[WIPRELz] PISE - Pluto's Improved Skyrim Experience Thread #

Post » Sun May 20, 2012 3:25 am

That.. definitely shouldn't be right. And loading it last should be fine. In fact, since I'm fairly sure I'm the only one editing encounter zones, there shouldn't be any mod conflicting at all. Did you try a getlevel on them? The way the lists work, they'll not always spawn high level ones..

I didn't clear the area I just ran in fought a half dozen or so things and ran out. I was trying to hit a bunch of areas to check out the relative levels. I'll head back and try getlevel'ing some NPC's. I'm still at Arcwind Point right now and I'll getlevel some NPC's there too.

I had Creatures Alive in the mod list I thoguht it messed with encounter zones too. It was after PISE but before PISE-test. When I restarted (before I went to Arcwind Point) I disabled it just in case. After I do some getlevel's I'll post what I find.
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kelly thomson
 
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Post » Sun May 20, 2012 3:11 pm

The Drauger Wight Lord I flame kited in Arcwind Point was level 15. That seems insane... :blink:
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Sammygirl
 
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Post » Sun May 20, 2012 7:39 am

Hmm.. Can you do me a favor? Load a save before you visit Arcwind point at all, do and advlevel up to level 10, and then see what's in there?

I haven't personally gotten to test these changes. That was going to happen tomorrow. :P
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Mistress trades Melissa
 
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Post » Sun May 20, 2012 4:47 pm

I went back to Southfringe Sanctum, finished clearing it out, and checked the levels of everything. All of the trash spellswords and spiders were either L1 or L6 except for 1 spellsword that came up L0 (wtf?). Bashnag came up L0 and would have been unkillable except I had a scroll of summon storm dremora and that did him in. The giant spider mini-boss came up L17, but because he stays in the giant room he was flames fodder.

I'll make 2 runs to Arcwind point, another @L1 and one @L10 and update this message with the levels of the mobs.

EDIT:

Arcwind point /w L2 PC:

L15 Wight Lord
L7 Overlord

Reloaded my save @Southfringe, did advlevel to 10 and headed back and still got a L15 wight lord. Perhaps the cell is too close and it was already populated? I don't have any saves earlier than that, I'll have to run through the tutorial again to head over from an earlier save.
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Chantelle Walker
 
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Post » Sun May 20, 2012 7:52 am

Bah, Skyrim CTD'ed in the tutorial. It's almost midnight I'm out of time, will have to try tomorrow if you don't manage to do it yourself.
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Joe Alvarado
 
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Post » Sun May 20, 2012 4:44 am

I'll give it some tries. There's no reason for that.. unless, there's a max level offset. I was pretty sure that setting didn't exist - I never found it.

I'll give a look.

Okay, from that, and Omnomnom25's results, there has to be a level offset buried in here. There's one setting in here that it could be, otherwise it's in the scripts somewhere... I'll be digging. <_<
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emma sweeney
 
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Post » Sun May 20, 2012 3:09 pm

So, I got it up. Does work. Had a deathlord spawn in Valthume, the boss in Southfringe was level 46. For contrast, he was only level 12 without the zone change. However, it doesn't appear to affect the spawn points that much, or the listed levels are just way off.. which is more likely.

From what I can gather from the data, it assigns a level but auto-calcs stats, while for the boss there, it doesn't assign a level and auto-calcs stats. I assume that's to normalize soul gems, which are based on actor level, but I don't know.
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Sophh
 
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Post » Sun May 20, 2012 11:04 am

pluto w3e has an update (1.3) again.. :)
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SEXY QUEEN
 
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Post » Sun May 20, 2012 8:09 am

When the CK gets released, please make it a priority to increase the spawns even more or make it customizable.
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Jessica Nash
 
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Post » Sun May 20, 2012 5:16 am

More spawns will actually make it more fun and make the player more self aware of the dangers. Would be good for the feeling that I want in Skyrim when going out in the dark or going to a new zone. You never know what could be lurking or waiting. For the vanilla version I could go naked almost anywhere and the only thing I needed to be careful was to hear the dragon scream before it ganked on me.

Will 1.4 enhance the AI and difficulty?
Will this mods new version make it more challenging (Note that challenging should not involve changing the difficulty as more of a better AI, more spawns in groups and better combinations of enemies and environments benefiting the enemies (top cliffs, underwater zones, dark places...) )

Right now am finishing downloading and updating Skyrim again just to test this mod.
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Kirsty Wood
 
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Post » Sun May 20, 2012 6:13 am

More spawns will actually make it more fun and make the player more self aware of the dangers. Would be good for the feeling that I want in Skyrim when going out in the dark or going to a new zone. You never know what could be lurking or waiting. For the vanilla version I could go naked almost anywhere and the only thing I needed to be careful was to hear the dragon scream before it ganked on me.

Will 1.4 enhance the AI and difficulty?
Will this mods new version make it more challenging (Note that challenging should not involve changing the difficulty as more of a better AI, more spawns in groups and better combinations of enemies and environments benefiting the enemies (top cliffs, underwater zones, dark places...) )

Right now am finishing downloading and updating Skyrim again just to test this mod.

Apologies for plugging another mod here (love PISE, keep it up!), but I've found that http://www.skyrimnexus.com/downloads/file.php?id=3829 is a good companion mod if you're finding dragons to be underwhelming. Makes them real fights again.
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Taylah Illies
 
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Post » Sun May 20, 2012 6:39 am

also wild life would be more interesting... having pack wolfs of 10 or so attacking you would be something you have to fear of even with high level character... (especially Ice wolfs)
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Bad News Rogers
 
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Post » Sun May 20, 2012 7:16 am

Pluto, do you know what the modifier is for being deathblowed by enemies? I was just wondering if it is level related instead of damage related. Could pose a problem if it is level related.
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Nathan Barker
 
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Post » Sun May 20, 2012 12:17 pm

I don't know offhand, but there is a level offset for deathblows. I'm pretty sure it's the same for player to NPC as NPC to player. I honestly haven't really noticed any abundance of deathblows being performed on me (none at all, in fact), and if you're going in a higher level zone.. Well, I'd be of the opinion that that's what adds to the difficulty.

Particularly as there is some broken mechanics that are easily exploitable. However, I'd always encourage people to not use those. I play my whole game as a spellsword, and Adept can be quite difficult sometimes. We definitely need a bit of a combat overhaul, though..

The new version will not have such a dramatic update; that kind of stuff will be in v1.00 after I have the CK to mess with. :wink: Increased spawns are a priority though, as is variety. It'll probably go through an external application (DLL, I've got a test copy now) which parses leveled lists, though, but it'll be entirely compatible with other mods.
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Stacyia
 
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Post » Sun May 20, 2012 10:59 am

Thanks for confirming that. I'll probably toggle deathblows off for the time being with XSO. I would have to disagree about the difficulty statement, since deathblows entirely ignore any level of skill (and health level it seems) and are completely based on luck when fighting a tough enemy. If they could be avoided or blocked (with difficulty) it would be totally acceptable, but since they are autohit and autokill..it can be frustrating especially when in a fight where skill is already neccesary to survive.
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Megan Stabler
 
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Post » Sun May 20, 2012 3:17 pm

happened to me several times... bosses mostly with twohanded weapons kill me animated way... once he swings, i'm stuck and cant do anything just get hit and die... only option is to not let them swing their weapons by block punch...
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Stephani Silva
 
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Post » Sun May 20, 2012 1:32 am

Yeah I think deathblows are a great idea for boss or skilled characters but... the way the are implemented is terrible. They just happen randomly and there's nothing you can do. As much as I hate QTE's at the very least it would be awesome if there was some kind of mini-game/QTE that happened for about 3-5 seconds while a deathblow was going on that lets you try and counter it. And if successful, it might stun the NPC/creature that tried to deathblow you.

Would make fights more exciting for sure, and a bit more interactive. I'd be willing to play with increased deathblow chance if there was some kind of gameplay/control behind the result :tongue: But that's for another topic and another thread.
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Daniel Holgate
 
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Post » Sun May 20, 2012 1:01 am

Somebody get this man the CK stat!
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Gemma Woods Illustration
 
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Post » Sun May 20, 2012 7:50 am

Thanks for confirming that. I'll probably toggle deathblows off for the time being with XSO. I would have to disagree about the difficulty statement, since deathblows entirely ignore any level of skill (and health level it seems) and are completely based on luck when fighting a tough enemy. If they could be avoided or blocked (with difficulty) it would be totally acceptable, but since they are autohit and autokill..it can be frustrating especially when in a fight where skill is already neccesary to survive.

That's a very fair point. :smile: For the sake of compatibility, I have no plans to edit it at the time being. I do entirely recommend XSO, so I'd say to go for it. I haven't had any issues with deathblows at the moment, but if I do, I'd probably disable them with XSO too. :tongue:

Korjax; if they were possible to avoid, it'd be awesome. Not easy to avoid, but possible. The only thing I'd want is that NPC's could do the same thing. I want NPC's to be played on the same level as the player.
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George PUluse
 
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Post » Sun May 20, 2012 11:01 am

hmm idk what happened but i had been using this for a few days, everything seemed to work and was a nice improvement over vanilla.. then all of a sudden my saves stopped loading if they were outdoors. I could load saves that were from indoor areas but as soon as i would go back out into the wild the game would freeze up

Anyone seen this issue before?

Edit: Someone was able to repeat the issue with PISE deactivated. Conflict, probably. >.<

Opinions:
Hmm.. Reconsidering my rework of NPC equipment. I'm considering doing only a minor overhaul to reduce the numbers of high end equipment, but keep it leveled, and eliminating all the high-end equipment off of anyone but bosses.

Not sure what to do.

Oh, and also this -
Also considering lowering the chances for good equipment much further in the vendor lists, and lowering the special-loot chance dramatically in dungeons/caves/etc. The latter of which will reduce income, too, for the player, and so balance out the vendor lists more, but I'd contrast it with a higher minimum level of loot, so what you get feels more worthwhile, even if it's only a single item.

I bugged Omnomnom on this, but figured I might as well stick it here if anyone else wanted to stick some input in. Once I finish my main item list changes, v0.80 will start going global. Should have a full install script setup, too. :)
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Gill Mackin
 
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Post » Sun May 20, 2012 2:26 am

I'm planning on getting a release later tonight, but I really need some opinions;

Should Thalmor (normal guys only) have access to glass? Or only bosses?
Should vampires (non-boss) have access to scaled armor?
Should warlocks have access to anything higher than enchanted orcish daggers?
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Philip Rua
 
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Post » Sun May 20, 2012 6:22 am

Thalmor - Bosses only
Vampires - Yes
Warlocks - No
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Averielle Garcia
 
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Post » Sun May 20, 2012 1:00 am

I'd say sure to the vampires, but I dunno about the Thalmor and warlocks. Glass is supposed to be pretty rare... so maybe, maybe not. Then again, I tend to find glass daggers all over the dang place, so it's not actually all that rare in practice.

As for the warlocks, it probably isn't terribly important since they use magic mostly anyway.
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Alexis Estrada
 
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Post » Sun May 20, 2012 3:21 am

Glass will be rarer, for sure in the game, so I'd judge on what it's supposed to be. Sounds good, thanks for the feedback. Getting it all together. Won't be a release like really soon, but I should hopefully get everything golden within the next ~6-8 hours. :dry:

Another question;

limits to the equipment on battlemages, spellswords, and thieves? The latter of which are the ones you encounter in random events.

Edit: Oh. There are no Thalmor boss lists. Figures. Well, there are ThalmorBest lists (which take the best items), and I'm leaving those alone. I'd assume that means the bosses will use those and they'll be unaffected and still have glass.
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T. tacks Rims
 
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Post » Sun May 20, 2012 7:33 am

I'm frothing at the mouth waiting for your update Pluto, I can't play Skyrim without it.
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Bambi
 
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