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Plowbat

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  1. Aw cheers, i lost hope and did not look at the topic anymore...and just saw it uploaded on nexus minutes ago! You really did a great job!
  2. I'm a bit sad a month after, but....is the project in the dust for good?
  3. Thanks for the links. From what i see they all use scripts and/or skse, so i guess i have quite a bit to learn before creating my own mod.
  4. Hello, I'd like to create an armor calculation for myself, that differs from the vanille flat one : -in base skyrim each point of armor gives you a flat amount of % resist, and it has a cap. -what i'd like to do, is get degressive return for each point of armor, with this formula to get the % reduction : (1-0.8^(armor/100))*100 Basically, you take 20% less damage from A to A+100 armor. Example values : 0 armor=100% damage taken. 100 armor=80% damage taken. 300 armor=48.8%. 724 armor =80% reduction. 1200=93%, and so on. What's good about it : first investments in armor give results. it does not need a cap, since you can not be immune to damage, thus heavy armor is now more attractive compared to light in end-game. Also, the formula is reeeealy easy to tweak, i just have to change the 0.8 to increase/decrease armor efficiency. What's bad : i can't create this yet The thing is : i lack the knowledge to create this. I don't know if it can be done through the CK alone (i hope it is), and if it is no, what i need to do it. Anyone wanting to help?
  5. Vanilla armor cap is hit at 567 armor -without a shield, it's 25 less if you have one-, so if you have not tweaked it you hit it loooong ago. Edit : i'll try creating my own armor rating calculation mod, i just need a little help wince i won't use the vanilla system.
  6. I'm using "dark souls combat", "ultimate combat", "higher level ennemies"+its resistance cap (1000 armor instead of 560, and slightly up magic resist), "path of shadows" (harder sneaking+rebalances alchemy), "dragon combat overhaul", "EFP" bandits and mages and "deadly wenches" for monsters (bashed patch ofc). Also stamina consumption mods as "fighting fatigue", "exhaustion" (set to work together, not on top of each other), and perk mods such as "TTRSO" for blocking+magic shcools+one and two handed, "Treebalance smithing tree", speech tree redone, trade and barter, enchanting awakened. As for difficulty i'm not using vanilla sets, but the "fine-tuned challenge" mod, which lets me decide my damage output and my ennemies's freely between x0 and x10. i'm usually kicking a x1 to x0.75 PC damage (lvl 1-50) and between 1.5 (lvl 1)and 3-4 x ennemy damage (around lvl 50), depending on my character's level, cranking it every 5 levels or something. So...something between adept and expert at the start, to master-legendary in the end. but i prefer buffing my ennemies rather than nerfing my character, because difficulty through shitloads of HP gets nowhere but to Boringland. When starting a mage i usually go for alteration, illusion, destruction shcools, with either the frost shout (slow and/or freezing people) or the become ethereal to get some distance/heal.
  7. I'm glad we can see the end of this. I hope you will be, too. Neo, about playing destruction on legendary : with vanilla enchantment tree i can get 100% cost reduction, just add fortify destruction potions to this with a nice alchemy level and you're set to wreck faces with your eyes closed, and from a distance at that (bonus cookies for invisibilty spell...).Way easier than fighting foes up close and personal. But yes, early game as a mage on legendary is giving a lone wolf a nice feast. Anyway, i don't use vanilla enchants, so i don't play on legendary anymore (enchanting awakened, awesome mod, look it up). I never use wards on ordinary cases, most of the time i'll prefer a solid shield, either spellbreaker (even playing light armor cuz it's so good) or a well magic resist enchanted one, since you can block physical attacks and bash too. If you're not happy you can always edit the cost with the CK, it's really easy, but flat damage reduction is pretty OP combined with the percentage based one, imo the cost is right : even with the grand Ward and no resist, only the expert destruction spell get over its value, and no npc dual casts, so you only need few bonus resist to get your ward solid.
  8. Well, the decreasing effectiveness of destruction as tou go towards legendary is 100% normal : you consume the same amount of mana per spell, buuuut you deal less damage with it. Just like your weapons/bashes cost the same stamina and deal less damage. The difference being, with 0 stamina you can attack, and with 0 magicka you can not. There's no real "fix" to create, spells already have so many advantages over weapons. For conjuration, putting bound weapons on the same level as end-game forged weapons is a bad idea (already explained why in a previous post, but in short : requires less investment+naturally enchanted so less damage, can't have everything can you?). Enchantment : for withing hour, some mods grant sky dials, otherwise look at the date, or in the sky :smile: Quality materials : should be "fine clothings/fine hat/party boots" etc... Forbidden knowlege : you'll be able to disenchant the divines amulets (hello shouts CDR with Talos) and daedric artifacts such as the Ebony Blade, Dawnbreaker, Savior's Hide... Resonance : could be a mistake, or could not. Both sides make sense. Also with the armor boosting your damage, you can get more damage (resist caps are so easily topped anyway). Elemental might : Can't create 100% "lore-friendly" mods when taloking about perks. And it's one part of one perk around dozens. Get over it. Draconic infusion : Yes it's one soul per item. but since it won't be boosted by mastery enchantment (effects are already off the chains), and you can only enchant the chest piece+weapons, it's fine. Also you only have 10 seconds to do it, which is pretty short. Steelfeathers, maybe raise it to 30, since the effect disappears after enchating one piece? illusion : Muffle is fine here, you're not altering your body, but what's around it, that's the difference between the two schools. Lasting peace : Relations rank from 0 to 4 if i'm not wrong. 0 being "attack on sight" and +4 being "ally/lover/whatever i love you man", thus beaing able to recruit as follower/take some items from hoome/receive gifts from them, and so on. Consuming rage : seeing how he created some spells in his Lost Grimoire mod, the damage is most likely being health% based. Restoration : regen :0-50 is actually pretty great. On fast healing its between 0-100% FREE efficiency. Even around lvl 50 i get smething like 450 health (playing warriors this time around, or 300-350 for a mage), and it's still a nice bonus compared to max health. life link : you're basically healing people for up to 150/300 health points without taking from your magicka. That's pretty good if you ask me. blessing : i see no reason it wouldn't work on PC Aura of light : effect is continuous until friendly gets out of the aura, just like destrucion elemental cloaks. No idea if you can heal undead/automatons/daedras with it, but having some high-rank healing spell that does exactly that, i think it's a yes. Saving grace : you having problems with essential targets is none of steelfeather's concern. Also aura of light works by radius, not duration, so the duration is infinite unless targets is out of range. God patrons : well, Meridia and Mara for example are fond of mercy/preach love, so i guess killing innocent people/stealing/pickpocketing is a no-no. Favoured child : no idea, but creating a spell per god is a hassle, hat off for steel for pulling it off anyway. Dark supplicant : yay, you already could pledge your faith to the Eight Divines (or was it nine? civil war lets you decide). Now you can pledge it to bad guys as well : sanguine, mehrunes and their daedric buddies will welcome you (making you hated by the divines). Steelfeathers, Even though you're doubting about your perk mod, please don't let it drown. Once on the Nexus, juste like your Grimoire mods, i'm pretty sure they wil get a ton of DL/endorsements, mine first. Good magick perks overhaul are scarce, and this will be a fantastic addition to them. You know there are some people eager to help too. Please don't let all these work hours get away in vain.
  9. Is the project still on the rails, though you're working on Beyond Skyrim?
  10. Armor cap means pretty much nothing since it's easy to attain (was it 587, 25 less if wearing a shield?). With some revamped smithing (equal to vanilla) and vanilla armor trees, i hit 1000+ armor with a light one in end-game. How crazy is that. In the end i have a mod that raises the resistance caps to better scale with higher levels (1300 armor cap, 95% magic and elemental res, but ennemies are more powerful too). Prevents my mage from hitting the cap too, so it's fine. The new "avoid damage" alteration perk completes this well, i'd really like to try it out in-game.
  11. Ignoring the invisibility/muffle part of the illusion tree, there's only the mid-control spells in vanilla Skyrim... Some ideas anyway : -mana (or else) regen boost when you have an illusion spell under effect (self or not) -short movespeed boost on cast for illusion spells
  12. Thanks for the answers! Indeed turning dragons to gold would cause problems, i was just a little too hyped about this perk. Also, if in the end you make "careful preparation" one-battle use, make it a lesser power maybe? Or restrict the recast spells to adept or lower, since it's a lvl 25 perk, and let it run indefinitely/longer than 8 hours for every battle (would cause problems with brawls though, you would have to cast the power, then brawl, then cast your spell again. and creating a second power to stop the effect would be tiring). I like bound weapons too, and it's true that their damage is generally lacking in late game, but it's because you can't better them at a grindstone. But, with all the bonus applied to it (life/mana/stam leech, bind soul, %armor ignore*, %current mana bonus damage* [*in the overhaul i'm using]), the base damage does not neet to be as high as a godly-smithed weapon, and should not be either. The scaling you introduce ont your other schools of magic would do just fine for their base damage, i'll take the bound sword as an example : 8+8*0.0075*conjuration level =8-14 base damage (iron to daedric weapon, since dragon is 15 base, and Miraak's sword is 16). Since you can still enchant your gear and level up one-handed mastery, it should be balanced : 8.9 damage lvl 15 conjuration, 11 at lvl 50, 12.5 lvl 75, and finally 14 lvl 100.
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