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 No.24995[Last 50 Posts]

I’m going through the effort to do something I never thought I’d do and it’s patching out all the broken and busted shit you’d find in a TES game. I mean specifically the meta

I am
>patching out all the health magicka and stamina offsets that make certain enemies unkillable without exploits and magic
>patching enemy stats so they scales with the players armoury and not their level as the player progresses through the game
>patching out projectile speeds and magic damage so that projectiles are easier to dodge and armour rating matters to the effects of how much damage magic will deal to you than getting one shotted by level one NPCs spamming ice bolts
>patching out the effects of all hidden damage multipliers ingame the player can’t use(I actually finished this)
>patching out nondedicated attacks so the player can dodge out of certain attacks
>patching out attack speeds for certain enemies like ogres whom barely have any recovery on their attacks
>and rebalancing the inventories, and appearance of enemy tiers so they aren’t just copycats with a slightly different name
>and patching out everything else like health regeneration, stacked effects, potion scarcity, etc

Wish me luck because I’m gonna be fucking exhausted after all these patches but satisfied knowing I’ll finally force this game to be more than a chaotic mess of an rpg but a playable boring rpg with a simple meta anyone new can easily work and have fun with :)

 No.24996

>I'm going to redesign the core mechanical systems of a AAA RPG
good luck fam

 No.24997

>>24996

Thank 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.25000

Holy shit I’m looking through the files and getting a headache at how fucking lazy and stupid bethesdas employees are. I managed to patch out the crazy as shit health offsets for one mod I had installed and found out in the master files that bethesdas employees had added racial buffs on top of hiddeen damage perks to enemies meaning all of their stats at the base level are inflated

I don’t mind having to remove all that shit and delevel the enemies but my Christ that’s so fucking lazy and scummy. How tf did no one on the designer team do fucking nothing about this incessant power creep

 No.25001

>>24995
There 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

>>25002
Those 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

>>24995
Sounds like it would make a good addition to my mod stack. Wish you good luck with it dude.

 No.25010

>>25006
If 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.25013

File: 1671845005242.png (5.3 KB, 200x584, Capture.PNG)

>hey Todd how do we design a final boss
<just make him deal an insane amount of damage, copypaste animations from all the other dragons and call it a day lmao

 No.25014

>>25013
hey skyrim isn't really about the main story, it's about the sidequests where you fight identical draugur 50 times

 No.25015

>>25014
What’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.25016

MASSIVE BREAKTHROUGH


Weapon meta has been mostly patched out so now weapon tiers and types feel much more distinct both in their attack speeds and damage outputs feel free to dump the ESP in your mod folder and activate it. Will soon post an updated version but for now iron, steel, orcish, dwarven, elven, glass, ebony and daedric weapon kits have been patched

 No.25017

File: 1671851403598.png (233.52 KB, 474x288, ClipboardImage.png)

>>25016
NOTE 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.25255

File: 1672963244545.zip (13.28 KB, patches.zip)

heres the dumbass patches at least the most recent

 No.25256

>>25255
Any other mods I should get?

 No.25258

>>25256
Working 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

>>25494
There 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

File: 1674299212312.jpg (67.6 KB, 1357x758, mfw.jpg)

>>25494
Well, 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 special
Looking 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.
>>25495
I 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.25506

alright patches are fully complete. im done

 No.25519

>>25506
Thanks, man. BTW, will you upload it to Nexus or some other moddimg site in the future?

 No.25520

>>25519
No you can if you want

 No.25521

>>25520
Okay. 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

>>25521
What 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


>weapons

There’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 design

Doesn’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

>enemies

Are 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.25933

File: 1675788647118.jpg (156.88 KB, 810x1080, MQzP8KQ6G4c.jpg)

>>25506
Anon, I am confused. What do the multiple "extra damage" esps do? Do they increase overall damage dealt by everyone by an increment?

 No.25934

>>25933
Skyrim 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

>>25934
And 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.25936

File: 1675789429682.jpg (101.44 KB, 604x551, space kotblini.jpg)

>>25934
>>25935
Ok, this clears things up, kinda. Should I load all of them or just one of them?

 No.25937

>>25936
All 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.25938

File: 1675790155482.jpg (192.38 KB, 1124x860, kot blini lsd.jpg)

>>25937
Yeah I know that the dragons are rigged like shit from my attempts to import them into Blender (do not ask for what purpose). Still, I would like to merge the extra damage .esps into one because havng multiple plugins for tiny edits triggers my autism and I kinda want more space for other plugins I am installing. Thx.

 No.25939

>>25938
I’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.25961

Not a mod just an observation of skyrims files

Skyrim has combat styles attached to npc ai that tells them how aggressive or defensive they have to be towards the player based off certain multipliers that dictate the chance of certain actions following through. What I find strange is how instead of just making the difficulty meter affect this component of ai to use their options more consistently they decided lazily coding in damage multipliers was a solution when the development team already could’ve switched the ai without having to do anything to the base game. Really fucking strange and twisted decision but at least I know what I can do to improve skyrims ai while I’m busy with other stuff

 No.25987

File: 1675832336107.jpg (84.22 KB, 1280x720, maxresdefault.jpg)

>>25961
Yeah 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

>>25987
Don’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.25994

>>25988
>Don’t think about it for too long.
Lol too late, your research and analysis got me all into maximum overthinking mode. Just some stuff from the top of my head:
<With the modding tools currently available for Skyrim such as the Spell-Perk-Item Distributor, I think it would be possible to make some petty cool stuff like giving better equipment to enemies on higher difficulties, adding battlemages into bandit parties and so on.
<Also it would be cool to see various NPCs use different AI sets making the most of their race, class and equipment combos, like thieves using hit and run tactics, Breton warriors going after mages first and so on. Some basic self-aware tactical stuff would already make enemies seem less like dummies and more like actual opponents.

 No.25995

>>25994
Skyrim'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

>>25995
Just 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

>>26030
Or even at the very least reduce the enemy spawn count

 No.26032

>>26031
Yeah 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

>>26032
What kinda objects? Like those dumb useless rotten crates and barrels lying around in dungeons?

 No.26036

>>26035
And 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.26042

File: 1675956468536.png (32.65 KB, 512x512, cat think.png)

>>26036
Hmmm… I would rather keep the furniture except in some of the more cramped dungeons where it does inpede movement too much.

 No.26043

>>26042
Nope 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.26052

File: 1675970277365.webp (33.9 KB, 357x270, 1675970263480.webp)

>>26043
Gotta make the map like this for optimal gameplay experience

 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.26094

anyways heres the file

 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

>>26143
Later 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.26148

While modding the bandits I learned a lot about how they worked
>skyrims bandits are divided into 3 separate classes, “missile”, “magic” and “melee” you can guess what the last two do but for the first it just means they use bows more consistently. However due to skyrims level design along with its level scaling system it’s actually hard to implement these classes in a way that makes them feel like they belong in the regions they occupy
>every bandit quite literally wears two sets of armour. If they are classified as tanks or bandit chiefs then they wear the heavier variant and in any other case they will always wear the same randomized set of armour regardless of tier. This is why as you level up the distinction between a bandit marauder and an ordinary bandit is hard to determine, because down to the games own files there isn’t a distinction to be made it’s all randomized based off the same parameters than defined outfits based off enemy type
>bandit chiefs are actually pretty weak and also there’s a reason why so many high level bandits have daggers. The first case is because the base health of a bandit chief is 155 due to level scaling however this also means they aren’t that huge of a threat early or even late game despite being the technical strongest variant of bandits that can exist. The second is because(and I just don’t know why) Bethesda put daggers in every bandit types inventory list meaning occasionally you can end up fighting some random thug chief or plunderer using them instead of something better that also exists in their inventory


Really strange

 No.26149

>>26148
I mean you can't be a bandit without a dagger, cmon

 No.26150

>>26149
This 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.26151

File: 1676309726249-1.jpg (130.47 KB, 606x800, SD1805.jpg)

>>26149
Historically pretty much every medieval soldier had one as a backup weapon, even knights who were expected to frown upon their use as "dishonorable" (they got around it by making them basically shortened swords, like in pic. 2). Even moreso, daggers were specially tailored for poking weak spots in plate armor and going through chainmail, which basically made them indispensible tools for combating heavily armored warriors alongside war picks, clubs, maces and hammers. Taking all of this in account, I think that it is pretty logical for most characters especially bandits to lug around daggers as a backup weapon option in case they get disarmed.

 No.26152

>>26149
>>26151
I 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.26153

File: 1676310677000.jpg (61.65 KB, 602x604, 15267147096730.jpg)

>>26152
Pretty damning that the AI does such dumb mistakes even as daggers are considered a separate weapons type. Bethesda could have just added in an AI property to set weapon type priority for characters, yet their coders have skipped over such a vital function and now we are stuck with this mess.

 No.26155

>>26152
Yeah 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.26158

alright heres a mostly complete version of the bandit patch. it does what I stated for the most part but heres what i did not fix yet

>special bandits that arent affected by levelled lists at all(yes they exist and arent that hard to find)

>auto force bandits to use the weapons in their levelled list because of a parameter known as LootBanditRandom that gives bandits you guessed it random loot and I havent removed weapons from that list yet


thats all. outside of that bandits are now easy to recognize melee centric generic enemies with an easy to understand hierarchy than a hive of badly placed together procedurally generated actors that all feel the same to fight. I will post another version soon but this took like several days of playtesting and learning more about skyrims mechanics for me to even be able to get this far

 No.26159

>>26158
Oh 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.26172

File: 1676422298668-1.png (2.18 MB, 1920x1080, ClipboardImage.png)

This was really tiring to playtest and build but horray the bandit patch is now fully finished and the bugs are gone and all bandits are grounded basic melee enemies.

extra note I also removed the arrows and bows I initially brought into their leveled lists since during playtesting that they were genuinely better off staying as projectile less foes new players to skyrim can get an easy time learning the games base mechanics off of than anything fancier. that all pains over for a while for me before I have to get back to finishing that dungeon patch

 No.26176

>>24995
Good luck, anon. I was hoping for a mod like this.

 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 same
I 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

>>26179
Yeah 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

>>26180
Don’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.26185

I’m really trying to make pure melee builds viable in Skyrim I really am but this game keeps finding ways of destroying that goal Jesus Christ this image is hysterical

 No.26215

Another dumbass mechanic
Not a Skyrim mechanic but one that was implemented in oblivion. You know how hitting enemies in Skyrim feels in general like complete shit because they don’t actually stagger when they get directly hit without blocking. There’s a second reason they also don’t move when they get staggered. This is because in oblivion a variable it passed down to Skyrim called fknockdownforce was added in to all actors in a staggered state to get pushed upon being hit by any object, what’s stupid is that oblivions development team never bothered to actually attach staggering and knockback together so you had to simultaneously hit an actor and then have to hit them again for the game to register that there’s supposed to be some kind of indication that anything happened

This was never patched upon skyrims release or re releases because the default stagger system based completely off RNG was never complained enough to be changed and now knowing what this dumbass shit is I now know what I have to patch on top of the shit level design. Oh one more thing to anyone still reading the knockdown(you know when NPCs cower after being hit at a low enough health), yeah that shit basically is also entirely determined by RNG along with kill moves and works almost the same thing as actually knocking back someone after an attack

 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.26334

>>26333
FYI, if you want to coordinate with someone else on your project you can hop into the /games/ Matrix room. There are a couple of people who also are familiar with Skyrim modding and I think they would be glad to help.

 No.26335

>>26333
It'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

>>26333
Sick trips. Gambatte, senpai!

 No.26350

You know what, I always though the puzzles in dungeons are kinda pointless. All they did from my view was ruin the pace of dungeon crawling while being incredibly boring and samey. Same fucking fish-eagle-snake shit all over and over again every Nordic dungeon. They should have at least had decency to mix things up once in a while, but all they could come up was this. The fuck?

 No.26356

>>26350
Dude 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

>>26350
I 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

>>26375
Also 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.26379

File: 1677062824921.jpg (83.38 KB, 1200x675, image(2).jpg)

>>26377
Blocking not working on spells or even poisons from arrows (wtf Bethesda?) is textbook shit game design. Instead you have to rely on channeled ward spells that block spell damage but leave you open to physical and consume mana, which makes leaves warrior characters absolutely incapable of relying on them and thus utterly helpless against mages without anti-magic enchantments and some genius maneuvering and exploiting the terrain.

 No.26383

>>26379
Blocking 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.26386

File: 1677075426675.jpg (19.32 KB, 500x426, 1a9.jpg)

>>26383
Weird that this issue persisted all this time and was not even fixed by USSEP. On the other hand though, the vanilla perk tree itself is pretty shit in general and one of the first things I do whenever I throw together a modpack is replace it with the Adamant one.

 No.26444

This image of Helgen insights a lot of sad emotions in me. And also a weird sense of coziness

 No.26445

>>26379
Bro 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

>>26445
Dude 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.26447

File: 1677229594422.jpg (84.59 KB, 453x604, fT6nIvovIIE.jpg)

>>26446
Is there any mods that revamp staggering, tying it to attack force rather than RNG? I think Blade & Blunt and POISE did.

 No.26449

>>26446
>staggering is RNG
nah, 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.
>>26447
Some options are included natively in wildcat if I remember right, if you pass a certain damage threshold enemies will auto-stagger.

 No.26450

>>26444
bittersweet nostalgia
it was always kind of a solemn place in Skyrim

 No.26453

>>26447
Stagger 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

>>26447
Also 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.26455

File: 1677254300163-0.gif (2.68 MB, 320x180, knight-kick.gif)

File: 1677254300163-1.gif (2.25 MB, 498x280, long-sword-hema.gif)

File: 1677254300163-2.jpg (505.49 KB, 2160x2160, AMC-high-kick-forweb.jpg)

>>26454
I think the problem is not the poise mechanic itself, but the weird way it is implemented and that rogue builds in DaS are not given a poise breaking attack option to compensate for their weapons' low weight. Logically that would be kick attacks, but from what I read in DaS they are pretty cumbersome to perform and mechanics behind how much damage they do are pretty arcane, with kick attacks while wielding certain weapons being more powerful than with others. As for the Skyrim poise mod, it is even probably worse because neither vanilla Skyrim nor any mods to my memory provide any kick attack options at all which reduces the melee combat to either shield waiting games or Flynning away at your enemy until either they or you drop.

 No.26457

>>26455
No 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.26460

>>26457
Yeah, that would be a good fix for it. I never understood why the poise stat affects stun/stagger duration when it probably would be more logical to make it dependent on a character's dexterity stat, simulating one's ability to regain their senses and/or get up after getting thrown off balance. Poise could be better reformulated as a "steady" stat and act as measure of how much force and pain one can withstand in a short period of time before losing their stance.

 No.26461

>>26460
Nah 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

>>26461
Oh 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

>>26465
No 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 scaling
Partly 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.26511

This has to be the worst dungeon ingame by far for several reasons

>bad enemy placements like horrendous enemy placements

The 2 bosses in this dungeon were cancerous to fight against to the point where I had to go in and delete the patrol references along with moving around NPCs just so certain sections of this horrible level were completable without immediately getting swarmed and instakilled for not putting points in sneaking

>gimmicks over effort

Bosses are typically unique like enemies due to their movesets, stats, sizes, weights and types. In Skyrim because so many enemies are made off templates with almost no actual effort to be put into what’s mentioned they all end up being the same to fight but with bosses it’s so much worse especially here. This dungeons deathlords and its boss quite literally just random enemies to dwindle the players health down for absolutely no reason than because the game wants these bosses to feel hard without the devs doing anything to make them hard. What happened was me getting stunlocked and being forced to again delete more references and move enemies around. Also I’m planning on removing frost magics ability to lower player stamina aswell because that just makes it flat out broken now that you can’t block or bash to save yourself in vanilla Skyrim making magic go from another style of play to a hard requirement on any player that wanted to play with something different or even dumber a stealth archer build as if camping for several hours in a play through is actually any fun

This dungeon is horrible by far one of the worst ones in game

 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.26568

balance patches released

<draugr

>draugr health stamina and magicka offsets set to 0
>draugr magicka universally set to zero with the exception of scourges classified as magicians and deathlords
>draugr deathlords are now the only ones capable of using shouts to prevent getting stunlocked by hordes shouting at the same time as attacking
>disarm shout removed from draugr deathlords
>draugr scourges now only the ability to use icebolts to prevent the player from getting swarmed by a horde of frost atroches while taking stamina damage from freezing spells
>draugr health has now been reduced to half the values of bandits within a similar tier, the exception of draugr deathlords whom now have their base health standing at 244

<NPC general

>health offsets universally set to 0 for all ingame enemies

<dungeons

>some objects brought back in to bleak falls barrow
>enemy placements in volunduur and the swindlers den have been changed you will need to reload cells for the changes to be felt or start a new game or better yet install a mod that respawns enemies every 72 hours
>general objects removed from an increased amount of dungeons to prevent obstructions getting in the way of combat

thats about it.

 No.26650

Huh
I was trying rebalance magicka in the latest patch and noticed vampires were seemingly immune to any patches related to nerfing their obscene stat offsets despite their stat increases being set to 0. Turns out there’s another layer of garbage that’s built in to skyrims level scaling that just inflated the power creep of NPCs even more…

 No.26651

>>26650
Why do you do this to yourself? Please. You know you can stop, right? Are you in too deep now?

 No.26652

>>26651
Shockingly 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

>>26652
I 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

>>26667
It’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.27052

File: 1680203870822.jpg (24.35 KB, 700x605, l-48855-snek.jpg)

>>27049
handy

 No.27087

alright heres some patch notes
>having magic equipped at all auto enables a speed penalty casting magic will reduce your speed to near zero meaning its impossible to run away from an enemy while casting magicka at them
>from previous patches mentioned magic does not regenerate for all races except the breton because lore wise they have legitimate reasons to be in possession of magicka
>carryweight has been reworked so its not upgradable and is influenced by the race you select at the start of the game, bretons have the lowest carryweight while orcs have the most, nords, imperials and redguards are given automatically a static carryweight of 100. this is just implemented so clever resource management and what type of build you run with at the start actually matters
<important one especially for third person players

turn speeds have been reworked and jump heights have been reduced for all human npcs. this is less effective on NPCs but for the player youll notice that how fast you can turn around while running or sprinting has been drastically reduced in third person to feel alot more natural, coincidentally how fast you move while running walking and sprinting has both been reduced and have the difference between each movement types speed reduced aswell making the transition between each movement option alot smoother


thats all thanks for reading and have fun. also to all mod users please delete all previous mods ive made and replace with this one as this will be the mod im supporting and if you use this version with prior ones you will have mod conflict issues

 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 magicka
wut
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

>>27089
Capable 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

>>27095
Do you need to find magicka potions to use magicka then? Or is there some other way to get it.

 No.27101

>>27095
I thought the bretons had magic only because they had high elf heritage

 No.27102

>>27101
Direnni 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.

>>27095
There 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

>>27095
But 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

>>27101
Also 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

>>27103
Thanks 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

>>27105
thats 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

>>27106
I’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 heritage

They'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 endeavors

As 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)?

 No.27284

alright genuinely the last balance patch. I did manage to make a perk for magicka regen but just scrapped it after realizing that it does absolutely nothing to curb power creep since you can have it on top of everything else, So i defaulted back on the original idea of making regen a trait for race selection but this time for high elves thanks to a suggestion from a user in this thread. As for minor tweaks theres nothing i could decide needed to be changed since the game was essentially balanced to the point where i could run any build at any level in any area and not experience serious issues with progressing anymore. thank you all for supporting me and as I have managed to create an experience with a TES game that doesn't feel foundationally unbalanced.

 No.27297

File: 1681510657066.jpg (190.45 KB, 900x1400, hoagie.jpg)

>>27284
This was sure a nice experiment. I do not think the result is exactly my cup of tea because I mostly play with a modpack based on the "A Dragonborn's Fate" list, but I think I might try doing a semi-vanilla run with it sometime to see how it actually plays out.


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