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GunnerJ
Aug 1, 2005

Do you think this is funny?
Yeah I'd figured the guide is solid when it comes to graphics, I just never had the patience for going much further with it.

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RangerPL
Jul 23, 2014
Just dropping by to say Noble Skyrim is the poo poo. I replaced my old SMC-based texture pack with it and saved ~5GB SSD space as well as gaining 5-10 FPS which lets me play at 1440p with an ENB.

ThaumPenguin
Oct 9, 2013

Would Typo 3 be a decent replacement for the font we're currently using in the OP?

It's the closest thing I've found to the Skyrim logo font other than the odd negative-space one we're already using.

There's also the Sovngarde font from this replacer, but I don't know how to extract it.

e: Wait, the last one actually lets you download the font for desktop use, nice.

ThaumPenguin fucked around with this message at 20:23 on Sep 10, 2016

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...
I'm in the process of getting Skyrim setup with mods. Is it worth it to download the hi-res texture pack from Bethesda? I ask because I didn't know if the change in texture quality would clash with some of the mods I'm installing (Immersive Armors, Bandoliers.) I looked up a video of the Noble Skyrim mod RangerPL mentioned. :aaa: It looks astounding and I'd actually like to try it instead (provided it's not too massive), but I still have the same concern.

I was thinking about using Skyrim Unbound as opposed to LAL, as the customization options for it seem pretty cool. However, once you choose to become Dragonborn, does it make you go through the Helgen intro? I ask because I thought about trying the Helgen Reborn mod, but I thought maybe that would cause a conflict.

GunnerJ
Aug 1, 2005

Do you think this is funny?
There's really no reason not to get the HRDLC. Just as long as it's high in your mod order list, anything else you install will override its textures and anything that never gets overridden will be at least as good as the HRDLC. If that makes sense.

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...

GunnerJ posted:

There's really no reason not to get the HRDLC. Just as long as it's high in your mod order list, anything else you install will override its textures and anything that never gets overridden will be at least as good as the HRDLC. If that makes sense.

I think so. If I were to install HRDLC, then install, say Noble Skyrim, and place it above HRDLC, then all the corresponding textures from NS would override those from HRDLC, and whatever NS doesn't cover will look to HRDLC. (Or maybe I've got that backwards)

Regarding USLEEP and the Crash and Bug Fixes listed in the OP, can I install those all with Mod Organizer?

GunnerJ
Aug 1, 2005

Do you think this is funny?

Max Wilco posted:

I think so. If I were to install HRDLC, then install, say Noble Skyrim, and place it above HRDLC, then all the corresponding textures from NS would override those from HRDLC, and whatever NS doesn't cover will look to HRDLC. (Or maybe I've got that backwards)

You've got it right. And HRDLC is sure as hell better than what it replaces.

quote:

Regarding USLEEP and the Crash and Bug Fixes listed in the OP, can I install those all with Mod Organizer?

Yep. More or less everything listed as some kind of mod in the OP (as opposed to a modding tool or other software) can be installed through MO unless there are special install instructions, in which case it's probably not really a mod per se.

Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...

GunnerJ posted:

You've got it right. And HRDLC is sure as hell better than what it replaces.


Yep. More or less everything listed as some kind of mod in the OP (as opposed to a modding tool or other software) can be installed through MO unless there are special install instructions, in which case it's probably not really a mod per se.

I just wanted to make sure. Thank you.

Out of curiosity, does there exist a mod that adds fences to the cities so you can sell stolen items to without having to deal with the Thieves' Guild quest in Riften?

Funky See Funky Do
Aug 20, 2013
STILL TRYING HARD
Alternate Start - Live Another Life adds a fence called Shady Sam to Dawnstar. Otherwise just search for "stolen" or "fence" on Nexus and pick the one that you want.

Transmogrifier
Dec 10, 2004


Systems at max!

Lipstick Apathy

Max Wilco posted:

I just wanted to make sure. Thank you.

Out of curiosity, does there exist a mod that adds fences to the cities so you can sell stolen items to without having to deal with the Thieves' Guild quest in Riften?

If you're using SPERG, there's a perk in either the Lockpicking or Pickpocket tree that will provide a fence in each city that you can pay to "clean" your items so you can sell them like normal. If I remember correctly it's not very far up the tree either.

Midig
Apr 6, 2016

As an avid /r/skyrimmods reader i really found the essentials mod list be very good. However i want to promote a mod i have come to like a lot over the past two months and which i use on my current playthrough. I hope this gets added to the main page when the next thread pops up.

http://www.nexusmods.com/skyrim/mods/32562/?tab=9&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodreadme%2F%3Fid%3D32562&pUp=1

YASH or "Yet Another Skyrim Hardcore mod" is an old overhaul that has lied dormant until a few months ago when it got a few updates and fixes. However i dont think it is just another overhaul. It is an overhaul for those who desire more (for the lack of a better term) "immersive" experience while staying more true to vanilla Skyrim and having RPG elements without being as punishingly difficult as Requiem. I find it difficult to summarize all its feature so i will just write down a list of all the mods it has replaced in my load order, do have in mind that it does not provide all the same features as the mods listed below. It is more accurate to say that this mod makes most of the mods below obsolete in that it provides most of the desirable features:

-Dragon Combat Overhaul

-Disparity

-Immersive horses

-Scarcity

-Morrowloot (Ultimate, Ultimate Simplified or 4E)

-Trade and barter

-Advanced Adversary Encounters (although there is a compatibility patch if you really want it with YASH)

List of noteworthy features:

-All skills start at level 0, increased based on race bonuses

-Magic has a chance to fail based on skill in the used magic school

-No starting spells

-Weapon speed and armor encumbrance based on weight of the items

-All changes made to race, weight, equipment and perks apply to NPCs as well.

-Delevels all enemies and make harsh encounters more rare

-Food buffs that are more useful and last longer

Compatability:

It is a compatability mess. But to me this was not really a problem as previously stated it provides a lot of features that made many mods obsolete. After this was added i really had what i felt Skyrim needed. I missed out on some features, but i did not really miss them when i started playing with YASH. Usually i am constantly modding instead of playing, but this mod pretty much made me enjoy playing the game again.

Midig fucked around with this message at 15:59 on Sep 11, 2016

Agents are GO!
Dec 29, 2004

Max Wilco posted:

I just wanted to make sure. Thank you.

Out of curiosity, does there exist a mod that adds fences to the cities so you can sell stolen items to without having to deal with the Thieves' Guild quest in Riften?

Just use the better stealing mod, which gets rid of stolen tags on things nobody caught you stealing.

ThaumPenguin
Oct 9, 2013

Do anybody have any good recommendations for city and animation overhauls?

I have a little experience with both already, but I'd love some suggestions or a link to a decent guide. :)

Funky See Funky Do
Aug 20, 2013
STILL TRYING HARD
Is there an issue with LOOT not running properly through MO or in general? I remember LOOT used to make pretty good decisions about load order but now it seems to be putting them all over the place or not moving them at all when I add a new mod.

Agents are GO!
Dec 29, 2004

It's because LOOT and MO know what you did. You may think you've gotten away with it, but they know.

Funky See Funky Do
Aug 20, 2013
STILL TRYING HARD
But I need those two dozen porn mods for immersion!

GunnerJ
Aug 1, 2005

Do you think this is funny?

Seems interesting but this does not seem particularly well thought out:

quote:

Think you can enter a cave, awake a snow bear and just run like hell? Think twice. Enemies will now follow you everywhere, in some cases if you make a Draugr angry enough he'll chase you to the death outside his barrow! Be more careful next time you want to loot a cave. Once you've played the mod a bit you'll realize why Bethesda didn't enable this feature since the beginning: you can easily wreak havok EVERYWHERE you go, by leading a pack of trolls right into a tavern or Draugr Deathlords into towns.

Like, I'm pretty sure most of these things would give chase but then give up after a while. A bear doesn't need to follow you into a goddamn city just because you woke it up. Retreat should be a viable option.

eta: Wait a sec. Here's the mod's FAQ on surviving early levels...

quote:

- RUN! If you can't win a fight even though you're using everything at your disposal flee away and come back when you're stronger.

But... but... :psyduck:

GunnerJ fucked around with this message at 19:17 on Sep 11, 2016

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug

GunnerJ posted:

Seems interesting but this does not seem particularly well thought out:


Like, I'm pretty sure most of these things would give chase but then give up after a while. A bear doesn't need to follow you into a goddamn city just because you woke it up. Retreat should be a viable option.

eta: Wait a sec. Here's the mod's FAQ on surviving early levels...


But... but... :psyduck:

I'll be honest. That sounds about right for a stereotypical "Hardcore gamer" mentality. The don't see any break in the logic, they want the "risk", but will also be sure to tell people how easy it is if you're :airquote: smart. I do adore the "You'll see why even Bethseda thought this was a bad idea" part, though.

There are some interesting Cheats buried in there, along with all the ballbusting though. Like how you know EVERY enchantment by default, even if they seem to gate applying said enchants by skill level. Or how they say "You start with NO skills, and the first skill up takes ten times longer!" But allow training dummies to let you beat the poo poo out of them for weapon skills or Destruction up to 15, rendering that downside essentially meaningless for attack skills once you reach civilization.

It's always fascinating to me to see the twisty logics people have for what they personally consider "Fair and balanced". You'll see a ton of bullshit handicaps, and then something that's broken as gently caress even to your mindset just casually thrown in there because it fits their preferences.

Off in turbo nerd land, I've had people straight faced tell me that using minimum cost "Rulebook examples this as how to build a sound system" sound powers, were munchkin cheating without being trained in ventriloquism.

Then they would turn around and suggest I used this minimum possible cost power, as a 5 kilometer intimidation attack. On my guy with supernatural spookiness that would make Batman poo poo his pants. But no, trying to be the funny sounds guy from Police academy with my supowerpowers? THAT's cheating! :v:

Section Z fucked around with this message at 21:02 on Sep 11, 2016

Proud Christian Mom
Dec 20, 2006
READING COMPREHENSION IS HARD
Downloaded the Clockwork player house and man, that quest. :ghost:

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

go3 posted:

Downloaded the Clockwork player house and man, that quest. :ghost:

It's really good. Clockwork is really good in general.

IAmTheRad
Dec 11, 2009

Goddammit this Cello is way out of tune!
The "hardcore mentality" for games seems like "dark souls is too easy. Let's make it harder than dark souls. A wolf biting you should be able to kill you in one small nibble. A bandit hitting you with the blunt edge of a iron dagger should make you die instantly even if you're wearing full daedric armor. They should be able to survive 20 smashes of your daedric warhammer."

The "difficulty" people seem to get with the game is "oh let's make it harder because it's too easy when I just use stealth archery for everything."

Cat Mattress
Jul 14, 2012

by Cyrano4747
Also people tend to confuse "challenge" and "tedium".

"Let's make it so that you have to straferun around this monster for two a full 120 minutes before it finally deigns to die. There are 50 of them in the first dungeon. Your reward is a supersword that allows you to kill them in only 115 minutes, I know it's a bit OP but then again the quest is over after that anyway."

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
I can understand people wanting to challenge themselves beyond the usual means of a game, at least. No slight to Midig for being enthusiastic that a Mod is covering for most of what he wanted out of other mods.

The worst is when the more unfortunate "Faux Hardcore" mentality starts to bleed into a games real development.

Like Subnautica. A game with barely any crafting or building to speak of, getting obtuse crafting timers added to everything due to the "QoL when you're a spaceman scuba guy with a pocket molecular constructor is just too casual" hugbox on the official forums saying how great an idea it was.

Then crying conspiracy when piles of people saw this as the point of "That's it, I'm actually making a forums account to say this is bullshit" amidst a sea of people comparing people who didn't like it to the mentally and physically handicapped.

These are the kind of people who want real life length, real time sitting around decompression chambers "because immersion" in a game where the latest update is a nano-constructed Exosuit you will need to be able to go deep enough to find the alien precursor bases and deal with the to be implemented psychic fish monsters capable of opening warp gates with their mind.

Cat Mattress posted:

Also people tend to confuse "challenge" and "tedium".

I swear, selectively cherry picked "Because realism" in gaming is fast becoming my biggest :argh: Usually it's only when it causes problems, too. If you bring up Realistic or lore friendly options that would improve QoL, Players and Devs previously citing Realism/Lore as the basis of their design preferences will not care about either anymore.

Section Z fucked around with this message at 00:12 on Sep 12, 2016

Lt. Lizard
Apr 28, 2013
On the other hand, the more I add mods that give me ~wonderful toys~ (Thunderchild, Apocalypse, etc...) the more I tend to gravitate towards those silly hardcore mods that make enemies massive HP sponges with ridiculous damage output because really: why would you cast beacon that will cause massive damage to everyone too close to in 10 seconds, a curse that is harmless but will explode if cursed target takes frost damage, spell that will cause frost damage if its target is staggered or knocked and then use unrelenting shout to precisely knock the whole group of bandits into beacon just as it explodes, setting up super wombo-combo that does MILLION BILLION damage, when realistically, every non-boss, non-dragon enemy dies to 5 firebolts and every enemy group to 3 fireballs? Same for defensive spells/abilities when you wear fully enhanced and improved daedric armor and nothing can really touch you anyway.

Adding 700 cool and exciting spells and abilities, only to realize that there is no point in using 698 of them outside of novelty sake feels bad.

Lt. Lizard fucked around with this message at 00:37 on Sep 12, 2016

RangerPL
Jul 23, 2014
From the ENB section

quote:

It must be stressed that you really do need to try out a few ENBs at the beginning of your game before committing to a full playthrough. Learn from my mistakes!

Can someone elaborate on this? Unless the author of the ENB section knows something that I don't, there's no harm in switching ENBs mid-playthrough as long as they don't require their own ESPs because ENBs don't leave a footprint on your save file.

GunnerJ
Aug 1, 2005

Do you think this is funny?
Originally there was more in that guide about not swapping ENBs due to their plugins. This was because the author was thinking of how a number of ENBs do have plugins for compatibility with lighting or weather mod, although it was pointed out that not all do. So that bit might be leftover from the prior info.

GunnerJ
Aug 1, 2005

Do you think this is funny?

Lt. Lizard posted:

On the other hand, the more I add mods that give me ~wonderful toys~ (Thunderchild, Apocalypse, etc...) the more I tend to gravitate towards those silly hardcore mods that make enemies massive HP sponges with ridiculous damage output because really: why would you cast beacon that will cause massive damage to everyone too close to in 10 seconds, a curse that is harmless but will explode if cursed target takes frost damage, spell that will cause frost damage if its target is staggered or knocked and then use unrelenting shout to precisely knock the whole group of bandits into beacon just as it explodes, setting up super wombo-combo that does MILLION BILLION damage, when realistically, every non-boss, non-dragon enemy dies to 5 firebolts and every enemy group to 3 fireballs? Same for defensive spells/abilities when you wear fully enhanced and improved daedric armor and nothing can really touch you anyway.

Adding 700 cool and exciting spells and abilities, only to realize that there is no point in using 698 of them outside of novelty sake feels bad.

I'm generally a fan of increasing difficulty for the same reason, on top of just that Skyrim is too easy to begin with. Doing so in a way that's not tedious or frustrating is the trick. There's also the tricky issue of power curves: it's easier to make the game hard in the beginning than in the middle and onward.

When the advice section on surviving past level 1 says you should spend a whole shitload of time hitting training dummies, that's when I check out. I'd rather just skip that step, thanks.

Psion
Dec 13, 2002

eVeN I KnOw wHaT CoRnEr gAs iS

RangerPL posted:

Can someone elaborate on this? Unless the author of the ENB section knows something that I don't, there's no harm in switching ENBs mid-playthrough as long as they don't require their own ESPs because ENBs don't leave a footprint on your save file.

I still think it's good advice: A lot of ENBs do include or require lighting/weather plugins, and those are ESPs you probably don't want to swap around mid-save. That said, you're correct assuming you swap from ENB to ENB that do not require anything different in terms of plugins (either vanilla -> vanilla, or elfx -> elfx, what have you)

docbeard
Jul 19, 2011

GunnerJ posted:

When the advice section on surviving past level 1 says you should spend a whole shitload of time hitting training dummies, that's when I check out. I'd rather just skip that step, thanks.

My favorite example of this was some wildlife mod that for some reason added a ridiculous wolf pack that your level 2 or so character can in no way handle right outside of Helgen, and the modder's advice to people who asked about this was "oh don't turn the mod on til you're level 10 or so".

basalt
Jan 11, 2015

Not to begrudge the effort put into the OP, but there are a few ill-advised suggestions that I feel need to be addressed. The misinformation on ENB has already been mentioned, though to reiterate; changing presets during a playthrough will not corrupt your save. In fact, ENB presets are probably some of the safest mods to add and remove freely, so long as you're thorough. Even switching weather and lighting mods is unlikely to do anything more than mess up your weather and lighting, though the safest option will always be to stick to presets created for the mods you already have installed.

The other thing that stands out to me is your recommendation to use Deadly Combat, which uses a locational damage system known to cause save bloat (which can eventually corrupt your save). If you insist on mentioning it you should at the very least include a warning to turn off that feature, but I'd recommend avoiding that mess altogether and listing some more lightweight mods, like Combat Evolved (as recommended by the author of Vigor), Grimy Combat Patcher (this one requires some additional effort), or Wildcat's own behaviour adjustments.

basalt fucked around with this message at 05:05 on Sep 12, 2016

basalt
Jan 11, 2015

Oh, and another thing. There is a navmesh conflict between JK's Skyrim and the latest release of USLEEP which results in a crash upon entering Windhelm.. The problem is not present for users of JK's Cities - Lite and Superlite.

The USLEEP team doesn't consider this to be their responsibility to fix, and has provided no way for users to downgrade to an older version where this issue was not present. For the moment, the two mods should be considered incompatible.

Agents are GO!
Dec 29, 2004

bloodclot posted:

Oh, and another thing. There is a navmesh conflict between JK's Skyrim and the latest release of USLEEP which results in a crash upon entering Windhelm.. The problem is not present for users of JK's Cities - Lite and Superlite.

The USLEEP team doesn't consider this to be their responsibility to fix, and has provided no way for users to downgrade to an older version where this issue was not present. For the moment, the two mods should be considered incompatible.

I hate to take Arthmoor's side on anything, but it really isn't the USLEEP team's problem.

bloodclot posted:

Not to begrudge the effort put into the OP, but there are a few ill-advised suggestions that I feel need to be addressed. The misinformation on ENB has already been mentioned, though to reiterate; changing presets during a playthrough will not corrupt your save. In fact, ENB presets are probably some of the safest mods to add and remove freely, so long as you're thorough. Even switching weather and lighting mods is unlikely to do anything more than mess up your weather and lighting, though the safest option will always be to stick to presets created for the mods you already have installed.

The other thing that stands out to me is your recommendation to use Deadly Combat, which uses a locational damage system known to cause save bloat (which can eventually corrupt your save). If you insist on mentioning it you should at the very least include a warning to turn off that feature, but I'd recommend avoiding that mess altogether and listing some more lightweight mods, like Combat Evolved (as recommended by the author of Vigor), Grimy Combat Patcher (this one requires some additional effort), or Wildcat's own behaviour adjustments.

I actually don't use deadly combat, but I've become quite fond of Wildcat, for the same reason I like iNeed: It adds depth without adding tedium.

Now, Gunner, an OP edit suggestion of my own: You can remove my warning on Personalized Music about the College of Winterhold plugin. The newest version is an all-in-one merged version and works perfectly. It's great hearing this as I search for Tolfdir's Alembic:

https://www.youtube.com/watch?v=_-j5MtQvHEE

And can anyone recommend a nice Thalmor Robe retexture?

basalt
Jan 11, 2015

Agents are GO! posted:

I hate to take Arthmoor's side on anything, but it really isn't the USLEEP team's problem.
I never said it was. I'm just making it clear that this is unlikely to ever be fixed unless the author of JK's Skyrim decides to rework the navmesh themselves, or somebody familiar with the Creation Kit releases a patch independently. Trying to reconcile the changes with TES5Edit alone results in odd pathing issues.

Foxhound
Sep 5, 2007

Lt. Lizard posted:

On the other hand, the more I add mods that give me ~wonderful toys~ (Thunderchild, Apocalypse, etc...) the more I tend to gravitate towards those silly hardcore mods that make enemies massive HP sponges with ridiculous damage output because really: why would you cast beacon that will cause massive damage to everyone too close to in 10 seconds, a curse that is harmless but will explode if cursed target takes frost damage, spell that will cause frost damage if its target is staggered or knocked and then use unrelenting shout to precisely knock the whole group of bandits into beacon just as it explodes, setting up super wombo-combo that does MILLION BILLION damage, when realistically, every non-boss, non-dragon enemy dies to 5 firebolts and every enemy group to 3 fireballs? Same for defensive spells/abilities when you wear fully enhanced and improved daedric armor and nothing can really touch you anyway.

Adding 700 cool and exciting spells and abilities, only to realize that there is no point in using 698 of them outside of novelty sake feels bad.

My problem with increasing "difficulty" in Skyrim isn't that the enemies get more HP, it's that they do more damage. I don't mind having to beat on a bandit for 10 more seconds and actually use my fighting abilities to survive and win, but having a dragon kill you in 4 seconds with a frost breath because there is nowhere for you to hide is kinda not fun really. I remember an install I did a few years back which added dwemer dragons. The first one I ran into literally hit me once on the ground and triggered the "eat you up RIP" kill animation everytime.

Agents are GO!
Dec 29, 2004

Lt. Lizard posted:

On the other hand, the more I add mods that give me ~wonderful toys~ (Thunderchild, Apocalypse, etc...) the more I tend to gravitate towards those silly hardcore mods that make enemies massive HP sponges with ridiculous damage output because really: why would you cast beacon that will cause massive damage to everyone too close to in 10 seconds, a curse that is harmless but will explode if cursed target takes frost damage, spell that will cause frost damage if its target is staggered or knocked and then use unrelenting shout to precisely knock the whole group of bandits into beacon just as it explodes, setting up super wombo-combo that does MILLION BILLION damage, when realistically, every non-boss, non-dragon enemy dies to 5 firebolts and every enemy group to 3 fireballs? Same for defensive spells/abilities when you wear fully enhanced and improved daedric armor and nothing can really touch you anyway.

Adding 700 cool and exciting spells and abilities, only to realize that there is no point in using 698 of them outside of novelty sake feels bad.

Thats why you run ASIS, rather than 3 enemies with 20000 HP, it's 30 enemies with 2000HP.

Seriously though, the reason you set up those combos is because casting fireball fireball fireball is loving boring.

However, the real fun is using the non-Destruction spells and abilities, Evil Twin, Reave, Splinter Twins, the shout in Thunderchild which turns your archery into divine artillery strikes, that's the good poo poo.

Or just use all three words of The Conqueror from thunderchild and explode the sun.

GunnerJ
Aug 1, 2005

Do you think this is funny?

bloodclot posted:

Not to begrudge the effort put into the OP,

On my phone but just wanna say, this isn't the Nexus so you don't have to apologize before giving negative feedback. :v: It's useful. I'll look into this more later.

Funky See Funky Do
Aug 20, 2013
STILL TRYING HARD
Can anyone recommend a mod that makes werewolves not suck? Moonlight Tales just seems to add a bunch of things I'm not looking for. Maybe something that lets you keep your weapon damage and armour rating?

E: Nevermind it just occurred to me that it's dumb to get a whole mod when I can just turn the difficulty level down when I'm in werewolf form and back up when I'm not.

Funky See Funky Do fucked around with this message at 14:12 on Sep 12, 2016

Section Z
Oct 1, 2008

Wait, this is the Moon.
How did I even get here?

Pillbug
Are there any of these combat overhaul mods (Wildcat does look simple enough for me to want to try someday), that deal with the whole "After a point. being hit by magic sucks huge balls compared to being hit by any amount of weaponry" thing?

Hitting some "High risk, high reward" sweetspot on armed combat only for something that would immediately halve your 300+ health in Vanilla unmodded to roll on in and point itself at you (Even if you brought that 50% element resist ring you found, etc), how is that dealt with, basically?

Every time I consider "You know, now that I'm a reasonable quality armor clad Battle axe murder train instead of desperately looking for my first set of Dwarven/Elven quality gear, most combat enemies are easy" is when I get reminded "Oh right, I'm playing something with 50%-60% element resists from scrounged equipment, instead of a Breton with The Lord stone and awakening. OUCH." Or simply playing light armor and one handed style which I'm nowhere near as good at even if I bring a shield :v: (The best defense is the other guy being DEAD, and all that).

The big Irony is that I've started messing around with a Light/One hander Breton of late instead of Hulk Orc Goes To Wizard School In Ebony, so even though I'm actually enchanting my Nordic weaponry earlier on for a leg up this time around, I'm almost dying way more often in Vanilla+SPERG. "It's okay, it's okay. Just remember the 75% magic resist the next time you walk over a rune like a loving moron or have an Ice ghost kiting you" *Mauled by second snow sabercat right as summon expires*

Section Z fucked around with this message at 15:06 on Sep 12, 2016

SolidSnakesBandana
Jul 1, 2007

Infinite ammo

Section Z posted:

Are there any of these combat overhaul mods (Wildcat does look simple enough for me to want to try someday), that deal with the whole "After a point. being hit by magic sucks huge balls compared to being hit by any amount of weaponry" thing?

The secret to making combat in these games fun isn't necessarily to make combat significantly harder, but instead to bump up the number of spawns with something like ASIS. It's so much more fun to take out 10 semi weak guys than 1 huge damage sponge. The same thing applies to the Fallout games too. If you're skeptical, I urge you to try it at least once and then I think you'll see what I mean.

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Max Wilco
Jan 23, 2012

I'm just trying to go through life without looking stupid.

It's not working out too well...
So I'm still in the process of getting mods installed before I start playing. I thought about using SPERG, since it looks pretty cool, but I'm not totally sure if I want to try it yet. I found out that my old Skyrim saves got carried over from my old computer, so I was going to install Familiar Faces to try and port my old characters over (thought I'm worried about running into issues, since some of those saves games used mods.)

I thought about playing a magic user this time around, with a focus on summoning. Are there any mods that make summoning more effective/interesting? Also, is there a recommended home mod for mage characters?

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