the bow was not going to really blot out the sun completely, the plan never would have worked. Vampires overrun the whole of the continent during a cold war, with fire breathing lizards in the skies, give me a break. I might not like the Thalmor but they are more than capable of moping the floor with Harkon's lot.

     

    Harkon just wanted to block the sun so that vampires could go about as they pleased. Whether or not he wanted to take over the world (which, if he were sane, he could do by enthralling a few choice figures), his plan wouldn't have been good for mortals.

     

     

     

     

    Then kill her or leave her description with every inkeeper and guard in Skyrim or do anything except help her. What would the vampire hunters do about the ancient and difficult to find Daedra blessed vampires? The dawnguard as it stands at that point isn't much smaller than the dawnguard strike force that sacks castle Volkihar, in a stand up fight they could take Serana. If she's disinclined to talk take those torture implements for a spin, maybe that's not your dragon borns style but it's something mine would do and it's apparently something Isran was ready to do to.

     

     

    Appearance doesn't mean all that much in a world of Illusion magic, and Serana doesn't need inns or civilisation; she just needs to get back to Castle Volkihar. If she does so, then the Dawnguard knows nothing about her, her plans or Castle Volkihar. The Dawnguard at that point is Isran, Durak, Celann, Agmaer and you: assuming you're unwilling to murder Serana out of sheer force of racism (and if you're willing, refer to my "psychopathic murder of Delphine" argument) then that's three soldiers and a farmer vs. a Vampire Lord who's just trying to leave. One bat trasformation could get her out.

     

    As for torture, if the Dawnguard and Dragonborn were willing (which I'm not sure I buy), and if Serana were incapable of escaping, then Serana could always just lie or claim ignorance. Torture is not actually all that useful for information extraction, especially in open-ended questions (it's more useful for obtaining confessions), so there's nothing to stop Serana from saying that she has no idea what Harkon might be planning, especially considering that she's been underground since before the Alessian Empire. If she needs time to make up a story, that looks exactly the same as if she just took time to break.

  3.  

    Serana is a vampire being sought out by the vampires you're investigating and in posession of an elder scroll. She tells you nothing about herself other than she wants you to take her somewhere. She exudes suspiciousness. Even if she wasn't a vampire and didn't acknowledge she had an elder scroll just implicitly trusting people like that is ridiculous. Even if you aren't as kill happy as I am the intelligent move is to take her to Isran, and if she complains that she doesn't feel comfortable when you get there inform her it's not really optional. After you've gathered some information and discovered her blood is the secret to destroying the world killing her is easier and more effective than going through the entire plot.

     

    His objections last a brief conversation, even if she's absolutely necessary to the plot he doesn't order her put under guard or locked up he just sort of gruffly pays lip service to "I hate vampires" before. He also doesn't point out that killing her is the best possible course of action even if it's just for your paragon hero to say "no it shall not be."

     

     

    So what are you supposed to do - murder her for being suspicious? Walk away, and never learn what's going on? If you try to take her to Isran, what happens when she just leaves on the journey? As for the Dawnguard killing her (even if they could) - she isn't the only Daughter of Coldharbour, but she's probably the only one willing to give the information and aid required to counter the prophecy. If Isran locked her up (with what resources? She's a Vampire Lord wizard and the Dawnguard's only just reformed) she wouldn't be able to help the effort against Harkon, and would probably become disinclined to talk.

     

     

    So, moving on from Serana, Harkon, and Isran, lets talk about

     

    1.How did Velarica survive in the soul carin for so long without going insane or dying of starvation?

     

    &

     

    2.How come Akatosh doesn't abandon the dragonborn if he becomes a vampire like he did with Snow elf whats his face?

     

    1. Potions of Blood and Vampiric Drain.

     

    2. The Dovahkiin isn't a priest of Akatosh, s/he just happens to have Akatosh's blood. As for why Auri-El/Akatosh didn't cure Vyrthur, the Divines' blessing can cure lesser diseases, like Sanguinare Vampiris, but they don't have the power to intervene enough to remove vampire or Vampire Lord status. If someone's bitten by a regular vampire, they have three days to cure the illness; bitten by a Vampire Lord, and they wake up a vampire.

  4. Serana can only really have been from the early First Era - she knows about the College of Winterhold. She's very well-read, so it's plausible that she heard of it soon after its founding, but not that she's from before it ever existed. She absolutely needs to predate the Reman Empire, and probably the Alessian Empire.

     

    As for Volkihar Castle, it's a run-down castle on a tiny, freezing island in the Sea of Ghosts with no strategic advantages and no purpose unless you want to be sequestered from others. As such, no armies large enough to bring down a family of vampires bothered with it. It may also be magically warded.

  5. OK, I'm going to go against popular opinion and say that I really like Dawnguard's plot, and I actually think that its main plot is superior to that of the Main Quest and Dragonborn. I also think its "plot holes" are quite defensible.

     

    The absolute most irritating one in my opinion is the fact you don't just kill Serana on the Dawnguard side.

     

     

    Of course it depends on the character you're playing. A dyed-in-the-wool vampire slayer would have course kill Serana on sight, but then, an ax-crazy psychopath might just murder Delphine for fun, which the Main Quest doesn't let you do. On sane, non-pathologically-vampire-hating characters, there's no real reason to kill Delphine, nor Serana when she's entirely non-threatening towards you. Also, if you kill Serana, you don't learn what the vampires are planning.

     

     

     

    If you play the Dawnguard, there isn't any reason for the Dawnguard not to storm the castle immediately, at least after Serana returns to the Dawnguard with the scroll. Yeah, you need Auri-El's bow to kill Harkon, but the Dawnguard doesn't know that.

     

    A fairly common writing flaw, that - assuming that the characters, by default, are aware of everything the author aware of.

     

    What, with all of four members, no tactical knowledge, and for all they know no reason to do it at all other than a pre-emptive strike? The Dawnguard are sort of extremists, but they're not stupid.

     

     

    Also, Isran apparently trusts Serana more than you. He knows Falion can cure vampirism and if you become a vampire he refuses to speak to you until you have it cured. He doesn't even mention this as an option for Serana and is totally cool just having her vampire all around his fortress.

     

    He's not cool with it at all, but at the beginning reluctantly accepts Serana's help (and assumes that, since she was always a vampire from his perspective, she won't want a cure) and by the end grudgingly admits that Serana is an exception to the "vampires are evil" rule.

     

     

    How is the Dawnguard going to storm the castle when there is no Dawnguard yet? It's basically Isran, a couple of slappies and some greenhorn farmboy. In fact, when you return from the castle you can pretty much give them the lay of the land, and that's more than enough for Isran to know he isn't anywhere close to being ready yet - which is why he sends you to get reinforcements. You storm a castle, you better come with superior numbers - not a ragtag bunch.

     

    The real "hole" in the story is that there is no initiation rite to join this faction. You just waltz up, he immediately trusts you to the tune of allowing you to take ALL of the forts limited resources as it is. Go ahead, go kill vampires - like you have all this advanced training he has.....

     

    Gameplay constraints, for the same reason that the farms of Whiterun, despite feeding Cyrodiil, are tiny, and there are so few soldiers in the Civil War.

     

     

    The most irritating is the fact that i went through all that Hell by plowing Falmers to Death that by the time i have the Bow, i forgot to Kill Harkon with it, hence i did it by Normal Means and Fus Roh Dah him to Death.

     

    So what exactly was the point of the Plot again.

     

    Because you don't want to kill Harkon and then turn around and find that some uppity vampire or another has found the bow and destroyed the sun. Also, perhaps because Serana isn't exactly willing to go and kill Harkon at first; it takes time for her to realise it.

     

     

    Speaking of Dawnguard, lets talk about Harkon. The man is probably the biggest Idiot I've ever seen as an antagonist. It took him thousands of years to find Serana, and he couldn't even find his wife even though she was hiding right under the castle. He keeps around two guys who he knows want to kill him, and when the dragonborn walks in, he just goes ahead and makes him a vampire lord, why!

     

    People who sacrifice hundreds of innocent people and hand over their daughters to the Prince of Rape aren't exactly in the prime of mental health.

     

     

     

    One plot hole that does get me, though, is why a powerful Dovahkiin, having seen the Volkihars' hall where enslaved people are being eaten, wouldn't just flatten the place there and then. I like to roleplay it as the wards on the castle helping Harkon throw you out, and then using Illusion magic to subtly dissuade you.

  6. Requiem's magic has an old-school exponential power curve - at first, you can die if a passing mudcrab sneezes at you and, though your spells are deadly, run out of magicka at the drop of a hat (and that's if you play an Altmer). 30 levels in, with your hands on Morokei and the Staff of Magnus, and you're laughing maniacally and shredding rooms full of enemies with Firestrike, because of skill/magnitude scaling and cost reduction. If you want to bypass those stages, just console your magic skills up to 50 or so.

     

    SkyRe will emphatically not give you the deadly magic and combat that you (and I) like.

  7. ^Very true. I'd recommend Requiem over SkyRe. Requiem prevents the world from revolving around you (the world is deleveled; you can stumble across powerful items at a low level if you're lucky, or get your backside handed to you by a more powerful enemy); makes combat far more immediate or deadly (though difficulty can be toned down) so that spells and swords and arrows kill very quickly; makes overhauls like SkyRe, but with more atmosphere and verisimilitude; and is generally speaking more compatible.

  8. Immersive Armors requires this patch: http://www.nexusmods.com/skyrim/mods/42538/?

     

    I don't think Convenient Horses would be a problem, but it might - you should probably make an exception to the rule about Requiem being at the bottom of the load order for it.

     

    Your mods for shouts shouldn't be a problem. Load them after Requiem to override Requiem's changes. The only problems they might cause are balance issues, which are your preference and trivial to tweak in the CK.

     

    Immersive Patrols requires this patch to give Requiem abilities etc. to the NPCs: http://www.nexusmods.com/skyrim/mods/43589/?

     

    Falskaar doesn't absolutely strictly need a patch for compatibility, but it requires a patch to Requiemify it: http://www.nexusmods.com/skyrim/mods/38563/?

     

    Requiem edits Dawnbreaker, so any mod that changes it has to go after Requiem.

     

    Alternate Start is always a tricky proposition, but I can't think of any particular issue, nor is there a patch that I can find.

     

    Shadow of Meresis should be fine, but if most of its enemies are new NPCs rather than regular ones reused (which is unlikely), then there might be a balance problem: Requiem will make it look like a piece of cake in comparison, and Requiem may make you considerably tougher than vanilla enemies.

     

     

    Requiem is actually surprisingly compatible. I use it with many other mods, and nothing's fallen over so far. Most of the delicate, script-heavy mods that can cause actual compatibility problems have patches. The main issue is that, since Requiem changes so much, more focussed mods need to go after Requiem, which can cause issues with game balance - Immersive Armors needs a patch because otherwise it won't confer the benefits of armor in Requiem. Also, it sometimes means that a change that Requiem makes that you want to keep is lost; for instance, if a mod makes Dawnbreaker more powerful and gives Wuuthrad better abilities, and you like both features, then you can just plop it after Requiem and everything will be fine. However, if you like the mod's change to Wuuthrad but want Requiem's Dawnbreaker, you have a problem that really can only be solved by dragging them both into the CK, cannibalising the other mod's changes and adding them to Requiem.

     

    Good luck, and remember: if you're a mage, build up your magicka and cost reduction enchantments, and get your hands on Morokei and the Staff of Magnus as soon as possible; if melee, then invest in block and armour; and always avoid being hit by the archers.

  9.  

     

    it's a bloody shame that I lose every spell that doesn't deal direct damage to a target when cast so the AI can use them properly. Things like Meteor and Hailstrike, which are actually self buffs while the entire effect is scripted, become problematic. To make up for their uncertain future, I implemented this spell:

     

    http://hydra-media.cursecdn.com/diablo.gamepedia.com/1/1f/Frozen_Orb_Icon.png

     

     

    Could you not contact the ASIS people and ask them if they can prevent certain spells from being added to NPCs? If not, you could release the scripted spells as a separate .esp and let people know it's incompatible. Scripted spells are too good to lose.

  10. I like to think of it like this, and it fits rather well with the lore:

     

    Destruction magic physically undoes reality. The elements just happen to be the magical expression of such an idea.

     

    Restoration magic controls life energy (which actually exists in TES due to the connection of the soul to Aetherius) and the original state of reality (presumably, though we don't see any of them, spells to repair broken things would be Restoration). Turn Undead, Bane of the Undead etc. are just uses of the magic to damage the life energy that animates undead.

     

    Conjuration magic is easy: it just manipulates the boundaries between Mundus and Oblivion.

     

    Alteration magic modifies reality by subverting its rules. That "Reality and Other Falsehoods" book oversimplifies the concept in order to teach Alteration to a layman (the story of the book is, IIRC, a man who just wants to learn Waterbreathing, and doesn't have time for normal magical study).

     

    Illusion magic manipulates the mind or visual/auditory/olfactory etc. stimuli.

  11. You gain a new one, because it counts as you killing the churl.

     

    --

     

    Shock spells.

     

    25

    Jolt - Electrocutes a target in melee range for 30 damage over 5 seconds. If the target has no magicka remaining (as a result of mill spells or the mana drain from shock spells), the target is electrocuted and dies.

    Warpstrike - Hits a target with a shock bolt, dealing 20 damage but also teleporting the target to a nearby location. Has pretty graphics.

     

    50

    Electrosphere - Deals 20 damage, 60 bonus damage against targets at full health.

    Stormclaw - Electrical wave that passes through all opponents in a wide line, shocking them for 15 damage. If the spell hit something, it applies a mark to the target (marks can stack) for 5 seconds. If >6 marks exist, the spell deals 45 bonus damage.

     

    75

    Shockbloom - Exploding shock projectile that deals 10 damage +10% target health (and 5 magicka +5% target magicka), now scales correctly with dual cast.

    Thunder Nova - Shock Nova just got real. 30 damage, bonus 50 damage along the rim and looks badass.

     

    100

    Finger of the Mountain - Now does something similar to how you get that spell in Oblivion. Debuffs nearby opponents (only) for 20 seconds. When struck by a shock spell, they then get hit in the face by green lightning for 60 damage.

     

    Sorry I'm late to the metaphorical party.

    Good to see progress on my favourite school, thanks. I'm very glad to see that Shock Orb, Shockbloom and Electrocute are reincarnated. Will there be another Master spell?

     

    On the other hand, some of those spells seem unbalanced. For instance, Jolt, as it replaces Apoc's Electrocute (Master), feels far too powerful for Apprentice. Perhaps it could be buffed and become the missing shock Master spell. FOTM appears to have been badly nerfed. It's a Master shock spell - it needs to compete with Lightning Storm, not just in terms of visual awe but power. A minor debuff that requires other spells just doesn't have the punch.

     

    If I may make a suggestion, it would be that FOTM works as an area debuff similar to Storm Call and strikes targets as it did in Apoc (with increased damage and maybe small AoE on strike, as it was sort of weak for such a great visual), and targets who are struck by the bolts gain a debuff like you describe - that, if they are struck by another lightning spell (not one of the FOTM bolts, of course), then depending on level and/or shock resistance they are killed instantly or receive massive damage and are staggered. Combine with Storm Call for much fun.

     

     

    As far as the other elements go, Hailstrike, Hellbreath, Meteor and Volcano are all really good. It's a shame that Hailstrike only works outdoors, though. Cryoblast is almost completely useless - it's really dangerous to you and takes up a hand for 10 seconds, more than enough time for you to be staggered or killed outright. When it does hit, it doesn't do anything like enough damage to justify the drawbacks. That thing should cut through enemies - even dragons - like a knife through butter, but you're actually better off just spamming Icy Spear.

     

     

    As for Restoration (my second favourite): Culling Rune and Purifying Rune are both nice, but perhaps they could be combined into a single spell that has different effects on the undead and the living, which should be doable with conditions. Dust to Dust is very nice. You've mentioned that you're working on fixing Circle of Death. I like the idea behind it, but it would be nice if it, like Culling Rune, killed lesser enemies instantly. Breath of Arkay has nice graphics but is underwhelming for a Master spell - I have a suggestion below.

     

    Restoration spell suggestions:

     

    Master:

     

    Breath Of Arkay: In a small area around the caster, heals the caster and everything friendly - the living, undead, Daedra and even repairs automata. Increases health (thus replacing Lionheart, perhaps, though not with as much bonus health in exchange for no material component) and imparts healing over time. Magnitude trebled if cast towards the sun.

    (Maybe it should be changed from Arkay because Arkay is supposed to hate the undead. You could substitute any Aedra vaguely affiliated with healing, or perhaps make the undead-healing only 50% efficient).

     

    Mage's Disjunction: Dispels all magical effects in an area, lowers Magic Resistance (in such a way that it won't stack to silly extremes), absorbs magicka, and, if possible, works like Illusion's Counterspell. Deals damage to magical constructs like Dwemer automata and has a chance to kill them instantly.

     

     

    Expert:

     

    Rebuke Undead: Strongly staggers and debuffs undead.

     

     

    Whirlwind of Kynareth: Undead up to level <x> within 10 feet of the caster flee.

    Keep up the great work, Enai!
  12. Open the console with the key to the left of "1" (usually "~" or "`").

    Type "player.addspell 1090f7", without the quotation marks.

    Close the console.

    Open the console again.

    Type "player.removespell 1090f7", without the quotation marks.

    Close the console.

     

    If you have the Unofficial Skyrim Patch (USKP), this might not work; try disabling USKP, using the above fix, then re-enabling USKP.

     

     

    There's a general guide to removing this sort of effect from the player here:http://forums.nexusmods.com/index.php?/topic/872861-tutorial-removing-unwanted-magic-effects-from-the-player/

  13. Hi,

     

    I've recently run into a problem with Climates of Tamriel, Nights Level 8. It suddenly started displaying the vanilla game night darkness, or rather brightness. Using the loose nights files changed the problem - now, nights are dark, but in the sense of wearing very dark sunglasses: the stars are almost invisible and light sources may as well not exist. I'm using Enhanced Lighting and FX, but removing that has no effect. This has never happened before, and I'm using the latest version. Can anybody offer advice?

     

    Thanks.

  14. Probably hunting. He still needs to eat, even if dragons don't need to sleep. Perhaps Alduin did meet Paarthurnax, but flew off rather than attack a dragon that the Greybeards would've just Shouted back to life anyway, and then Paarthurnax saw no need to mention it.

    Skyrim's geography seems a bit wacky to me. Riften for example is on a plateau, much much higher than Windhelm but the latter is much much colder. I guess it would have to be a lot farther north than it actually is.

     

    Bear in mind that the scale of the game Skyrim is way out of proportion to the lore. Winterhold and Windhelm are probably relatively close together.

  15. Skyrim is supposed to represent the medieval world. A world made of racism, hate, ignorance, war and why not, sexism.

    In my opnion there are already too much female warriors to be realistic (look at Mjoll). In almost all ancient cultures, females were basically slaves, mere objects.

    I'm not sexist, but that's the truth.

    In Cyrodiil, that is already in a "Renaissance" period, females are better considered, and we have female countess etc.

    Said this, we don't have gay characters for the same reason we don't have sex.

     

    If you want a more actual world filled with gay characters, drugs and more, I suggest you playing Fallout New Vegas.

    I'm sure you'll love it.

    No, no it's really not. The mediaeval world didn't have printed books, still less advanced science and magic. The races of Skyrim don't explicitly have differences in physical strength between sexes. There's no evidence of discrimination within the acutal lore, just reflections from the developer's inclinations, which I'm sure are unintentional. As for why there are no explicitly gay or lesbian characters, it's because stupid people have far too much political power.

  16. I largely agree - society is a whole is still somewhat biased towards white males - but, while I am sometimes bothered by minor things in the game, I do think Skyrim is a step in the right direction:

     

    " there are no disabled persons in Skyrim either."

     

    Heal Other. ("Take an arrow in the knee" was a euphemism for getting married, and Angrenor Once-Honoured lives in the most magic-phobic part of Skyrim.)

    "the rest of Skyrim seem to be utterly void of a single gay, transgender, transexual/queer person in the whole Skyrim"
    ...Everyone in Skyrim who can be married is available despite sex. It's very possible that sexuality just isn't an issue in Tamriel, any more than eye colour. If you're wondering why none of the NPC relationships are non-heterosexual (though IIRC, the Dibellan Priestesses are omnisexual, because Aedric magic that's why) it's probably because a.) Bethesda didn't really fancy having fundamentalists try to incite moral panic and b.) there are relatively few explicit romantic relationships, so they could just about get away with it being a coincidence.
    "The gaming community is predominantly CIS male "
    True, but not to the degree one might think - ~45% of gamers are female, for one.
    "the men of Skyrim and their boring, conservative view of masculinity, blood and honor"
    That's not male stereotyping, that's Nordic culture, male and female (see Uthgerd and Gormlaith).
    "Dragons, as far as I can make out, are all male."
    Nope. Dragons don't have biological sex, they're Aedra.
    " In fewer words, not a body for asswhooping, but for posing; men are allowed to look strong and dangerous and women are allowed to look pretty"
    I don't think it's particularly valid to apply human concepts of appearance to Nords, let alone Orsimer.
    One thing that does irritate me is the s&#33;@£-shaming quest in Riften, but then, it is in Riften, the cesspit of Skyrim.
  17. I'd activate both, but make sure they're at the top of your load order apart from Update.esm and DLCs.

     

    Also, you mentioned some mods that add menus - if you're talking about what I think you are, they require SKSE and SkyUI (if you don't like SkyUI, there is a mod called SkyUI-Away).

  18. It would probably scare off most, and personally, I'm not keen on the idea. Whether the Magna Ge are stars as in the standard Earth-universe balls of plasma or literally small holes in the fabric of Aetherius is intentionally left ambiguous, and I don't think aliens fit well with Elder Scrolls. It's not just lore-friendliness that matters, but flavour also. Perhaps a strange race of Daedra from a little-known plane of Oblivion?
  19. I use RND and Frostfall for realism, and I also have Requiem, which is great from a combat realism perspective - two arrows will kill you, and they'll also kill a bandit (no squishy Dovahkiin vs. magic super-bandits, like Vanilla Legendary or, apparently, SkyRe), as will a single lightning bolt or whack with a warhammer, unless you wear heavy armour, in which case most arrows bounce off but you lose huge amounts of stamina... great mod. Now, house rules:

     

     

    1. No using shrines to cure disease. It strikes me as a little silly - use a potion or cast a spell.

     

    2. No matter the character, no matter how much it makes sense for them, Paarthurnax never dies. Stuff the Blades.

     

    3. As above, all Thalmor die, and Elenwen is always kicked out of negotiations.

     

    4. Unless I have the Respite perk, walk every so often whilst running - no matter how fit, nobody can run thousands of miles up and down mountains in full plate armour. Requiem is OK about this, in that normal running drains stamina rather than just sprinting, but all that does is prevent power attacks.

  20. Get a magic scaling mod. I have Requiem, which has insanely powerful (in a good way) Destruction magic at high levels, but if you don't want a whole-game overhaul, grab "Empowered Magic". Then get Apocalypse Spell Package, and you're good to go - it has great utility (Almalexia's Grace, Feather Fall) and combat spells. Midas probably isn't a good idea - the spells are unbalanced, as the mod never really left WIP status. I don't understand the fuss about that mod; it's buggy and underwhelming.

     

    Now, once you have the requisite mods, get as many Apocalypse spells as possible, in particular Hellbreath, Master Ward, Breath of Arkay, Electrocute, Finger of the Mountain, Shock Orb, Command Undead and Dust to Dust. Use Electrocute as crowd control on particularly strong targets, use Shock Orb to bring full-health enemies in melee range, Hellbreath is invaluable for large groups, FOTM is very fun to use and good for groups of tough enemies, and Command Undead and Dust to Dust are too useful for words.

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