AgentPaper Posted November 22, 2011 Share Posted November 22, 2011 The point of this mod is to fix as many issues in the game with simple, straightforwards solutions. The basic feel of the game shouldn't change any, but should feel smoother and more intuitive. This list is incomplete. I will be adding on other changes I feel need to be made later on, and if you have any suggestions I'd love to hear them. One thing to note is that I won't be adding any additional content to the game whatsoever, so don't suggest anything like a new enchantment or armor set. (Re-using existing assets is fine, though) Disclaimer: I'll admit that I'm fairly inexperienced as to specifically modding TES, so if something I list is flat out impossible to change, please let me know. It'll save me a lot of time and frustration. Changes: Armor UI - Show the % damage reduction provided by your armor next to the armor value. Armor - Remove "hidden" armor value. Damage Reduction - Change the formula from [armor * .12] to [1- (100/(100+armor))]. * Alchemy - Remove Potion of Fortify Enchanting. (to break infinite loop with minimal impact) Overburdened - You can still sprint while overburdened. You move at about the speed you do while running. (a.k.a. normal movement speed) Magic Resists - Resistance bonuses stack multiplicatively, instead of additively. So, four pieces of 25% fire damage reduction reduced fire damage by ~60% instead of 100%. Mana Reduction - All enchantments that would reduce mana costs instead increase damage done for that school. ** * This is for two reasons. One, it allows us to remove the artificial cap on armor. Second, it makes additional armor value just as valuable when going from 10 to 20 as it is when going from 800 to 810. For balancing, this formula actually increases damage reduction by about 50% across the board, except at the very smallest armor values. It would probably have to be combined with reducing armor values on armor across the board by about 60%, to keep things roughly balanced. (Damage reduction would still be higher at low values, between about 100-300) ** Allows casters to scale better at very high levels, prevents "free" spellcasting, and makes magicka/magicka regen bonuses more unique in purpose. This also makes the cost reduction perks more important, as well as any other forms of cost reduction. Link to comment Share on other sites More sharing options...
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