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Merciless beginning


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I have gotten into the habit of using dice rollers to plan a RP character and then use console to skip the opening( 'coc' from within the menu).

When starting my thief character this time round I realised I automatically have flames and healing. Is it possible for anyone to just turn those automatic spells off? the spell books exist for them so its not like your stopping the player ever getting the spell, just stopping them starting with them.

Any help?

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I have gotten into the habit of using dice rollers to plan a RP character and then use console to skip the opening( 'coc' from within the menu).

When starting my thief character this time round I realised I automatically have flames and healing. Is it possible for anyone to just turn those automatic spells off? the spell books exist for them so its not like your stopping the player ever getting the spell, just stopping them starting with them.

Any help?

 

 

I have been looking for a way to balance the game for thief characters. It helps add challenge, like what you were looking for with this merciless beginning mod. I want to play a thief character who has many perks in alchemy (it is ideal to have several alchemy perks for thief characters), but have not started a game with a thief character because when you have a lot of perks in alchemy, you can easily make a lot of money off of the potions and poisons you make, and this would make making money via thievery pretty pointless. I have been looking for a mod that makes it so that player-made potions and poisons have 1/10th the sell value. Has this issue ever occurred to you, since you were looking for more challenge with a thief character? I'm having trouble finding someone to make this mod, so I was wondering if you know of any way to alleviate this issue which makes things unbalanced for thieves. Is there some console commands that can help in any way?

 

I'm asking because it seems like you would have noticed this balancing issue. I'm very sure some other Skyrim players see this as a balancing issue, too.

Edited by Dubnoman
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I have been looking for a way to balance the game for thief characters. It helps add challenge, like what you were looking for with this merciless beginning mod. I want to play a thief character who has many perks in alchemy (it is ideal to have several alchemy perks for thief characters), but have not started a game with a thief character because when you have a lot of perks in alchemy, you can easily make a lot of money off of the potions and poisons you make, and this would make making money via thievery pretty pointless. I have been looking for a mod that makes it so that player-made potions and poisons have 1/10th the sell value. Has this issue ever occurred to you, since you were looking for more challenge with a thief character? I'm having trouble finding someone to make this mod, so I was wondering if you know of any way to alleviate this issue which makes things unbalanced for thieves. Is there some console commands that can help in any way?

 

I'm asking because it seems like you would have noticed this balancing issue. I'm very sure some other Skyrim players see this as a balancing issue, too.

 

Due to the face that dice determine who I am, I've only ever once had a Thief using alchemy, mostly with stolen ingredients. and in cases like that yes I do wish that they sold less. like the skyrim economy was live, but a 'living economy' mod usually takes quite a bit of time and work, so its the sort of thing you wait for a modder to decide to do, rather than ask them to do

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I have been looking for a way to balance the game for thief characters. It helps add challenge, like what you were looking for with this merciless beginning mod. I want to play a thief character who has many perks in alchemy (it is ideal to have several alchemy perks for thief characters), but have not started a game with a thief character because when you have a lot of perks in alchemy, you can easily make a lot of money off of the potions and poisons you make, and this would make making money via thievery pretty pointless. I have been looking for a mod that makes it so that player-made potions and poisons have 1/10th the sell value. Has this issue ever occurred to you, since you were looking for more challenge with a thief character? I'm having trouble finding someone to make this mod, so I was wondering if you know of any way to alleviate this issue which makes things unbalanced for thieves. Is there some console commands that can help in any way?

 

I'm asking because it seems like you would have noticed this balancing issue. I'm very sure some other Skyrim players see this as a balancing issue, too.

 

Due to the face that dice determine who I am, I've only ever once had a Thief using alchemy, mostly with stolen ingredients. and in cases like that yes I do wish that they sold less. like the skyrim economy was live, but a 'living economy' mod usually takes quite a bit of time and work, so its the sort of thing you wait for a modder to decide to do, rather than ask them to do

 

Well, I don't know if what I have been seeking is a living economy mod. I got the idea when I found an alchemy overhaul mod that has several components to it, and one of the things it changed was making player-made potions and poisons selling for about 20% of their usual costs while keeping the EXP gains for alchemy almost the same or keeping them the same. So that is when I got my idea for a mod. I don't want this particular alchemy overhaul mod though because it brings with it many other changes, and not all of them are changes I want. So the point is that it seems like it is not too hard to change the sell value of player-made potions and poisons with the CK. I've been thinking of making the mod myself if I can't find someone who'd like to make it. I'd really like it if I did find someone who wanted to make it, but in the meantime, I'm going to start reading up on CK tutorials.

Edited by Dubnoman
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Yu could always right down how much money you got from one particular sale then bring up the console and type "player.removeitem f [X]" where [X] is 80% of the money you got from the sale

 

I can try that. I think I'll try requesting the mod at a few more forums and if I just can't find anyone who'd like to make it, I can educate myself on what it takes to make this mod. I have no experience at making a mod for any game, but this mod doesn't seem like it'd be that hard. Nothing like rendering a character, weapon, building, or armor, or an ENB or visuals mod or changing the AI of NPCs and so forth. It should be a rather easy mod to make compared to many mods.

Edited by Dubnoman
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