BlackCompany Posted February 22, 2012 Share Posted February 22, 2012 Currently, I am looking for mods to really enhance immersion in Skyrim. So far I have: Downloaded/Planning to Download: -Hypothermia-Dynamic Timescale Making myself (final test phase) -Physical, deadlier combat-Subtle, scarce, more powerful magic-Minor overhaul with rare loot, scarce gold and bandits/draugr who will never be rolling in cash or magical gear, and more. So got those bases covered. Just wondering what others are doing to enhance immersion and improve their Skyrim experience. Not really interesting in hack-and-slash, action-rpg game play. More into a deep, slow, immersion-oriented experience. Any suggestions? Feel free to chime in. Link to comment Share on other sites More sharing options...
Darksun45230 Posted February 22, 2012 Share Posted February 22, 2012 -Physical, deadlier combat-Subtle, scarce, more powerful magic-Minor overhaul with rare loot, scarce gold and bandits/draugr who will never be rolling in cash or magical gear, and more. So got those bases covered. Just wondering what others are doing to enhance immersion and improve their Skyrim experience. Not really interesting in hack-and-slash, action-rpg game play. More into a deep, slow, immersion-oriented experience. Any suggestions? Feel free to chime in.I've been waiting for something like this for a long, long time. Link to comment Share on other sites More sharing options...
BlackCompany Posted February 22, 2012 Author Share Posted February 22, 2012 Thanks for posting, Darksun. I have wrestled with whether or not to post my mods this time round. I like sharing them, but they are definitely made to appeal to a very small subset of gamers. Now, some stuff, I openly admit, as inspired by mods like Duel and Deadly Combat - and some is my own preference. In case others are interested, here's a quick rundown: Combat - Settings Tweaks (1 esp): -20pt reduction in weapon reach (141 - about 120)-Changed Shield Bash reach to 80 units (down from 141 - your shield was the length of your claymore)-Dramatic increase in stagger chance-Successful block nullifies all but slightest chance of stagger-Blocking at max skill level blocks 100% of damage (shield)-Blocking with weapon (parry) blocks 95% of damage at max skill level-NPC's now have between 55% - 95% chance to bash-Dramatic increase of NPC blocking while being attacked-Dramatic increase in odds of NPC bashing while player/opponent is blocking-increased cooldown for power attack (many NPC's use it too often)-**Probably some other changes in there, too, I will double check from home tonight **Note on all my perk changes: All prior perk requirements are removed from my perks. Now you only need the skill level to get there, not prior perks in that skill. Makes your character customization more your own. Combat Perks Overhaul - 1 esp: -Changed all melee perks, including 1h, 2h, Light/Heavy armor perks, and some block perks. Also changes smithing perks. Weapon Perk Changes: -Armsman/Barbarian enable staggering of opponents who are not blocking. Only applies when wielding appropriate weapon, and against smaller enemies. No staggering giants/ghosts/dwarven robots or trolls. (well, ok, trolls, but only with 2H weapons.) -Bone Breaker now only allows maces to ignore armor against light-armored opponents. Slight chance to stagger opponents using weapons to block-Bleeding damage now applies to swords. Includes silver and mod-added Dragonbon/Dragonscale weapons proactively. -Sword critical chance now increased, but only applies to staggered opponents-Skullcrusher allows Warhammers to stagger opponents who are blocking. Chance only, no guarantee. Ignores some armor if they are staggered. -Extra bleeding damage for 2H weapons eliminated. Replaced by increase in weapon damage and weapon speed for 2H weapons. (Combine extra damage with that from Barbarian to really make a difference between 1H and 2H weapons.) Net Result of combat changes so far: -Settings tweaks only: Good luck. Its like Demon Souls/Dark souls. Save Often. Often.-Perk overhaul only: You, are God. You can stagger and dominate a nation of enemies wholly ignorant of when to use shields and parry attacks.-Both esp files: Nice balance of challenging combat. You get smacked around by shields. Arrows stagger you. Frequently. I have been knocked down, stepped into an opponent to draw the attack, stepped back and then in again to stagger during their recovery. Nice mix. Magic Changes - Settings Tweaks, 1esp: -Magicka regens very slowly. Almost does not come back at all during combat, and takes longer outside of it. Magicka is now a precious resource.-NPC magicka recovery slowed. Now warriors can actually fight NPC destruction mages-Some other changes along these same lines Magic Changes - Perks (1 esp, very controversial): -Restoration levels beginning with Adept (50) now increase health and magicka regen, (VERY SLIGHTLY) for each level, up to 15% increase. -Necromages now deal damage to undead when targeting them with healing hands. Other aspects unchanged-Dual Wielding Restoration unchanged. Alteration: -Every level of Alteration beginning with Adept "Alters" your spell casting. Spells now increase slightly in magnitude/duration based on leveling Alteration-Dual Casting Alteration: Now, all dual casting is altered: doubles the duration of dual cast spells-All three levels of Mage Armor provide free, constant Damage Resistance (mage armor). -Master alteration: +100 points of mage armor if you have the perk; +5% spell magnitude, all schools; slight increase in all spell duration -Illusion: Slight increase in magicka for each level. Begins with Adept (25pts) and ends with master (50pts) since Illusion is a mastery of the mind-All levels of Illusion beginning with Adept slightly increase Speech skill, to represent affect of mental mastery on Persuasion-Adept Illusionists have Night Eye when sneaking/outdoors after 20:00 and before 0500-Expert Illusion offers detect life when sneaking with weapon sheathed-Master Illusionist has detect dead when sneaking and weapon sheathed-Master of the Mind dramatically increases calm/frenzy effects in terms of level affected.-Rage increases player intimidation + vanilla effects-Kindred Mage increases speech in addition to other perks-Some other, similar perks Destruction: -Every level of Destruction beginning with Adept provides slight increase to spell magnitude-Dual wielding Destruction: Double magnitude of all dual cast spells, all schools-Beginning (novice) spells now scale up (have correct keywords) and have base damage improved to 10dps from 8-All Fire spells inspire fear in lesser animals, causing them to flee (immersion); no perk needed-Added Concentrated version of Firebolt/Frostbolt. 30DPS. Uses mana up fast. Includes Impact, Deepfreeze, Augmented perk affects. Blasts through mana. This is just a hint. Leaving work now. Will provide more, if others are interested. May also put up for testing. Link to comment Share on other sites More sharing options...
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