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Extacide

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  1. I'd love to know this as well; I'd kill to be able to edit the potion slurp sounds out.
  2. i'd love for a mod that simply clips out the last part of the potion drinking sound file to remove the obnoxious slurping at the end. if i knew how to extract and explore the binary files i'd do it myself -- at least the audio editing part is easy.
  3. That's not what I'm concerned with though. It's the lower level items. From what I understand about how leveled item lists works, at least in NPC's, is that each item has a maximum level differential between it and an NPC that can spawn with it. The NPC's level is based off of your level. So if you're more than 8 levels higher than an item, that NPC will be too high to spawn with that item which essentially removes it from the game. The difficulty is that theres no way to check the actual lists because NPC's have varying differential and item lists. Then there are dungeon chests which I can't find anything about -- and they have their own lists based on level too. Some even have maximum levels letting you find iron equipment at level 30. I read about these things but don't know how to actually find them myself. So like, if I wanted to find the Robe of Glib Tongues, which appears in loot at level 1, is there a level I could reach where it'd disappear from dungeons/NPC's entirely? The difficulty in finding is that the only way I've found is to look at each chest/npc individually. Theres no "broad" way to check everything all at once for that item.
  4. So I started playing oblivion again. I'm a huge completionist, and theres a ton of ways to permanently miss stuff in Oblivion. Fortunately I know the vast majority of them. The one thing that I've never come to fully grasp however is the leveled item lists, both with plain armor/weapons and the generic but unique enchanted armor/weapons. I know I can out-level certain items, effectively removing them from the game. For the basic armor/weapon sets like iron through daedric, it's pretty easy to keep track of all the pieces you've obtained so you can level safely. For the huge list of magic apparel though, it seems like a daunting task trying to keep track of what you will out-level given the nature of how difficult it is to obtain any specific item, and how much more complex the item lists they're placed in can be. The issue I'm having is that everything I've searched and read over the past few hours describes in little detail how the leveled lists work, but not the actual lists themselves (excluding and avoiding going into the obcs). I know how items are determined at random, but I'm unable to utilize that info to then go ahead and plan what levels I should avoid before finding X item. UESPwiki lists a level associated with each item in it's list of magic apparel but I don't know how to interpret that number, as different NPC's have different leveled item lists which all vary on the player. I also randomly read somewhere that level 22 provides the broadest range of loot, but I can't find anything confirming this/explaining why. TL;DR Is there any big statistical database (not UESP) to read the leveled lists that I would be able to use to know at exactly which level I'll out-level a certain item rendering it impossible to find afterwards? Alternatively, is there a specific level to gun for where you get the broadest range of items without any disappearing from leveled lists?
  5. Don't confuse this with normal stamina regen, which I know is 5% of max/s. When you deplete your stamina bar entirely, theres a cooldown period before it'll resume regenerating. While experimenting I've noticed that the more max stamina you have, the shorter the cooldown. At insane amounts of max stamina the cooldown is practically non-existent. It isn't mentioned anywhere in the wiki nor has it been discussed. Anyone happen to have any insight on it? Theorycrafting stats for my power char, and I'd rather have an exact number of stamina to shoot for than consoling random amounts until it appears about right.
  6. hmm.... that bears thinking about. have to test that. Silver greatsword weigh nearly the half of a daedric greatsword. if your theory is correct then the speed difference should be very obvious. right now i rather suspect that weight only influences stagger. I clocked ten uninterrupted consecutive swings for each weapon and divided by ten. Repeated the process if the swings didn't go smoothly. I have no idea about bow mechanics or reach, but I can confirm that daggers have a shorter reach. :) Weight of the offhand weapon while dual wielding also directly impacts the speed of the dual attack animation. Theres a formula for it somewhere, I'm sure.
  7. I'm about to do a lot of number crunching to remake my character with, but I don't understand how dual weapon range works; specifically when you have two weapons of different length. From what I understand the dual swipe/dual power attack damage is based off the combined damage of both your weapons. However, the question stems from using a dagger in your offhand for speed in conjunction with a much longer weapon in your main. Does the power attack's range default to your longest weapon and simply combine the damage into the animation, or will it halve the damage if only your longest weapon is in range? I'll give an example. I'm dual wielding a dagger and a sword, the sword being much longer than the dagger. They have a combined damage of 15, the sword giving 10 and the dagger 5. If I dual power strike an enemy that my sword can reach but dagger cannot mid animation, will the sword do 15 damage and count as both, or would i have to be in range for the dagger to hit as well to do a full 15? For clarity, it's a dual power attack and not a single power attack. Also, is there ANY way to test vanilla skyrim damage in-game in a controlled environment and be able to see the damage dealt to health? Is there a mod that assists with this? Thanks. edit: did a LITTLE testing, and the results are just messed up entirely. Just slowly walking further and further back until I came out of range of a wall, then stepping an inch forward to be in range with each weapon, testing a huge assortment from each set, I'm finding that the dagger is the same range as a greatsword...No idea if this affects power attacks and its really hard to tell. Sigh.
  8. I'm pretty sure the weapon animation speed directly correlates to the weapon's weight, but I can't find a formula for it anywhere. Unless someone knows the formula/knows where to find specific speed values, have you tried testing weapons of different weight to find a pattern?
  9. It's not an issue of radiant story. I actually tested this, or at the very least these specific string of quests. With the same character too, in an earlier save. The option to find bounties and kill bandit leaders disappeared from both Orgnar and Proventus Avenicci. I doubt it's a bug either, rather a consequence of such a wide open sandbox where you can clear dungeons before you even get a quest to do so. The difference is a couple hundred gold and a quest reward, and most people might not even care either way.
  10. I'm a huge OCD completionist. I was curious what would happen if you went and cleared one (which actually meant all) of the bandit camps before you received the bounty for it in Riverwood/Whiterun. Turns out the option for the quest disappears entirely. I've been semi paranoid about clearing any dungeon without obtaining a quest along side of it, but this test will probably prevent me from exploring entirely. Anyone know of other missable quests; and better yet- is there any updated quest list that allows you to filter quests based on the dungeon associated to them, or am I simply doomed to have to be ultra careful and wait until all of the databases get updated?
  11. I don't think the animation is as important. The major gripe is how they can suddenly shift into any direction without stopping/slowing down. It'd look silly without some sort of animation that shows their legs/feet trying to stop momentum and begin pushing in the other way though. Then theres the way the AI paths around objects, or running forward/strafing left, then running forward/strafing right without actually turning into the direction. Diagonal running animations are a nice aesthetic improvement, though.
  12. I don't know if there are specific terms to describe it. I think this falls both under animation/AI? Basically, in all of the recent bethesda games: TES, FO3, NV, etc, the way NPC's moved was unrealistic. They could run to the left, and then immediately shift right as if they had no momentum. When they turn or move around obstacles, they move in a square path rather than circular. It can make hitting a moving target pretty hard when they shift directions unpredictably. In most modern shooter games, like COD, the enemies in the campaign adhere to more realistic physics, for reference. Any mods that try to fix this?
  13. Is there a mod that lets you loot weapons from a body, regardless of where the weapon fell? Fallout recently made this change; You can loot the equipped weapon from the body no matter where it fell/rolled/flew 5,000 feet away from.
  14. The build isn't a charisma oriented build though; it's optimized for maximum survival (ironically with unarmed instead of guns), while still pitting the challenge of not being allowed to use armor or weapons. It's also possible to kill deathclaws/cazadors, at least from how I see things it will be. I'll eventually upload videos of me doing s***. Also, not enough perks to fit in cannibal; Rad child should provide sufficient healing.
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