No.24996
>I'm going to redesign the core mechanical systems of a AAA RPG
good luck fam
No.24997
>>24996Thank you
Thankfully all I have to do is edit the stats and switch up variables to patch out most of bethesdas god awful design decisions with Skyrim
No.25001
>>24995There are already unofficial Oblivion and Morrowind mods, maybe there's already a Skyrim one and you're doing the work for nothing?
Better to find out now than two weeks from now.
No.25002
>>25001*patches, not mods.
No.25003
>>25002Those patches exist to fix the games bugs not the terrible broken meta behind it
No.25006
Never played this shit. Is it worth it? If so, should I wait for your mod?
No.25008
>>24995Sounds like it would make a good addition to my mod stack. Wish you good luck with it dude.
No.25010
>>25006If your fine with enemies being nerfed and magic being straight up useless in comparison to melee combat yeah I’ll publish the esp files once I’m done
No.25014
>>25013hey skyrim isn't really about the main story, it's about the sidequests where you fight identical draugur 50 times
No.25015
>>25014What’s even worse is the loot you gain is all identical apparently looking through the weapons folder the team didn’t even base the weapon base damages off their tiers they just gave weapons randomly increasing numbers so I had to write a formula to assign to weapon types and their tiers and now play testing it a dwarven war hammer actually feels way more powerful than iron sword
No.25017
>>25016NOTE VERY IMPORTANT
THIS IS FOR SSE AND FUTURE PATCHES ARE MADE SPECIFICALLY FOR THE LATEST VERSION OF SSE NOT SAE DO NOT INSTALL FOR SAE AS I HAVE NOT PLAYTESTED THAT
No.25018
Update
I know I’ve been posting a lot but a lot of new stuff has been discovered and needs to be tweaked so I’ll go through this dumbass list quickly
>dragons are gonna be quickly patched to being around 3-5 times larger ingame than before due to the fact that they just are really small and don’t feel like dragons at all
>coincidentally their magicka values and flight abilities is also gonna get nerfed since trying to hit these fuckers is obnoxious being Bethesdas developers made dragons function as actual dragons and not a special kind of ingame enemy most people can actually kill like what the monster hunter team did with their dragons
>in general a lot of other races like gargoyles, trolls, orcs, high elves and giants etc are receiving buffs to their overall size and certain stats to feel more distinct along with nerfs to make them feel bulkier in certain places
>weapon meta has been fully patched for ordinary weapon types and shields have been patched in a way that makes blocking far more useful ingame than before, will post that patch along with other ones once the creatures ingame are patched
And that’s about it for now
No.25045
Another update I just nerfed the giants
Why a lot of reasons
>the giants have 2 unreactable and unavoidable attacks. The swing of a club and a swing of their own hand and because when these attacks come out is based off chance even if you had a dodge mod equipped you’d be to slow to avoid it
>giants have no recovery period on most of their attacks or not enough leaving little room to punish anything they throw out which made them feel as fast as generic bandits than large slow towers of muscle
No.25252
Update
I finished the mods for the weapon rebalance systems. Patched out the stats for a shit load of enemies and some other junk. I am gonna post the files to but I’m just gonna say I feel fucking exhausted, Skyrim feels right now for me like their wasn’t actually a game design team behind it at all and the team todd gave responsibility to handle this game just stole random ideas they saw from other developers but didn’t question how they would impact their own game.
Ughhh…
No.25256
>>25255Any other mods I should get?
No.25258
>>25256Working on a loot patch right now that makes more enemies drop health potions(because the vast majority don’t restricting getting anny limited to running anround the map gathering plants and rng from dungeons which is just fucking horrible) and useful gear. I finished the potion part and making ingestibles so eating will feel less like something you’d do out of desperation because you ran out of potions or where too far away from a bed and more like an alternative to potions.
No.25494
Final post I’m gonna be uploading the final files for loot change and only slightly tweaking the stats for special weapons and I’m done.
Certain changes like making magicka not completely busted weren’t doable due to how the animations of the game worked with its files or certain tweaks not changing the game at all since Skyrim is Skyrim. All in all the patch is at this point done and I’m not modding anymore. This game is utter garbage and I hope to whatever god Bethesdas employees acknowledge how much stupid shit they’ve put into these games and make tes 6 something special
No.25495
>>25494There is one good thing I’ll say about this game. The main quests and dlc are really well developed in comparison to everything else from the unique zones to the encounters to certain moments of the main campaign make some of the ass canister of stupid bs this game has in every element of its design somewhat more tolerable. I just wish the mentality and effort that was put into these components of the game were thought through for everything else
No.25497
>>25494Well, at least you did what you could. Creation Engine is an utter nightmare to deal with even for experienced modders, and certain fundamental combat-related issues with the game cannot be fixed because the geniuses at Bethesda decided to tie the animation system to the fucking Havok physics engine. Also the whole damage and armor rating system thing is kafkaesque af, but at least with the stat boost perks removed at least some difference can be felt.
>I hope to whatever god Bethesdas employees acknowledge how much stupid shit they’ve put into these games and make tes 6 something specialLooking at Starfield, I feel there will be sooner a world communist revolution than BGS actually ever stopping being hackfrauds, but maybe the recent Zenimax union thing might cause some positive change within the company.
>>25495I absolute loathe how Bethesda focuses on designing environments over any other aspect of their projects. Literally everything else in Skyrim other than visual design is half-baked to a criminal degree, as if it was all simply some kind of afterthought despite the game being a good 6 years in development.
No.25519
>>25506Thanks, man. BTW, will you upload it to Nexus or some other moddimg site in the future?
No.25520
>>25519No you can if you want
No.25521
>>25520Okay. I will look into it myself then when I have time. If you have a good idea for mod title you can tell me. Again thanks for your efforts.
No.25522
>>25521What Skyrim lacks in can’t be fixed a single mod and I mean that wholeheartedly that even with all the patches only the bare surface of what this game could’ve been if it was finished has been achieved
>weaponsThere’s no uniqueness to them not even in attack speeds because there’s exactly two swing animations the game uses for every single weapon ingame, one animation for bows and crossbows and one animation for mounted melee weapons. In an environment like that shits going to get stale and making mods that fix all of this will take for fucking ever unless you have a bundle of mods for this exact shit and even then it’s all visual nothing about the hit-boxes, movesets or attack speeds make any weapons interesting in the slightest. Not to mention the diversity of weapons ingame is actually lower than in morrowind
>level designDoesn’t exist at all, every region in Skyrim is functionally the same outside of quest areas because Bethesda put in zero effort in adding a level of vertically to both the over world and the dungeons, fortresses, shrines etc scattered throughout the map meaning the content ingame feels really boring to play once your done the main quest line(and it doesn’t help that they took away the deleveling of loot morrowind had that made zones feel unique). I’ll excuse them partially for this as a lot of open world games including botw suffer from this exact shit but it’s tiring knowing how many open rpgs the studio has made that have never resolved this issue
>enemiesAre even more boring. Most NPCs in Skyrim use the EXACT SAME FUCKING SKELETON AND MODEL TEMPLATE and likewise alot of them have the same fucking animations, the same fucking voice lines and the same fucking body types that’s it’s occasionally hard to figure out a friendly npc from a generic bandit. Creatures are only moderately less bad, not because they’re well designed but because they’re partially unique outside of the wildlife and also the dragons that also fall into the same garbage of copy pasted templates so if your looking for a mod idea address that. It makes the combat get repetitive real fucking quick like at the tutorial stages quick and at times laughably bad when you hear companions screaming the same fucking voice lines as a forsworn
I could keep going and going but you get the point. The games really small in what you can get out of it and generally really boring too. Any mod that diversifies the areas, loot available, mobs that spawn or even just fixes stupid shit the game has had for ages like z fighting is all welcome
No.25934
>>25933Skyrim has hidden damage multipliers that multiply how much damage certain NPCs can deal towards the player with the weapons they’re carrying to appear as more difficult to kill than they actually are. The crextradamage fixes just patch this out by altering the multipliers to one negating any actual change in damage output towards the player
No.25935
>>25934And before you ask no these variables are not influenced at all by the difficulty you set the game to in fact increasing the base games difficulty actually stacks those same multipliers on top of the ones found within the master files
No.25937
>>25936All of the mods work as intended just not the larger monsters esp file. The reason is due to dragons, every other mob affected by the mod works normally however dragon animations in Skyrim are the jankiest shit ever because of course they’re and altering the physical size of dragons will cause their animations to completely break. Don’t load that one
No.25939
>>25938I’ll post more updates in a couple of hours but right now I’m trying to edit the world space of Skyrim to actually support gameplay atm
No.25987
>>25961Yeah this sucks.
Unfortunately this seems like a very common practice for Action RPGs to just pad out enemy stats and change loot tables between difficulty levels, while leaving their numbers, tactics, equipment and abilities unaffected. A pretty huge part of why they feel samey and stale after a while, if you ask me, but it bites Skyrim in the ass especially hard because of how little weapon and armor variety it has compared to previous games, which also affects enemy diversity.
No.25988
>>25987Don’t think about it for too long. I’ve been fucking around with skyrims game files for way to long and at this point and stop getting aggravated by all the weird as hell decisions that were made during the design process of this game along with variables in the game files that just don’t ever get used despite having the potential to create a massive impact on gameplay
No.25995
>>25994Skyrim's implementation of combat AI is simplistic and only really controls how much enemies will use certain (melee) attacks, favor fighting styles, or move around. They'll try to flank or move in and out of striking range if you set them to that option, for example, but not in any helpful or "intelligent" way: they do it regardless of what everyone else is doing or even if they're by themselves.
Another difficulty is that NPCs don't know how to use half the spells the player has, and those they CAN use have a rudimentary (but unreliable) priority system. Occasionally they'll use buffing or summoning spells at the start of combat but their AI seems heavily weighted to favor direct offensive spells to where the only way to reliably get them to use other spells is to remove every offensive spell they have. On the other hand, they love reanimation spells and will use them as much as they can. Bound sword is the only bound weapon spell they can use, and even then they'll just fight with their fists more than half the time because they don't want to cast it for some reason. The devs worked around that by giving bound weapon-using NPCs (justiciars and dremora) a "bound" weapon in their inventory they can draw like a normal one.
There are mods that try to make the most of what Skyrim has, like Wildcat, and some try to overhaul it completely to add in things like target priorities and group tactics, but I don't know successful they are in remedying the game's combat problems. It seems like something that would require a team of people and extensive SKSE plugin work, rather than fiddling with numbers in creation kit.
No.25996
>>25995Just decrease the values for encirclement and fallback within the section for combat styles. You don’t have to do much to fix the ai simply managing those values will get enemies to block and attack more consistently than just sort of run around you for several minutes like sitting ducks.
No.26030
Holy fuck the longer I play the more I appreciate how much of an influence level design has on everything else. I NEED to figure out world editing badly the game is so fucking bad when it comes to making questing or dungeon clearly feel fun when every region you can fight in is cramped as hell or infested with too many enemies per unit of space.
No.26031
>>26030Or even at the very least reduce the enemy spawn count
No.26032
>>26031Yeah next patch is gonna be one that removes a bunch of objects from the world space and reduces enemy spawns with it so it’s possible to concentrate on engagements
No.26035
>>26032What kinda objects? Like those dumb useless rotten crates and barrels lying around in dungeons?
No.26036
>>26035And also furniture in the form of tables, chairs, beds and other random shit that gets in the way of trying to kill whatever you’re fighting. Thankfully I don’t need the bug ridden constantly crashing tool that is CK to this I can just remove or add objects to world spaces through x edit directly however the amount of shit I’d have to remove would still make this the hardest project out of any other I’ve worked on with this game
No.26043
>>26042Nope it can go along with the static barrels and randomly placed boulders in half the caves. Seriously there’s a lot of random pillars and boulders that actually contribute to a massive reason for why caves are so fucking small. Along with the fact that most of them have uneven flooring so I have to replace the references for those meshes too with something even to make fighting easier but hey at least progress is happening and so far I’ve managed to almost fix radeons retreat at the moment
No.26065
Update
Radeons retreat fully cleared out
Broken fang cave is next and I’ve already removed all the rubble and boulders
The rest of the games maps will follow a simple flowchart of clear the rubble then the pointless structures and then minor things like furniture
No.26089
Update I’m going to post a really really like alpha version of the dungeon cleanup mod
Only three areas have been cleared, and the mod has a ton of bugs mostly related to boulders creating holes you can fall through the map in due to boulders being removed. I will create another patch just for this that patches these holes(which will take ages) but for now im going to clean up the rest of skyrims dungeons thank you
No.26143
Alright quick mod coming up it’s for bandits specifically. I’m gonna group them based on their tier now since in Skyrim they basically are all the same because what weapons, race, and inventory items they contain isn’t actually restricted it’s all randomized which makes none of them feel special. So I’m gonna edit the leveled npc list to change their setups
Basically it’ll work like this
>ordinary bandits have fully fur armour and an iron sword and shield exclusively
>bandit outlaws have fully fur armour, a bow a shield and an iron sword exclusively
>bandit thugs have fully iron armour, an iron battle axe
>bandit highwaymen have fully iron armour and a steel sword and shield
>bandit plunderers have fully steel armour and a steel battle axe and one health potions
>bandit marauders have fully steel armour, a steel great hammer and a steel bow and 2 health potions
<none of them have the option to use magic anymore aswell
The point of this is hopefully to make them easier to identify and make them feel special by grouping them up into recognizable sets
No.26144
>>26143Later on if I manage to patch out the dungeons fully I’m also gonna brush up on the draugr aswell to restrict what their inventories and weapon sets should be like based off their class
No.26149
>>26148I mean you can't be a bandit without a dagger, cmon
No.26150
>>26149This would make sense for low tier bandits but I just find it works better for the forsworn and assassins than it does for bandits as they’re common enemies. Also I just removed all the daggers from the chiefs and am going to for the rest of the variants. It’s really stupid game design wise for the strongest enemy you could possibly fight using the least threatening weapon they could’ve possibly thrown at you
No.26152
>>26149>>26151I probably should’ve nentioned this at the start but the reason why I have to remove the daggers isn’t just because I think it’s stupid it’s actually because a lot of high level enemies including the chiefs end up prioritizing the usage of them over their primary weapon against the player even if they’re not disarmed.
No.26155
>>26152Yeah I got what you're saying I was just kidding.
No.26156
Okay the bandit patch is almost complete there’s just giving bandit chiefs all the same weapons so you don’t casually get orcish and dwarven gear off them, fixing a bug where some bandit outlaws won’t use their shield even if they have it in their inventory and fixing a bug where some non essential bandits still have access to magic and bows despite their leveled lists not allowing it
No.26159
>>26158Oh wait shit I also forgot to give the chiefs and marauders health potions that too aswell
No.26168
A proposal for skyrims npc design
I suggest section by section static levelled npc placements over mixed npc placements found in the vanilla game. What that means is you will only interact with a specific type and tier of enemy depending on your level rather than sky-rims vanilla system of having multiple different tiers of enemy types spawn in the same rooms or cells. This is to promote choesivensss of fights and allow the player an even easier time to process what they should and shouldn’t be fighting within whatever area they’re in and make levels feel like they’re designed for specific enemy types like what you see in games like hyper light drifter, dark souls 2, and shovel knight
No.26178
I just realized the most common reason for why this games gameplay sucks ass. And it includes all the problems I just had to patch out, skyrim much like morrowind has zero cohesion but in skyrims shits a lot worse. There’s not a single component of this game that works with other ones in it to create a consistent and satisfying result
Take blocking for example, what’s the purpose of blocking? to prevent taking damage. In Skyrim you would think fatigue would be used as a meter for how many hits you can sustain before taking damage since it decreases every time you get hit but that isn’t true, not only does blocking with sufficient fatigue not save you from taking damage, wether or not your blocking with a shield or a weapon doesn’t matter either because skyrims armour rating system is scaled exponentially and is barely influenced by your shield at all meaning for a most if not all of the game you won’t actually feel like you can sustain that many hits from anything even if your blocking. And what’s crazy is knowing this could be solved by restricting actual damage taken from non blocked attacks to any actor with zero fatigue.
So many other components from the level design that’s vastly inferior to oblivions, the enemy spawn placements, randomization of nearly every npc the player fights against that all feel the same, magic just being in general fucking broken, weapon tiering and types, leveling itself, all can have half their flaws explained with the same base components of reasoning. Ughh
No.26179
>>26178>nearly every npc the player fights against that all feel the sameI feel this is the main failure of all Bethesda RPGs - they are designed to not have any progression. You say gameplay sucks ass, but I did enjoy it for first 10-20 hours or so. And then I realized that this is it, I already experienced everything the game has to offer. From that point onward its just beating the same enemies in the same locations, being rewarded with the same items but with +5 damage.
No.26180
>>26179Yeah the reason for this is because they didn’t actually specify any unique stats or movesets to any of the NPCs ingame. Add that on top of how much level design was downgraded in Skyrim after oblivions release the issues with skyrims enemy design were amplified because you would be swarmed by essentially copies of enemies at any time if you ever directly engaged with them
No.26181
>>26180Don’t worry though. Assuming you haven’t beaten Skyrim around the level 30-40 mark a lot of the shit Bethesda put in their dlcs comes back to fruition and the games variety of its main content gets interesting again even if it’s for a brief moment
No.26333
I am amazed by how hard this actually is. I’m just posting to let anyone interested in the level mod know that this process is taking fucking ages but I am still working on it. By the time the first version comes out the best I can say is that it’s gonna remove a lot of objects and clutter and that’s about it. Everything else at the moment is super hard due to how many of these things there are scattered across skyrims map
No.26335
>>26333It's awesome what you're doing, blows my mind how much acclaim Bethesda gets with their retarded mechanics. Feels like most AAA games have shit the bed lately on at least one major thing every time now.
No.26337
>>26333Sick trips. Gambatte, senpai!
No.26356
>>26350Dude I said it myself most levels in Skyrim not related to quests that also aren’t called the red water den or black reach are just plain terrible which is almost every dungeon in Skyrim. I won’t entirely blame the developers for this as lazy as they’re due to the fact that level design in games is by far the most satirically difficult component of game design
Skyrims fundamentally an open world game where players have the option to pick and choose where they want to go than have levels streamlined in your standard linear game, meaning if the development team gave as much of a shit about level design as they did with bethesdas single player releases and campaigns for Skyrim they’d have to both completely rework how much space in Skyrim is used for exploring these side regions of the map, most of which will never even be used by most of the player base and have to account for how these maps should even be designed depending on both what they’re made for and where the player is progression wise in skyrims story and mechanics.
If you want to know how fucking time consuming of a process something like this could be you can look at the developers for suit for hire, me personally just trying to free up space in the dungeons already present so its easier to fight in them, or even the strawberry jam project for Celeste made by god knows how many volunteer developers over the course of years
It’s a bad mess and even if the end product is shit side dungeons everywhere in the overworlds at least more resources were put in to making the fun and interesting shit about Skyrim fun and interesting like the civil war quest line invasions, blackreach and the red water den themselves, DLC quest lines, etc
No.26360
>>26350I wanna bet that they made the ones which you have to solve via a book first, and then Todd was like "ah thats cool, now make 50 more of them!" and they just had no idea how to make good ones after that one.
No.26375
I’ve just discovered a new bug
Apparently some of skyrims collisions for static objects are completely fucked. Like if I remove objects from the game world the hitboxes will still behave as if an object was still there indicating Bethesda never attached the hitboxes to the models of certain ingame objects and what’s crazier is knowing projectiles can pass right through them.
Oh well this also means I’m gonna be making a “replacer rat” with the dungeon mod that will just replace certain enemies with a modified variant of skeeters that basically do nothing for the sake of making dungeon exploration in certain regions that have this phenomenon just that much less painful
No.26377
>>26375Also I’m amazed by how fucking shit of a feature blocking in Skyrim is. It’s stupid knowing you can’t block enchantments, spells, shouts or just prevent taking any damage in general despite the fact that the mechanic does stamina damage which makes me question who tf on the design team thought fucking over melee builds even more with that decision was a smart idea
No.26383
>>26379Blocking doesn’t protect you against perks either apparently. I found this out while having a mod just to disable physical damage from open attacks and discovered I was somehow still taking damage even though I was visibly blocking hits and realized the damage was coming from a perk called limb splitter that apparently was coded to just straight up not register if someone was blocking or not leading to me taking extra bleeding damage and yes this got me killed twice
No.26445
>>26379Bro when you see a mage you're just supposed to run at them. But yeah I get that it would be better to have more options.
No.26446
>>26445Dude you also have to keep in mind that staggering in Skyrim is based quite literally off rng being any direct hit regardless if it’s blocked or not only has a 25% chance of causing staggering meaning magic literally isn’t punishable at all. That’s also why bethesdas developers for the game made so many bandits and low level enemies have ridiculous stat offsets because they’d get curbstomped immediately by any player using it instead
No.26449
>>26446>staggering is RNGnah, there is a guarenteed stagger with shield/weapon bashing, which means that the only situation you won't be able to bash is dual-wielding (which makes some sense, trading utility for raw DPS). Higher levels of weapon skills also give power attacks a chance to stagger.
>>26447Some options are included natively in wildcat if I remember right, if you pass a certain damage threshold enemies will auto-stagger.
No.26450
>>26444bittersweet nostalgia
it was always kind of a solemn place in Skyrim
No.26453
>>26447Stagger on hit and staggerlcok would be the two mods your thinking of though I’d imagine you’d also want to make light attacks cost stamina aswell to prevent stun locking
No.26454
>>26447Also poise mechanics are stupid and make certain builds unrewarding to use because the amount of hits you can get off them ends up being limited by your opponents poise(this would also mean dual wield dagger or 1H builds would become inviable at a high level since stronger enemies would just wake up out of every attack you throw out immediately). Just look at the difference between the pacing of pvp in elden ring compared to blood borne and dark souls 3
No.26457
>>26455No it just sucks to implement. It’s better to simply attach poise to hitstun duration and not wether or not an attack causes stun at all so having high poise only increases how often you have the ability to block out of stun not wake-up out of it(like how it should’ve been implemented in turn based souls 2) allowing for both poise as a mechanic to promote defensive play without destroying the ability of a player or enemies ability to even attack
No.26461
>>26460Nah it’s either you lose or stance or you don’t that’s just throwing in more and more features
Believe me man this system was taken after play testing reworked hitstun for Skyrim, dark souls, kingdom hearts, several fighting games, and DMC it genuinely is better off to have poise as a mechanic only affect hitstun duration universally it’s consistent, it makes sense and allows for multiple levels of playz
A stagger system dependent on force will always boil down a fight to who hits the hardest not whose gaining the most hits
No.26462
>>26461Oh wait misread that when you were trying to say having your stance broken completely removes your ability to even move would be negated while dexterity affects your ability to get out of ordinary hitstun to use a defensive option my bad
No.26465
The way to balance poise is easy, tie it to stamina. It's harder to topple someone fully ready for your moves, but an exerted person is easier to knock over. It allows for punishing failed attacks, people trying to run, and just generally bad play. It is how TeS (mostly) did it in the past and it tended to work out… well, insane but it kinda worked.
No.26466
>>26465No that’s still a poor way to implement poise because then every ingame enemy regardless of their armour and physical size won’t be toppled because most have absurd stamina sizes due to skyrims absurd scaling
Just keep it simple as something attached to armour or for creatures physical size that affects stun duration and that’s fine since Skyrim has no form of dexterity. Also if you tied poise to something like that it would be pointless to use power attacks, sprint, bash and even less fun to block since both those actions all cost a lot of stamina
No.26471
>>26466>every ingame enemy regardless of their armour and physical size won’t be toppled because most have absurd stamina sizes due to skyrims absurd scalingPartly a good thing - you obviously want tougher enemies to stand up and fight for longer. Though, the exact values would obviously need tweaking cause Bethesda never designed the enemies with that in mind. It could also be extended to the dragon AI - in basegame, the dragons have no reason to ever land except if they are sufficiently low HP or their AI package tell them to, but if you made flying slowly consume their stamina pool and landing be the only way to restore it, then you could make dragons have to chose to land to restore their stamina.
Also, it may be worthwhile to have something like a small amount of stamina loss on a melee hit, like 10-15 points, to represent exerting yourself to keep your balance - while blocking regularly may cost more stamina it leaves you unharmed - but if you do a "perfect block" it costs you no stamina at all. This system would also mean that daggers have a much more viable position in combat as something that can rapidly drain stamina and let you out-poise your enemies, especially since they would cost less stamina to swing to begin with. Plus, it would give you a viable way to stagger landed dragons semi-consistently in tandem with the flying changes.
The only thing left to balance, then, is mages.
No.26526
I had to take a break from Skyrim modding to play other games because endlessly play testing mods and dealing with Skyrims mechanics was giving me an actual migraine if the sterile gameplay itself wasn’t enough. I played dark souls 1 the original and not the remastered version and oh my the difference in quality hit me so hard I teared up and smiled a little
Dark souls 1 has unique weight classes, unique movesets for unique enemies. Variants of enemies actually felt like the variants i made in xedit for the bandits. Those variants in ds1 made them feel more than just the cheap randomized template abusing mess that was skyrims enemies. The game is shockingly well balanced, you get enough resources to progress reasonably at the start, creatures and NPCs aren’t just brainlessly given magical ability’s just to make them feel unique even if there is nothing to them that would suggest that along with the fact that stamina actually feels useful and as something that benefits gameplay
Not like in Skyrim where its only function is to prevent you from blocking and forcing you to run for several seconds every time you try to sprint across the map without a horse.
Enemy placements are actually balanced around the size and stats of the levels and enemies in them for ds1. Something I will never complaining about not just in Skyrim but modern open world games that forget what level design is. The map layout in ds1 was so comprehensive it actually felt at times like I was in areas made for the inhabitants within them because there was enough space for them to properly move around than the narrow corridors and rooms clogged to the brim with furniture EVERYWHERE even in spaces where it doesn’t make any sense to include it.
Weapons felt unique due to the fact that they have actual movesets and significant damage differences between them than just some copy pasted template with a different name.
I could keep going but right now I really need a break from Skyrim modding and the dungeon mod. It’s exhausting and I can understand better why bethesdas staff go through so much making these games considering how unfun they can be to play test due to how badly they’re designed
No.26651
>>26650Why do you do this to yourself? Please. You know you can stop, right? Are you in too deep now?
No.26652
>>26651Shockingly enough with the balance patches enabled Skyrim is actually alright for me especially since I am a fan of the lore. The actual building of the mods themselves isn’t what’s tiring it’s play testing them because it means I have to load and replay through content to check for where the issues are coming from before each patch releases
It gets tiring and at a certain point it can boil into frustration which is why I’m not making updates as frequently unless something super obnoxious just wrecks my whole experience that wasn’t ever accounted for by the developers
Like how in a dungeon near markarth there’s a room containing 4 draugr deathlords that’s only possible to beat without gaining a headache by abusing a fire trap next to it for cheap and easy AOE damage unless your testing your build and decide to rank them like a lunatic
It’s that kind of thing
No.26667
>>26652I dunno why some people say Skyrim is a easy game to mod. Maybe adding new items is, but anything else is a pain in the ass even compared to the earlier games. The CK interface is complete dreck and does not show windows properly at all resolutions and you cannot even resize them. Also the constant crashes do not help either.
There is a lot of modding potential in this game sure, but it is primarily thanks to third party tools like TES5Edit and SKSE, not Bethesda's efforts to make it so.
No.26671
>>26667It’s easy to mod because there’s a lot of tools available compared to other games, BSA browser, hkanno, CK, SSEDIT, animation motion revolution, DAR, SPID, SKSE, etc the only other games I can think of as easy to modify is Garry’s mod and team fortress 2
No.26753
Good news :)
I managed to finally nerf the vampires and a lot of ingame magic to the point where I don’t feel like I’m breaking the game using it. Spell casting is not anywhere near as spammable as it originally was as most NPCs outside of the Breton because the base costs for most spells was increased significantly while the max magicka for most NPCs was shot down significantly. More spells were removed from the leveled list entries of NPCs, the movement speed while using spells was drastically shot down to near zero to make it just a little more punishable.
Magicka regeneration was removed from most races again meaning both the player and NPC cannot just brainlessly stack spells onto each other and devolve fights into a projectile festival like what would happen with boss fights like karstaag, the ebony warrior, or tougher variants of enemies like briar hearts or vampire masters. In the continued development of the patch the damage output of some spells will be tweaked to be lowered significantly
That’s all things are going smoothly
No.27049
Important news I’ve moved all the patches to one esp and will no longer be catogorizinf mods for the sake of performance. That’s it
No.27089
>>27087>magic does not regenerate for all races except the breton because lore wise they have legitimate reasons to be in possession of magickawut
all races are perfectly capable of magic - there is higher expression of it among elves (and bretons by extension as half-breeds) but there are plenty of famous human wizards. Shalidor was human, after all.
No.27095
>>27089Capable but not specialized for it. You can still use magicka with any race you like it just means the Breton are generally better equipped for it than most other ones.
No.27100
>>27095Do you need to find magicka potions to use magicka then? Or is there some other way to get it.
No.27101
>>27095I thought the bretons had magic only because they had high elf heritage
No.27102
>>27101Direnni kept local Nedelings as slaves, so it's speculated in Daggerfell that Bretons are Nedic-Mer couplings. However, later games just assume this even though the Nedes are barely explored in the B*thesda games.
>>27095There is no specialization. Magicka is quite literally ones amplitude with external planes. That is why altmer start with the highest magicka: their culture promotes magicka cultivation. There is nothing anywhere that argues men could not excel in magic use, or the "beast races" for that matter. In fact, were it not for Shor being scattered across space and time, men would probably have the most magicka of 'em all.
No.27103
>>27095But the elves are vastly better equipped than Bretons for magic, just by virtue of their very insular nature? I feel like you all have been hitting the pipe to come to these conclusions, every race in TES has always leaned into certain class proficiencies - but their racial abilities were never direct impositions of a class playstyle upon them, both for your character and for NPCs and people in-lore. There are Orc battlemages as much as there are High Elf knights.
No.27104
>>27101Also this is correct, Bretons are like 1/14th High Elf so they tend to be more magically inclined, especially around the former Direnni holdings. However, Foresworn are like Bretons without the mixed elvish heritage, but even they delve heavily into magic endeavors, so usually it is more that magic is more cultural than racial - though, some people are far more inclined to it and take to it easier then others, I suppose in the same way different types of people are inclined to different mediums of learning new things.
No.27105
>>27103Thanks for the information I’ll switch it from Breton to high elf’s exclusively. My original reason for hate keeping magicka regen was because I felt like having it freely available for any race made it hinder that races identity and make its worth decline as a byproduct along with the fact that being able to cast any spell you want on top of having any weapon, skill or potion available on top of shouts was op and unabalanced as shit. Bretons were just the prime pick based off my awareness of the lore
Thanks though once again. In the upcoming patch this will be changed
No.27106
>>27105thats not what I meant but okay, I guess this is slightly less wrong?
if I was you I'd do some scripting to just make something akin to TES Morrowind or Oblivion's class system, and if you don't make magic your specialization then you have vastly reduced magica regen, by like 50 or 75 percent or something.
No.27107
>>27106I’ll see what’s doable
No.27113
>>27104>Also this is correct, Bretons are like 1/14th High Elf It is not. Direnni are not "High Elves", they're an Aldmeri clan.
>Foresworn are like Bretons without the mixed elvish heritageThey're an alliance of Nedic people, those of Eastern Skyrim ("Reachmen", so called for the area). Breton "were" Nedes.
>even they delve heavily into magic endeavorsAs any other culture on Tamriel (if not all of Nirn).
Come to think of it: the Talos Empire has the third most extensive magical society in all of Tamrielic history (after the Altmer and the Dunmer, and that last one is debatable). Why don't Cyrodilics start with a magicka bonus (especially the Nibenesse)?
Unique IPs: 30