Player vs NPC power disparity, and why it is broken

Post » Fri Jun 08, 2012 2:46 am

I wouldn't want to be one shotted by every bandit archer, or neck sliced by a cutpurse. Or pickpocked for that matter. I had that in a mod for Fallout 3 and it was bloody annoying. Sometimes NPC's not having the same options as you makes pretty good sense.
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Austin Suggs
 
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Post » Fri Jun 08, 2012 1:05 am

Improving their gear would a simple way to improve an NPCs abilities.

NPCs do get better gear as they increase in level.

And again the draugr have both enchanted weapons as well as 'smithed' items, ie, honed battle axes, and the supple bows.

These aren't smithed. They're just stronger versions of the normal weapons with a different name.

Not the only way. At the moment I'm playing a Breton sword and shield tank with http://www.skyrimnexus.com/downloads/file.php?id=4444 installed. It cuts the magnitude of the fortify weapon damage enchantments in half (though I think it should be even more), as well as greatly reducing the strength of fortify smithing/alchemy enchantments, and gets rid of player crafted smithing/enchanting potions.

I can't believe someone actually made this! Very nice. Now we only need Enchanting limited to Apparel with 0 defense and we're almost there.
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Kerri Lee
 
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