[REL]Skyrim Improved - Overhaul

Post » Mon May 28, 2012 1:47 am

I mean resistances given by magic, capped at around 80%, also of the permanent sort (actual abilities). I wonder if the cap can be raised to 100%, and if they are meant to stack with each other or if they can be calculated separatedly: magic resistace always stacks with fire, frost or shock resistance, just to clarify, while spell absortipon does not (luckily)

I'm not experienced enough in magic adjustments to the game, to tell you what you're asking for. But what I can tell you from looking at the Creation Kit, that the magical resistance cap can be raised to 100%.

Why make them stack on each other? A 100% resistance can't be toped, right? 101% won't give you more resistance. Ohh, you mean stacking different resistances to get yourself immune to every element. Sure this would be possible, but how does that exactly raise difficulty?

And spell absorbtion? Are you asking if a 100% resistance absorbs every spell coming from you?
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Michelle Serenity Boss
 
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Post » Sun May 27, 2012 6:11 pm

they already stack with each other, with the exception of spell absortipon, who luckily is calculated separatedly. I mean for each one of the resistances to be calculated separatedly, rather than overlapping with each other!
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Prisca Lacour
 
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Post » Mon May 28, 2012 4:34 am

they already stack with each other, with the exception of spell absortipon, who luckily is calculated separatedly. I mean for each one of the resistances to be calculated separatedly, rather than overlapping with each other!

Well, I'm sorry to say that this is nothing I feel like planing to do. I'm still a bit confused about what exactly you want to achieve with thoose changes. So no, I think I have to reject this request.

I need to get more experience in the magical branch, maybe then I'm going to think about a magical overhaul.
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Vivien
 
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Post » Mon May 28, 2012 6:42 am

thank you all the same.
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Emma Copeland
 
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Post » Mon May 28, 2012 2:01 am

I'm uploading version 0.5 to the workshop right now. It will take some more time for the Nexus, as I have to setup the compatibility and fixes packages. Here's the final changelog for version 0.5:

Spoiler
Fifth release 18.05.2012, Version 0.5:

- The most important change first: The SI starter script has been completely revamped, it is now much more streamlined and yet complex at the same time. You are now able to rejoice as much as you want. The sequence at the chopping block is slowed down with a slow time dummy ability that will be turned off, once you've made your choises. If you use SI on an existing character, or with @Arthmoors Life another Life, the starter menu will fire once you've reached level 2. You are not allowed to set your stats and skills to 0 on an existing character or with the LAL Mod, as this will certainly mess up things and your character. This won't apply to an existing savegame made with SI previously installed, since the starter menu has already been fired. This also renders the LAL patch useless, so make sure to delete it before updating to the newest version.
- The second most important change: Animal/Creature Overhaul. This is highly experimental stuff. Animals and creatures will now attack each other on a random base and no longer solely attack the player. Most animals and creatures will now attack Dragons. All animals and creatures will no longer report crimes, how exactly did they do this in the first place? Increased speed and acceleration for most animals.
Animals and creatures will now search for food once a day. Predators search for meat, prey searches for flora. Creatures individualy search for everything
- Added basic slow time spells, potions and scrolls which have been added to levelled lists and vendors
- New ingredient: Wood Chips. Can be crafted from branches, fire wood and baskets
- Fixed training cost exploit: Training costs now at least 1.000 gold at novice level and is only available 3 times per level. This fix will be revamped in future versions
- Carriage travelling and night at inns made much more expensive
- Fixed the Lady doomstone to increase heal rate like supposed to
- Fixed faulty Argonian race magic regeneration rate
- Fixed Spider Sap ingredient doing to much damage health
- Fixed Spider Widow quest not firing when trying to talk to her
- Fixed all salt ores being depleted and not mineable
- Fixed all restore health/stamina/magicka on ingredients being to high
- You can make charcoal from brooms now
- New food: wheat spirit, wine spirit, added to leveled lists and vendors, can be drunken for a fortifie persuasion effect, or used to disinfect linen wraps to make bandages
- Make clean linen wraps from most common clothes, which can then be used to create bandages
- Added bandages, they heal 100 points instantly. Either make them from clean linen wraps and a bottle of spirit, or dirty linen wraps and 2 bottles of spirit
- Fixed ingredient Spider Eye and Spider Tooth having black texture
- Changed some vanilla ingredient to have fortify persuasion, so you can craft persuasion potions more often
- Introduced More Interactive Item mod by @JustinOther to the recommended mod list and made a compatibility patch for it. The patch introduces some new recipes, like making bonemeal from bones, and dwemer ingots from the new items added by the More Interactive Items mod
- Increased value of hide, pelts and tusks in order to make the hunt worthwhile...yes, I'm listening to user wishes, though there are some pelts now that have higher values then their armor counterpart...:D
- You can smelter iron from basic knifes now
- You can smelter dwarven ingots from all vanilla dwarven miscs now
- You can smelter steel ingots from all basic draugr weapons now
- You can smelter various material ingots from all basic armor now
- Added map markers to all salt ores
- Fixed all spells, abillitys and powers to no longer show race specific properties in their description
- Fixed Khajit and Vampire Night Eye description to show it's toggleable
- Added a patch to remove ambient sounds added by Skyrim Improved
- I've managed to contact @DragonBoon. He allowed me to incooperate his LiHud+Map mod into Skyrim Improved. This is completely optional, as this mod runs only on resolution 1680x1050
- Added two new Rucksack variants and fixed all meshes to be closer to the body, for thoose 3rd person players. You'll get the better variants with higher levels only
- Fixed all arrow meshes to be closer to the body, for the 3rd person players
- Made crafting recipes for carts introduced by More interactive Items mod. You can make firewood of them (SIMIIPatch)
- Animal bones and other bonemeal stuff introduced by Real Wildlife is now grindable at grain mills instead of the tanning rack (SIRWPatch)
- Bonemeal has significantly weight reduced
- Linen Wraps have significantly weight reduced
- Fixed new spider ingredients not be inside of some spiders and Real Wildlife spiders (SIRWPatch)
- Added new job: Sell Bonemeal to apothecarys and pawnbrokers

See the first post for more information.
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Amanda savory
 
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Post » Sun May 27, 2012 8:07 pm

Ok, so time for another update. I think I've get the next version done until wednesday this week. The current update contains, but it is not limited to:

- From version 0.6 SKSE is officially needed in order to make hotkeys work
- Added hotkeys to command and share inventory with followers
- Fixed Vampire races still having abilities and powers
- Fixed the follower no torch when sneaking bug, feature now works 100% now, unfortunnately not for lanterns for the moment
- Fixed the starter script bug introduced with version 0.5, which was noticeable when using SI on exisitng savegames, there no longer is a level check, instead the starter script runs only on MQ101 stage 97
- Added a book named 'Codex of Survival' which gets automatically added to the players inventory, once you start the game. You can use this book to reconfigure Skyrim Improved at will
- Added new hotkeys for torch (9, NUM9), toggle menus(NUM-) and quit game instantly(F1)
- To prevent bugs with skilling in future, the reset skills to 0 is now reset skills to 1, this has proven to fix certain bugs with how the skills progress runs when choosen to do it slower wtih Elys Uncapper enabled
- Real encumbrance added. You slowly loose speed with increasing inventory weight, and eventually stop moving at all when exceeding your carry weight limit, this works 100% in compatibility with basic athletics and all extra carryweight spells, perks etc.
- SIRW Patch: Mammoth Tusk is now grindable at grain mill
- Removed all ambient sounds added by Skyrim Improved. Reason: they got annoying
- Made Spider Widow a little bit faster
- Added ownership in and around Pinewatch
- SIMII Patch: Added ownership to handcarts and other stuff that should be owned by people that were introduced by more interactive items
- Fixed text for 3 Rucksacks to reflect their real carry weight improvement
- Fixed all compatibility patches having the their correct master .esps
- The craftable barrel is now access while sneaking and simply activating it, instead of grabbing it
- Added some more leather armor items to be meltdownable at tanning racks
- Arrowshafts can now be made from branches
- Made an optional plugin to revert changes made to prize ratio
- Made an optional plugin to remove map markers for salt ores
- Added some more clothes to the list of things you can make linin wraps for bandages of
- Fletch utilities are now named feathers^^

I'm still working on:

- Remove all craftable barrel exploits
- Add creature/animal overhaul changes to SIRW patch
- Record voices for new jobs from version 0.5
- Add map markers to anything that doesn't have and could need some

Racial and progress editions:

- Get perks for how you life
- Make regular spells of all racial abilities in order to get them in another way
- Race definitons thorugh perks (chooseable)
- Birthsigns at start?
- Specilizations with perks at start (chooseable)
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Monique Cameron
 
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Post » Sun May 27, 2012 11:14 pm

Ok, I've made up my mind. I'm uploading version 0.6 to the workshop right now. Nexus will follow later...:D

Final changelog:

Spoiler
- From version 0.6 SKSE is officially needed in order to make hotkeys work, get it over http://skse.silverlock.org/. Always make sure to get the most actual version
- Added hotkeys to command(g) and share inventory(t) with followers. This only works as long as they are following you
- Fixed Vampire races still having abilities and powers
- Fixed the follower no torch when sneaking bug, feature now works 100% now, but only for torches
- Fixed the massive starter script bug introduced with version 0.5, which was noticeable when using SI on exisiting savegames, there no longer is a level check, instead the starter script runs only on MQ101 stage 97
- Added a book named 'Codex of Survival' which gets automatically added to the players inventory, once you start the game. You can use this book to reconfigure Skyrim Improved at will
- Added new hotkeys for torch (9, NUM9), toggle menus(NUM-) and quit game instantly(F1)
- To prevent bugs with skill progression in future, the reset skills to 0 is now reset skills to 1, this has proven to fix skill progression when using Elys Uncapper Mod
- Real encumbrance added. You slowly loose speed with increasing inventory weight, and eventually stop moving at all when exceeding your carry weight limit. This works 100% in combinatin with basic athletics and all extra carryweight spells, perks etc. added by Skyrim Improved
- SIRW Patch: Mammoth Tusk is now grindable at grain mill
- Removed all ambient sounds added by Skyrim Improved. Reason: they got annoying, and SI was never planed as Sound Overhaul
- Made Spider Widow a little bit faster
- Added ownership in and around Pinewatch
- SIMII Patch: Added ownership to handcarts and other stuff introduced by more interactive items
- Fixed text for 3 Rucksacks to reflect their real carry weight improvement
- Fixed all compatibility patches having the their correct master .esps
- The craftable barrel is now accessed while sneaking and activating it, instead of grabbing
- Added some more leather armor items to be downcraftable at tanning racks
- Arrowshafts can now be made from branches
- Made an optional plugin to revert changes made to prize ratio
- Made an optional plugin to remove map markers for salt ores
- Added some more clothes to the list of things you can make linen wraps for bandages of
- Fletch utilities renamed to feathers^^
- Recorded voices for new radiant jobs
- Made the craftable barrel have 500 weight, to circumvent exploits, also the crafting recipe now has more prerequisites
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Natasha Biss
 
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Post » Sun May 27, 2012 6:35 pm

Version 0.7 is on the horizon, maybe tomorrow or sunday. I think this will be the first RC version. Streamlined the code, fixed most if not all bugs. Nothing new will go in, probably some old stuff out. Changelog for this version:

- Fixed and streamlined the hotkey scripts
- Put a SKSE check into the master script
- All followers now controlable by hotkeys
- 3 new hotkeys for candlelgiht, clairvoyance and magelight
- Hotkey support for better horses mod horse call
- Official first RC version with source code
- You get the call horse spell from better horses now at start(SIBHPatch)
- Entirely removed quicksave and quickload function (optional)
- You can rebind default hotkeys and toggle console key now (optional)
- Arnulf has been replaced by his infamous brother Berdrulf in preparation for his sole follower mod
- Improved all female voices. They still sound like micky maus, but at least no longer as Barry Manylow
- Starter script at chopping block entirely removed. The mod is now only configurable via the book
- Whole code streamlined and fixed
- You can choose now to enable refine bottles in order to milk venom from spiders

I'm still working on:

- Choose to enable basic/disable athletics feature
- Choose to enable/disable arrow weight feature
- Get Perks for how you life based on the misc stats

Another thing I'm trying is to replace the configuration book with a hotkey based configuration. That means I have to merge 4 scripts into one quest. Pretty tough task. I have an imagination how to do it, thanks to Justin, but it turns out to be more complicated then I first thought.
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Mr.Broom30
 
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Post » Mon May 28, 2012 7:11 am

Have been playing a new game with your mod. So many aspects of your mod make the game so much better:
Loot lowered in starter dungeon
Slower leveling
Timescale lowered to 5
Cutthroat merchants:
slower health regen
no starter spells
Animal AI
potions have duration
Milking spiders only with refining bottles
real encumbrance - love the idea but didn't notice it ingame (I chose vanilla 300 encumbrance)

My one major issue with my current game is the combat. I played up to Savegame 27 with just Skyrim Improved but it just lacked the fun and realism that Deadly Combat adds. In an attempt to make combat more enjoyable, I installed Deadly Combat alongside Skyrim Improved at Savegame 27. Perhaps it was the combination of the two but combat is way unbalanced - I literally kill almost anything with one iron arrow or one swing of a 1-H sword. Way too easy. If I uninstall Deadly Combat, I can still 1-shot every opponent so I'm not sure which mod is the cause. ???

I have played Deadly Combat, Duel-Combat Realism, Duke Patrick's - Heavy Weapons Combat, and Skyrim Improved. IMO, Deadly Combat does the best job of making combat more fun and more realistic. I really wish you would consider using Deadly Combat for the core combat improvements and then tweak your mod to add whatever additional combat-related settings you wanted.

I can't continue playing my current game with combat the way it is so I might start over and try using HBE - hardcoe Balanced Experience again with Deadly Combat.

HBE and Skyrim Improved both improve similar features (vendors, loot, crafting, lower carry weight, slower leveling, no starter spells, slow potion). The difference between the two is Skyrim Improved does it all better plus more but, unlike HBE, Skyrim Improved tries to tackle combat... which prevents players from using any of the 3 great combat mods.

Thanks for your time and devotion to making Skyrim better.
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des lynam
 
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Post » Sun May 27, 2012 8:40 pm

To people considering this mod, I highly encourage you to try it. The core mods below will add an excellent balance of realism to your game:

Skyrim Improved (with slow leveling)
Total Realism - Basic Needs
Frostfall - Hypothermia Camping Survival
Real Wildlife - Skyrim
Immersive HUD - iHUD << Hide mouse pointer always - shooting a bow without a reticule is much more fun!

Playing Skyrim with the mods above adds so much depth to the game because you actually feel hungry or tired or cold when you're playing. And because merchants in SI are so expensive and money is so precious, I didn't want to waste precious money on buying meals at the inn.... so I was compelled to hunt for food to stay alive (without a bow aiming reticule, hunting game is a fun challenge).
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C.L.U.T.C.H
 
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Post » Mon May 28, 2012 1:42 am

@Kaemon

Thanks for your praise friend. I'm pleased you like my work.

About combat. Yeah sorry, I'm not focused on it. The only thing that really bothered me in Vanilla Skyrim were the endless fights. Having to hit an opponent for 100's of times was quickly growing boring, so I changed this. Skyrim Improved was never supposed to be focused on core changes of the whole combat system. Combat for me is a incidental factor in Skyrim, as it was in all previous TES titles. It's different in Fallout series, were combat was a major part. The problem with combat it's very complexe in the CK and one small change can have a major impact, so you must be really carefully to get it all well balanced. If you bring two mods together that change similar instances of the game, there's always going to be bugs. One hit kills sounds like the combat damage multiplicator is responsible for this. One slight change in the CK btw.

I've enjoyed Duke's combat mod for some time, but that was at the beginning of it's development and it had some nasty bugs. I'm sure it's better today, but now SI has reached a level of development were it's hard for me to return to another combat mod. I pretty much like what I've created so far. It's all well balanced and coordinated and importing a huge combat mod like Duke's or Deadly Combat into the recommended list would create a mountain of work, which I'm deterred to do. I leave it up to other people to make compatibility changes, I've really done enough, and if users want to make them compatible with each other, they should invest some time themselfs, sorry. It's not hard to make compatibility patches and would maybe take like 2-3 days for Dukes or DC, so head on and try.

But since you are the third person asking me about deadly combat I might have a look at it and see how long it would take to make a compatibility patch, but don't expect anything to early.

Edit: So I figured out that making a compatibility patch for deadly cpmbat will take less then 3 minutes to do. Version 0.7 of SI will feature a deadly combat compatibility patch then...:D
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Jon O
 
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Post » Sun May 27, 2012 6:02 pm

@Kaemon


Edit: So I figured out that making a compatibility patch for deadly cpmbat will take less then 3 minutes to do. Version 0.7 of SI will feature a deadly combat compatibility patch then... :biggrin:

You just sold me. :biggrin:
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Riky Carrasco
 
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Post » Mon May 28, 2012 3:53 am

Hi There.
Just thought I'd lt you know that this mod is incompatible with both Warable Lanterns & Scenic Carriages. Something this mod does prevents Wearable Lanterns from detecting lanterns in your inventory, preventing you from making the travel lantern.

Also, the clash with Sceneic Carriages cause the horse/cart/driver to be all out of wack and prevents the scenic travel option from working. you can ask for a ride but the travel script wont activate and nothing happens.

Any chance of some patches?
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Tracey Duncan
 
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Post » Mon May 28, 2012 5:22 am

You just sold me. :biggrin:
What? Sorry, language barriers, I don't understand what you're talking about.
Hi There. Just thought I'd lt you know that this mod is incompatible with both Warable Lanterns & Scenic Carriages. Something this mod does prevents Wearable Lanterns from detecting lanterns in your inventory, preventing you from making the travel lantern. Also, the clash with Sceneic Carriages cause the horse/cart/driver to be all out of wack and prevents the scenic travel option from working. you can ask for a ride but the travel script wont activate and nothing happens. Any chance of some patches?

You're lucky man. I was about to upload version 0.7 when I've read your message. I've made a compatibility patch for Wearable Lanterns. We booth made changes to the valerius family faction branch. I hope I squished that incompatibility. About Scenic Carriages. When uploading booth files together in the CK I get no incompatibility messages. But unfortunately SC comes with no source code, so there's pretty much nothing I can do to fix eventual scripting incompatiblitys. What I can tell you when laoding the SC plugin alone, is that I get a bunch of error messages not related to the missing source script files. So sorry, there's nothing I can do unless someone shows me a good decompiler.

@Folks

Version 0.7 is uploading to the Workshop. Nexus will follow later. Final Changelog:

- Fixed the hotkey response and weird acting
- Anchored a SKSE check into the master script that will notifiy you if you don't have SKSE installed
- All vanilla followers can now be controlled via hotkeys, this includes all hirelings and housecarls
- Per request made 3 new hotkeys: candlelight(,), clairvoyance(.) and magelight (/)
- If you have better horses installed you can now use call horse with hotkey (NUMEnter) (SIBHPatch)
- Better Horses horse call spell will now be added at the start of the game (SIBHPatch)
- Entirely removed quicksave and quickload default keys (optional)
- You can now rebind the default 8 hotkeys in controls menu (optional)
- You can now rebind the toggle console key in controls menu (optional)
- Arnulf has been replaced by Berdrulf
- Improved all female voices. They still sound like Micky Maus, but at least no longer as Barry Manylow
- No more starter script at the chopping block, Codex of Survival Book has been removed, the mod is now configurable via hotkey (F2) whenever you want to configure it.
- You can choose now to enable/disable bottles needed to milk venom from spiders
- You can choose now to enable/disable level based speed progression aka basic athletics
- You can choose now to enable/disable the arrow have weights feature
- Fixed real encumbrance having a detrimental effect on inventory weight
- Real encumbrance is no longer viewable in the magic menu, just as any other not magic related effect, it's just there
- Made compatibility for Deadly Combat
- Rearranged, fixed and streamlined the whole code in order to make things more stable
- cleaned the plugin
- Made a compatibility plugin for Wearable Lanterns

Important: You need to restart with version 0.7. Read more in the first post of this thread.
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sunny lovett
 
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Post » Sun May 27, 2012 6:51 pm

Unfortunately I have to take off the version 0.7. I knew there had to go something wrong when making this a release candidate... :biggrin:

New version will uped tomorrow. Toggle hotkeys have proven to be instable. Will replace them with untoggleable things like spells and weapons etc.

I will probably also add support for VAC, so people can use it without being forced to reconfigure all the hotkeys.

Tomorrow...I'm tired.
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Krystina Proietti
 
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Post » Sun May 27, 2012 7:55 pm

Ah, I seen the mod updated but I checked out the nexus page and was like "Where is it?". Well looking forward to tomorrows release.
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saharen beauty
 
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Post » Sun May 27, 2012 9:47 pm

So I figured out that making a compatibility patch for deadly combat will take less then 3 minutes to do. Version 0.7 of SI will feature a deadly combat compatibility patch then... :biggrin:

YOU ARE AWESOME! I'm so looking forward to starting a new game with Skyrim Improved + Deadly Combat.

Combat for me is a incidental factor in Skyrim

For me, and I think for many, combat is an integral factor of what makes an RPG enjoyable. It's not fun when you feel invincible. More challenging combat will allow me to bring a follower (I couldn't before because it would make the easy combat even easier). Bringing a follower will let me play with the more realistic 120lb carry capacity. Win Win! :smile:

You just sold me. :biggrin:

btw, that expression means that the ability to use Deadly Combat with your mod was the final deciding factor that convinced him to try your mod. :smile:

I agree that killing endless hordes of consecutive opponents in "Diablo-style" fashion can become repetitive and boring. Ideally, battles should be more challenging and less frequent. I think game developers too often make the mistake of pursuing quantity over quality. It's much more fun to have 5 60-second battles than 60 5-second battles.
  • The actual time spent fighting is equal but the gameplay becomes more focused on the other fun elements of an RPG game.
  • Each battle is more challenging and more memorable (Getting attacked by 5 bandits should never make you yawn)
  • Surviving the battle provides a greater sense of accomplishment
  • More time between encounters permits slower healing rates which is more realistic
One of my best Elder Scrolls experiences was in Oblivion using a giant realism overhaul mod like Skyrim Improved (I think it was called Oblivion Improved). Combat was HARD but less frequent. While low level, I battled 3 skeletons for 10 minutes in a graveyard and it was everything I could do to survive. It was fun and memorable. I don't understand why anyone thinks it's fun to easily kill 10 dragons in rapid succession.

btw, another very fun aspect of that Oblivion mod that would be an excellent candidate for Skyrim Improved was realistic swimming - i.e. trying to swim in armor while carrying a bunch of loot causes you to sink instead of swim. (Swimming in plate mail is ridiculous). He even went so far as to cause the scrolls in your inventory to be ruined if you swam in water. One time, to swim through a flooded corridor, I had to remove all of my armor and equipment and finish half of the dungeon with nothing but a pair of cloth pants and a sword. That was an extremely fun and memorable game session!
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Cccurly
 
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Post » Sun May 27, 2012 8:09 pm

Version 0.7.1 is live. Changelog:

- Made new follower hotkey for wait(NUM9), follow(NUM-) and dismiss(F4) followers
- Fixed configuration menu not working when starting a new game
- Made new misc hotkey 'hard save'(F3)
- Made new spell hotkeys for heal ; and healing hands(')
- Removed buggy torch and toggle menu hotkeys

For me, and I think for many, combat is an integral factor of what makes an RPG enjoyable. It's not fun when you feel invincible. More challenging combat will allow me to bring a follower (I couldn't before because it would make the easy combat even easier). Bringing a follower will let me play with the more realistic 120lb carry capacity. Win Win! :smile:

That's not what I ment. Sure combat is something anyone enjoys, but for me it doesn't have to go to much into detail. Games can't be real, Realism can't be in games. Real life combat, no matter if medieval or modern is way more different then what you are used to in games.

btw, that expression means that the ability to use Deadly Combat with your mod was the final deciding factor that convinced him to try your mod. :smile:

Oh OK, he's welcome... :biggrin:

I agree that killing endless hordes of consecutive opponents in "Diablo-style" fashion can become repetitive and boring. Ideally, battles should be more challenging and less frequent. I think game developers too often make the mistake of pursuing quantity over quality. It's much more fun to have 5 60-second battles than 60 5-second battles. I tend to disagree, I'd like to have 1 5-second battles that's really challenging, almost suicidal. If I have an enemy in front of me that makes me flee, I'm much more entertained then mass killing hordes of undead. Just clicking a mouse button for a rampage is nothing compared to the enjoyement you get, when enemys force you to actually think about the situation and the world you play in. This is the closest thing to realism I can imagine. You never played S.T.A.L.K.E.R with Soljanka AMK Mod?
  • The actual time spent fighting is equal but the gameplay becomes more focused on the other fun elements of an RPG game. Long duells are not only unrealistic, they're also repetetive. Why should I want to hit an opponent like 100 times with a sword? Have you ever been cut by a sword? Ask Duke Patricks, he can teach you in medieval combat. It's no endless trashing your enemies with swords. It has much more to do with endurance and mass force, then with sole sword skills and Manga moves. Samurais and far eastern comic heros wouldn't have stood a second against a european medieval army.
  • Each battle is more challenging and more memorable (Getting attacked by 5 bandits should never make you yawn) It should, mass killing heros solely only exists in Mangas and Call of Duty. I prefer building a group and fighting with my comrades. What's one man? Nothing. What are many man? An Army!
  • Surviving the battle provides a greater sense of accomplishment That's true. Survival is the key word. I dont want to feel like a god. I'm a mare human, I won't to survive a harsh world.
btw, another very fun aspect of that Oblivion mod that would be an excellent candidate for Skyrim Improved was realistic swimming - i.e. trying to swim in armor while carrying a bunch of loot causes you to sink instead of swim. (Swimming in plate mail is ridiculous). He even went so far as to cause the scrolls in your inventory to be ruined if you swam in water. One time, to swim through a flooded corridor, I had to remove all of my armor and equipment and finish half of the dungeon with nothing but a pair of cloth pants and a sword. That was an extremely fun and memorable game session! Sounds like a great addition. Drowning because your armor is to heavy. Might thing about doing something like this, we'll see.
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Annick Charron
 
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Post » Mon May 28, 2012 8:40 am

I don't know if this has already been adressed, but could you please not have the insta quit key bound to F1?
This could potentially ruin my game if I've played for a long time without saving and want to acces the overhaul menu and press F1 instead of F2.

I think F12 would be much better or something far from other keys that are used often.
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Marlo Stanfield
 
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Post » Mon May 28, 2012 5:18 am

Posted on Nexus and now here just in case you check here more often.

In Wrye Bash, the masters for the patches for UFP and Basic Needs are out of order. Will that make a difference?

Also, Deadly Combat patch does not have Deadly Combat as master. Will that make a difference?

lastly, I am using QuickStart3 (http://skyrim.nexusmods.com/downloads/file.php?id=8207) mod (puts you at the exit of Helgen Cave). My arrows show weight of 0. Using the fix spell does not change the weight. Just started so will try further in game.
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Farrah Lee
 
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