BinaryHe1ix Posted November 29, 2011 Share Posted November 29, 2011 I love Smithing and it's usually the first thing I grind to 100, but I don't like being vastly underpowered once I spend all of the level-ups. Once I get to 100 Smithing, I have in the area of 15-20 level ups to spend. Once I do, all of the leveled enemies in the world are adjusted but my combat skills are still at the level 1 area. My idea is this: Prevent Smithing, Enchanting, and Alchemy from granting level ups. Instead, every 10-15 levels gained in a crafting skill grant you a perk. This lets low level players focus on crafting if they so choose, but don't get destroyed by monsters that are scaled up to a high level because they were boosted via crafting. I'm not exactly sure how this would work but mayhaps a script in the CK would allow a modder to trigger a +1 perk script at certain skill levels, say 20, 40, 60, 80, 100. Thoughts? Link to comment Share on other sites More sharing options...
Bahlsa77 Posted November 30, 2011 Share Posted November 30, 2011 Bump, Better thought out than what I suggested. Link to comment Share on other sites More sharing options...
GAOBR Posted November 30, 2011 Share Posted November 30, 2011 It's not hard. I grinded to 100 Smithing and alchemy first, but I'm not underpowered. I can use the best weapons and armors, also the best potions. Link to comment Share on other sites More sharing options...
securitywyrm Posted November 30, 2011 Share Posted November 30, 2011 It's not hard. I grinded to 100 Smithing and alchemy first, but I'm not underpowered. I can use the best weapons and armors, also the best potions. Well, let's split the difference. Let's have the non-combat skills (Alchemy, enchanting, pickpocket, smithing, lockpicking and speech) advance you less towards the next level than the combat skills. It could be a series of modsslowcraftleveling66percent.espslowcraftleveling33percent.espslowcraftleveling00percent.esp The user picks the one they want. Link to comment Share on other sites More sharing options...
NotCras Posted November 30, 2011 Share Posted November 30, 2011 It's not hard. I grinded to 100 Smithing and alchemy first, but I'm not underpowered. I can use the best weapons and armors, also the best potions. Well, let's split the difference. Let's have the non-combat skills (Alchemy, enchanting, pickpocket, smithing, lockpicking and speech) advance you less towards the next level than the combat skills. It could be a series of modsslowcraftleveling66percent.espslowcraftleveling33percent.espslowcraftleveling00percent.esp The user picks the one they want. yeah plus i feel one levels up too fast anyway, so it would also sort of solve that as well! Link to comment Share on other sites More sharing options...
GAOBR Posted November 30, 2011 Share Posted November 30, 2011 Well, there is a mod on Nexus that can increase to 4x or decrease 50% of how fast you lvl. Link to comment Share on other sites More sharing options...
BinaryHe1ix Posted November 30, 2011 Author Share Posted November 30, 2011 Well, there is a mod on Nexus that can increase to 4x or decrease 50% of how fast you lvl. I might have to check that out; it would at least partially solve the problem. Once I grind Speechcraft/Smithing and whatever else to 100, you just disable it and continue as normal. I'd still like to see them not apply entirely and have only the 'real' skills apply to levels. I know it's not difficult to do because I can just craft high-level armor and weapons, but I'd personally like to earn my levels through combat and over a large period of time, instead of having level 30 2 hours into the game because of Smithing and Speechcraft. It's a personal taste. I honestly grind Smithing because I like to use the leather armor early on in the game and by maxing out Smithing I can improve it to last for a longer period of time. By the time Smithing is maxed out though, the leather armor, even improved to Flawless, is practically useless. I'd like to retain the ability to use the lower level weapons/armor but not forfeit the ability to improve them. Link to comment Share on other sites More sharing options...
cppcooper Posted November 30, 2011 Share Posted November 30, 2011 Change the difficulty. I have amazing thief skills. Yesterday I had to run from a dragon for an hour, real time, and eventually had to settle for running inside a dungeon.. naturally it was full of draugrs and there were a lot. I used 15 potions of invisibility, all my health potions.. then when I had nothing left I ended up in a room full of draugrs sitting in chairs.. there were at least 30 of them half of which got up to fight. Luckily there was a ghost to do most of the slaying.. I used my sneaky skills to kill a bunch while they were either still in their seats or while they attacked the poor invulnerable ghosts. I got lots of cool loot, but it didn't mean s*** after I left.. because the dragon waited for me. The only reason I survived was because I kept using ethereal and diving under water once I got to a stream/lake.. then i found a fort full of powerful mages who tried to wup my ass. I snuck inside their prison from behind(the escape route) with some luck I managed to jump up on the huge ledge.. When I came out they were all dead and the dragon was gone. He had his fill of human flesh. Play the way that is fun, not the way that is advantageous.. you add that stuff in on top until you find the perfect balance of challenge.. then if it is too hard lower the difficulty. I just keep it on medium and go fight with a lot of potions when I am finding thing too hard. THEN i go back to training the other stuff. Link to comment Share on other sites More sharing options...
BinaryHe1ix Posted November 30, 2011 Author Share Posted November 30, 2011 It's not that the game is too easy or too hard. That's not what I'm intending here. The game is fun regardless of the level I'm at. I'd like to preserve the level experience while still being able to have a high crafting skill. To me the crafting skills should essentially be separate from the leveling experience. I'm trying to get in contact with a modder who's released a leveling mod that makes the experience more linear and slower. My hope is that I can release an .esp that will slow leveling down so much you can grind a skill to 100 without gaining a level (or very few levels). Once you get the skill to the level you want, turn it back off and continue leveling as normal without having 30 levels from Smithing. I'll keep ya'll updated! Link to comment Share on other sites More sharing options...
securitywyrm Posted December 1, 2011 Share Posted December 1, 2011 It's not that the game is too easy or too hard. That's not what I'm intending here. The game is fun regardless of the level I'm at. I'd like to preserve the level experience while still being able to have a high crafting skill. To me the crafting skills should essentially be separate from the leveling experience. I'm trying to get in contact with a modder who's released a leveling mod that makes the experience more linear and slower. My hope is that I can release an .esp that will slow leveling down so much you can grind a skill to 100 without gaining a level (or very few levels). Once you get the skill to the level you want, turn it back off and continue leveling as normal without having 30 levels from Smithing. I'll keep ya'll updated! The difficulty is that we don't have a precise reading of how the leveling mechanic works. Does the game update a value of 'progress towards next level' or does it just recalculate it based on total levels of skills? Is this a value that can be modified to something other than an even number, or would we need to increase values across the board to compensate? Link to comment Share on other sites More sharing options...
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