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Extacide

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Everything posted by Extacide

  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.
  15. I somewhat disagree with your choices, though I do appreciate the thoughts. Intense training is the last place I'd want to invest valuable perks into. I take one rank, mainly because it's the best option at level two with none of the major unarmed/DT perks being available until level four. I should also mention I intend on eventually maxing out to 10 LUK, 10 END, and 10 AGI, with the rest of the special points being placed into perk requirements, and then INT. Intense Training would only end up dumping points into special stats like INT or STR in the end. (STR being useless to unarmed other than for certain perk requirements) No, not really, but considering the only DT I will have will be coming from perks (theres very few), the rest of my damage mitigation will be through raw health, chems, (and rad child). While I haven't gotten to test it yet, I imagine how much my HP will juggle with critical rad, and how much damage I'll take from deathclaws on very hard difficulty, it's an extremely valuable perk to have; one I'd almost consider necessary. The paralyzing palm/Super Slam points are actually really good points though with Unstoppable Force, since the entirety of this build is really only viable with those perks anyways, and definitely a perk worth axxing. Purifier, is fairly important for one thing really, and it's killing the legendary deathclaw. I'm not too worried on skill points/SPECIAL stats: It's really easy to hit 100 in each stat with consumables/the appropriate amount of skill points invested. My perfect char is already perfect with max skills bar three (it's impossible to reach 100 in -every- skill). This char is made completely for the challenge of playing iron man on very hard difficulty.
  16. Speaking of an unofficial patch, is there any thread on the forums devoted to organizing all known bugs?
  17. I want to wing an ironman build, regardless of whether or not it will work. I'll start the game from level one, level all the way to thirty without ever using any armor or weapons (except for skill checks ie naughty nightwear), with the difficulty on very hard/hardcore. I know its possible for the most part, I just can't decide on important perks. List of perks: I need to eliminate two from this list. The damage/survival of this is extremely low, so every eency weency bit of damage and DT helps. Bloody Mess/Finesse seem like the two obvious ones, though I like the thought of making my enemies explode with my bare hands. Better criticals + 10 Luck + Piercing Strike = huge damage, and finesse squeezes in slightly more damage, though I don't know how it compares to Bloody Mess. What are your guys' opinions? Perks I eliminated already: I liked the idea of travel light/light step/silent running, but they weren't immediately beneficial to direct combat viability, and they'd simply be for role playing as some naked guy who could run really fast on water. Educated/Comprehension had to be cut for the nature of how little damage/DT I'd have. The rest are situationally beneficial to combat. I'm not sure if I'll need Adamantium skeleton to get by if I pick up small frame for the extra agility. (I actually have no idea how easily limbs are broken when engaging in melee with no armor on at all)
  18. Not necessarily funky, more rather just bigger/smaller than it should be. Vault 21 is in the back of the Strip.
  19. Ooh, found more. The vault 21 hotel lobby has a giant toy car, sensor module and a smaller paper weight.
  20. They make fun of real world references in the wasteland. You've probably come across a few of them but didn't know it came from the trait.
  21. It's not that it's a nuisance, more rather once you get into the routine of it, there is nothing increasingly difficult about the game. I like the obligation to eat/sleep/drink, even if it's irrelevant past level three. Though, if water/food was actually scarce, and the survival skill was actually needed, hardcore would be much more fun.
  22. Hardcore isn't as hardcore as it's made out to be. It's a challenge in the beginning, but you eventually find out that just like FO3, food and water are extremely abundant. Every town has rad-free water fountains, a lot of ruins have irradiated water that you only need to drink once or twice in your entire run, and you dont need nearly as much food/sleep to avoid sickness as you do with water. It almost becomes a routine: Spend 12 hours in-game time doing some quest/exploring some location, go back to safe house to deposit loot, drink water/eat food/sleep, save. Really, all that hardcore has done, for me at least is given food/water a use over being stockpiled in my fridge. The companion death/bullet weight is a much more obvious burden.
  23. Is there a thread on this already? Theres no actual definition I know of for these, so I couldn't really search. If not, I'd like to start a big thread somewhere/on the fallout wiki to organize all of the locations. So, what has everyone found so far? I love going out of my way to collect these and decorate my house with them, even through all the painful reloading when they magically revert to normal size. Incase you don't know what they are, they include the items from FO3 such as the giant teddy bears, or miniature bottles/gnomes, etc. The only ones I know of so far are the dishes in the Ultra-Luxe kitchen, and theres actually quite a lot there at that.
  24. I'm still trying to figure out how to get it to look nice, but screens coming up. AMD 4800 Dual Core And, I use this one: http://i28.photobucket.com/albums/c209/dev_akm/oblivion/obmm_BSA_settings.jpg
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