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FutonForensic
Nov 11, 2012

Jack B Nimble posted:

I just installed this through wabbajack and, while it does seem very good, I do want to ask if it's really supposed to make me confirm every sold item individually? I mean maybe that's faithful to the original, I haven't played it since it was a new console game, but yeesh.

Yeah that's just part of the original game. At least with this modlist, you don't have to sell each item individually to maximize Mercantile XP

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Jack B Nimble
Dec 25, 2007


Soiled Meat
Well, I will say it's a very small but effective mod list. Also, Two handed is very satisfying in Oblivion compared to Skyrim/Requiem because you still swing two handed weapons quite quickly in the fourth game.

Lawman 0
Aug 17, 2010

Just had a spicy run in with save game corruption from mashing the quick save button and turning on auto saves like a dumbass. :thumbsup:
Extremely cool to lose a couple of hours of progress but whatever honestly at least it's salvageable so not a total disaster.

Rinkles
Oct 24, 2010

What I'm getting at is...
Do you feel the same way?
Simple Saves Plus, an auto save utility, should be part of Through the Valleys. Was it not active?

Wellwinds
Mar 20, 2010

Orange Crush Rush posted:

Apperently this has been built into the game since at least Dawnguard was released and WHAT THE gently caress
https://www.youtube.com/watch?v=EFfPXNHFa3k

Yeah werewolf has direction based killcams just like weapons do, you mostly gets the floor takedown/claw one because its forward movement based, iirc head pop is rarer to get because it requires backwards movement input

Jack B Nimble
Dec 25, 2007


Soiled Meat
I just found out my someone out there, who I don't know but I feel very close to, has spent covid doing things like modding roads into Dagggerfall. I'm doing it, no-fast travel playthrough.

Lawman 0
Aug 17, 2010

Jack B Nimble posted:

I just found out my someone out there, who I don't know but I feel very close to, has spent covid doing things like modding roads into Dagggerfall. I'm doing it, no-fast travel playthrough.

You absolute madman.

Ornery and Hornery
Oct 22, 2020

Skyrim how do we scale our damage output?

Like, in Diablo the grind of newer and better gear is clear.

However the equipment drops in Skyrim seems to be more static. And doesn’t keep up with enemies.

Are characters basically required to do crafting?

Lawman 0
Aug 17, 2010

Ornery and Hornery posted:

Skyrim how do we scale our damage output?

Like, in Diablo the grind of newer and better gear is clear.

However the equipment drops in Skyrim seems to be more static. And doesn’t keep up with enemies.

Are characters basically required to do crafting?

Just go grab the paralysis staff from a cave in the hot springs area if you are really having trouble with the combat.

Ornery and Hornery
Oct 22, 2020

It’s less trouble with combat and more I want the sense that the character is growing strong too. Instead my non-archer weapon characters seem to get relatively weaker to the world as they grow.

Ornery and Hornery fucked around with this message at 00:24 on Jan 11, 2022

hawowanlawow
Jul 27, 2009

I don't think they're having trouble, they're just realizing that it sucks

I tried to make a cool character who uses a one handed sword in one hand and casts destro spells with the other hand. The destruction damage without dual casting is utterly pathetic, while my sword one hits everything. It's because you can enchant one handed damage, but magic school enchants just make them cost less mana. It's super fuckin unsatisfying and frankly it made me quit playing

Ornery and Hornery
Oct 22, 2020

hawowanlawow posted:

I don't think they're having trouble, they're just realizing that it sucks

I tried to make a cool character who uses a one handed sword in one hand and casts destro spells with the other hand. The destruction damage without dual casting is utterly pathetic, while my sword one hits everything. It's because you can enchant one handed damage, but magic school enchants just make them cost less mana. It's super fuckin unsatisfying and frankly it made me quit playing

Yeah this. It’s just an unsatisfying experience and I’m thinking of stopping :/

I realized that in most of my play throughs I beat the game at a relatively early level. Before things got too out of whack.

It seems like the solution is “you must get good at enchanting”

reignofevil
Nov 7, 2008

Ornery and Hornery posted:

Skyrim how do we scale our damage output?

Like, in Diablo the grind of newer and better gear is clear.

However the equipment drops in Skyrim seems to be more static. And doesn’t keep up with enemies.

Are characters basically required to do crafting?

In skyrim the armor (iirc) has a capped damage reduction so there comes a point where a bigger armor number doesn't actually cause more protection, this may be coloring your impression of the damage you're taking. As for damage output, there will come a point where most of the 'boss' enemies are wielding daedric or ebony. I've actually got a mod that replaces this with an equivalent called 'Nordic' for the bandits which stats-wise does the same thing but having a bit of flavor makes it feel different. If your damage output isn't enough with Ebony or Daedric you don't need to craft so much as you need to enchant. Shock damage might seem ideal because it does damage and drains enemy magicka but I think a reliable fire enchantment is gonna do you a little better because the shock rarely does enough to an enemy's magicka to actually stop them from throwing haymakers at you but the fire damage does extra damage on top which will help make things dead.

steinrokkan
Apr 2, 2011



Soiled Meat

Ornery and Hornery posted:

It’s less trouble with combat and more I want the sense that the character is growing strong too. Instead my non-archer weapon characters seem to get relatively weaker to the world as they grow.

I regret to inform you It's working as intended

HereticMIND
Nov 4, 2012

So, like an absolute DUMBASS, I bought TESV:AE for the PS4 without checking to see if most of the mods I was playing with (mainly those that pertained to patching Creation Club stuff, seeing as how I didn’t want to risk something breaking with my paid stuff) were compatible (they weren’t).

Luckily the Unofficial Skyrim Special Edition Patch still works, as do a handful of others, so I’m not completely left holding the bag and being forced to play vanilla, but still. A rather large headache for me to deal with.

So, this goes out to console users: CHECK TO SEE IF YOUR MODS ARE COMPATIBLE WITH AE.


^DISREGARD THIS, I SUCK MASSIVE BALLS.


Apparently uninstalling the game also uninstalled all my Creation Club stuff, which was causing the issue. Just had to redownload all the stuff and suddenly my poo poo works again!

HereticMIND fucked around with this message at 03:48 on Jan 11, 2022

Guildenstern Mother
Mar 31, 2010

Why walk when you can ride?

hawowanlawow posted:

I don't think they're having trouble, they're just realizing that it sucks

I tried to make a cool character who uses a one handed sword in one hand and casts destro spells with the other hand. The destruction damage without dual casting is utterly pathetic, while my sword one hits everything. It's because you can enchant one handed damage, but magic school enchants just make them cost less mana. It's super fuckin unsatisfying and frankly it made me quit playing

Avowed is gonna be so good.

Ornery and Hornery
Oct 22, 2020

Guildenstern Mother posted:

Avowed is gonna be so good.

Omg this seems tight

Guildenstern Mother
Mar 31, 2010

Why walk when you can ride?
I really hope so at least. I want to trust obsidian not to gently caress this up now that they have microsoft money

7c Nickel
Apr 27, 2008
:jerkbag:

Wellwinds
Mar 20, 2010

reignofevil posted:

In skyrim the armor (iirc) has a capped damage reduction so there comes a point where a bigger armor number doesn't actually cause more protection, this may be coloring your impression of the damage you're taking. As for damage output, there will come a point where most of the 'boss' enemies are wielding daedric or ebony. I've actually got a mod that replaces this with an equivalent called 'Nordic' for the bandits which stats-wise does the same thing but having a bit of flavor makes it feel different. If your damage output isn't enough with Ebony or Daedric you don't need to craft so much as you need to enchant. Shock damage might seem ideal because it does damage and drains enemy magicka but I think a reliable fire enchantment is gonna do you a little better because the shock rarely does enough to an enemy's magicka to actually stop them from throwing haymakers at you but the fire damage does extra damage on top which will help make things dead.

The armor cap's 570ish and you don't bump into that because you upgraded from orcish to ebony or whatever, the game expects you to do some kind of crafting

Also due to the way armor scales you don't get much damage reduction even for larger amounts early on. Later you get bigger bonuses for smaller increases, around 350 onwards

If you don't want to smith/enchant/poison to supplement your weapon damage, the Marked for Death shout can just reduce enemy damage resistance to the negatives instead

Poil
Mar 17, 2007

The unofficial patches fixed the bug with Marked For Death that caused that to happen. :v:

Orange Crush Rush
May 7, 2009

You don't need thumbs for revenge

hawowanlawow posted:

I don't think they're having trouble, they're just realizing that it sucks

I tried to make a cool character who uses a one handed sword in one hand and casts destro spells with the other hand. The destruction damage without dual casting is utterly pathetic, while my sword one hits everything. It's because you can enchant one handed damage, but magic school enchants just make them cost less mana. It's super fuckin unsatisfying and frankly it made me quit playing

If you want to play with magic completely vanilla, then yeah the best you can do with get Dual Casting, Impact and enough Cost Reduction (you can actually make every Spell in a certain school cost 0 if you want to) where you just stunlock everything to death.
Almost every major Perk/Enchanting overhaul puts in much better options for Destruction Damage scaling though.

dwarf74
Sep 2, 2012



Buglord
Yeah I don't think I'd do a destruction wizard playthrough without Ordinator or something about equivalent.

Ornery and Hornery
Oct 22, 2020

I’m having fun with the new quests packaged in the anniversary edition. Some of them are pretty straightforward and short, but still flavorful and fun.

Sky Shadowing
Feb 13, 2012

At least we're not the Thalmor (yet)
Yeah one perk I will give to AE is how more interconnected the game feels to what came before.

Like finding Welkynd stones in dungeon loot.

And my weapon of choice has become Trueflame.

hawowanlawow
Jul 27, 2009

Yeah trueflame and mage armor own

I bought those two before AE came out

Agents are GO!
Dec 29, 2004

Orange Crush Rush posted:

If you want to play with magic completely vanilla, then yeah the best you can do with get Dual Casting, Impact and enough Cost Reduction (you can actually make every Spell in a certain school cost 0 if you want to) where you just stunlock everything to death.
Almost every major Perk/Enchanting overhaul puts in much better options for Destruction Damage scaling though.

The best way to play a Mage in unmoved skyrim (source: around 400 hours on ps3):
Enchant as much of your equipment as you can with Magic Regen,get it high enough and you can spellcast all spells quickly. I'd put Magick regeneration over cost reduction.
Secondly, POTIONS of Fortify Destruction actually increase damage, they don't just lower magic cost. (Potions of Fortify illusion increase spell level cap, too!) So, Alchemy and Magic Regeneration.

Wellwinds
Mar 20, 2010
Magic regen is penalized to 1% in actual fights, you need a huge magic pool [i]and[i] a huge regen multipler to get to the point where you can cast spells quickly compared to cost reduction or just enchanting +magicka to get 1 or 2 extra shots

Like, 4 lovely 5% cost reductions gets you one extra shot /and/ reduces how long you have to wait for regen to let you shoot another since it now costs less


Everyone talks up getting to 0 cost but 40-50% reduction does a whole lot and is way way easier to reach

Blastedhellscape
Jan 1, 2008
In Skyrim damage reduction is capped at 80% (think that's right, at least) but that's fine and fun because once you hit that cap with your armor you're probably also at a level of hitpoints and hitpoint regen that you'll always feel like an invincible god in any encounter. From there it's all about playing with your paper doll's equipment to get the coolest possible look.

Also: Discovering Markarth and that whole other side of the world map due to the A Night to Remember quest is the only way to do it, and will never get old. Just did that on my Anniversary Edition replay.

ToxicAcne
May 25, 2014
Yeah I think I've hit the point where my pure mage character in Skyrim is getting shafted by the level scaling. Destruction damage doesn't scale, the midlevel conjuration spells suck rear end, and the alteration armor spells don't do enough because of the wack rear end way armour rating scales.

The game really is most fun as a thief considering how overpowered their play style is and how much money they make. The Thieves Guild and Dark Brotherhood are some of the better and more fleshed out guilds as well. At least the game isn't favoured towards the generic warrior types.

On another note is OpenMW the beset way to play Morrowind at this point? Ive tried to play it in the past with MGSO but never got far.

Edit: Also why isn't level scaling such a problem in the Fallout Games as it is in Skyrim and especially Oblivion? You would have thought that Bethesda would have figured it out by now.

ToxicAcne fucked around with this message at 05:52 on Jan 15, 2022

Lawman 0
Aug 17, 2010

The guy who has never played skyrim should go check out frostglow lighthouse.

Kamrat
Nov 27, 2012

Thanks for playing Alone in the dark 2.

Now please fuck off

ToxicAcne posted:

On another note is OpenMW the beset way to play Morrowind at this point? Ive tried to play it in the past with MGSO but never got far.

While openMW is great it is a bit limited since it doesn't run all mods if you're planning on going mod heavy, if you're not I would recommend it

hawowanlawow
Jul 27, 2009

I'd go for Morrowind from GoG

Arivia
Mar 17, 2011

Kamrat posted:

While openMW is great it is a bit limited since it doesn't run all mods if you're planning on going mod heavy, if you're not I would recommend it

So yeah, I'm midway through a very in-depth very highly modded playthrough of Morrowind using OpenMW. In general, it is a stable and well-working replacement for Morrowind's engine, and if you're just looking to do the actual game with little added mod content I think it's a great choice.

The problem is that Morrowind is old enough that mods are necessary for some modern creature comfort stuff (like having nice containers that you can actually just shove all your stuff in in your stronghold) and OpenMW does not support MWSE so there's a lot of mod scripting functionality that is missing. With my tons of mods I have new world spaces, new quests, new creatures, new items with mostly no problems* but things that actually make all of this hang together with scripted gameplay are absent or not working. Uvirith's Legacy has a bunch of escort quests and followers, and that poo poo loving sucks in OpenMW because there's no hooks to tell the NPCs to follow you when you do Recall casts or other teleports. The alchemy lab doesn't recognize added alchemy ingredients as something it should be depositing.

Playing the actual base content in Morrowind has been great, and it has by and large worked perfectly** in OpenMW, it's when I've gone "okay now I want to try this extra modded bit" or looked for a mid-level kind of convenience that I would use in later Bethesda games that I've had trouble. There are quests in my quest log I know I won't be able to finish, some stuff has gone hilariously awry with modding (my stats are just duct taped messes and piles of overlapping weird effects). I love Uvirith's Legacy and the other mods that go with it, but the lack of scripting support means I'm just gonna finish up the quests and let my actually completionist brain go ham on a LotD Skyrim setup instead of collecting every set of armor there. I have become very familiar with using the console and I've had to edit a bunch of mods by hand to make things work.

*Uvirith's Legacy uses a frying pan I don't have a model for and Friends and Foes has a ton of NPCs with missing head parts for some reason and I have absolutely no idea why.

**I have a bunch of missing NPCs in specifically the Vivec Foreign Quarter Plaza, idk why.

Caustic Soda
Nov 1, 2010

ToxicAcne posted:

Yeah I think I've hit the point where my pure mage character in Skyrim is getting shafted by the level scaling. Destruction damage doesn't scale, the midlevel conjuration spells suck rear end, and the alteration armor spells don't do enough because of the wack rear end way armour rating scales.

Edit: Also why isn't level scaling such a problem in the Fallout Games as it is in Skyrim and especially Oblivion? You would have thought that Bethesda would have figured it out by now.

If you're fine with mods, highly recommend 'Ordinator - Perks of Skyrim' https://www.nexusmods.com/skyrimspecialedition/mods/1137. It's a perk overhaul which provides scaling to destruction magic, makes conjuration more viable, and just generally makes more skill have useful perks. Won't work for a current game, but still. If you really want to boost mages, the author also has a relgion mod (Wintersun) which includes the option to get a whopping 75% cost reduction on all spells at the expense of only recovering Magicka outside of combat.

The author has other mods, including ones which make werewolves/vampire lords more long-term viable, too, if that holds your interest. They've certainly extended my interest in the game.

Ornery and Hornery
Oct 22, 2020

Caustic Soda posted:

If you're fine with mods, highly recommend 'Ordinator - Perks of Skyrim' https://www.nexusmods.com/skyrimspecialedition/mods/1137. It's a perk overhaul which provides scaling to destruction magic, makes conjuration more viable, and just generally makes more skill have useful perks. Won't work for a current game, but still. If you really want to boost mages, the author also has a relgion mod (Wintersun) which includes the option to get a whopping 75% cost reduction on all spells at the expense of only recovering Magicka outside of combat.

The author has other mods, including ones which make werewolves/vampire lords more long-term viable, too, if that holds your interest. They've certainly extended my interest in the game.

Yeah, the author Enai has made my absolute favorite Skyrim mods. They have done incredible work.

It’s kind of shocking how few spells each school gets in the base game.

Vavrek
Mar 2, 2013

I like your style hombre, but this is no laughing matter. Assault on a police officer. Theft of police property. Illegal possession of a firearm. FIVE counts of attempted murder. That comes to... 29 dollars and 40 cents. Cash, cheque, or credit card?

ToxicAcne posted:

On another note is OpenMW the beset way to play Morrowind at this point? Ive tried to play it in the past with MGSO but never got far.

MGSO is a pile of flaming garbage and I'm unsure why it ever got the attention it received.

My preferred setup is to take regular Morrowind and apply the Morrowind Code Patch (MCP) and the Morrowind Graphics Extender (MGE XE). Toss a set of upscaled set of textures in (Intelligent Textures, for example; that page has some other basic visual mods recommended that I think are also a good idea) and you're basically done.

However! OpenMW works great, and it works on a variety of operating systems without tweaking. I think I have fewer problems with regular Morrowind on Windows than most people do, and so my only reasons for using OpenMW are Linux support and the multiplayer fork. If you're having trouble getting Morrowind to work and OpenMW's running fine, absolutely go that way. If you need help, we have a dedicated Morrowind thread.

ToxicAcne
May 25, 2014

Vavrek posted:

MGSO is a pile of flaming garbage and I'm unsure why it ever got the attention it received.

My preferred setup is to take regular Morrowind and apply the Morrowind Code Patch (MCP) and the Morrowind Graphics Extender (MGE XE). Toss a set of upscaled set of textures in (Intelligent Textures, for example; that page has some other basic visual mods recommended that I think are also a good idea) and you're basically done.

However! OpenMW works great, and it works on a variety of operating systems without tweaking. I think I have fewer problems with regular Morrowind on Windows than most people do, and so my only reasons for using OpenMW are Linux support and the multiplayer fork. If you're having trouble getting Morrowind to work and OpenMW's running fine, absolutely go that way. If you need help, we have a dedicated Morrowind thread.

Thanks for the help! I'll probably want to play it close to vanilla the first time around (with the exception of unofficial patches and whatnot, and greater distance too) so I'll check out the thread.

ToxicAcne
May 25, 2014

Ornery and Hornery posted:

Yeah, the author Enai has made my absolute favorite Skyrim mods. They have done incredible work.

It’s kind of shocking how few spells each school gets in the base game.

I used the Dragonborn's Fate mod guide for the playthrough and the author included mostof Enai's gameplay overhauls but I skipped them because I haven't played Vanilla in years. I regret that now.

It's funny because his Viva New Vegas guide is pretty skimpy on the gameplay stuff aside from JSawyer which most people basically consider semi-official anyways. I guess that goes to show how whack TES progression and balance is anyways.

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hannibal
Jul 27, 2001

[img-planes]
I just finished a pretty complete playthrough of Morrowind using OpenMW. I have probably 150 mods or so. Of course no MWSE mods, but lots of textures, models, meshes, etc. (I'm happy to share a list) No real issues besides sometimes having missing textures (straightforward to hunt down). Never had any broken quests or anything and I did most of the quests in the base game. I haven't played Tribunal or Bloodmoon, although I don't see why there'd be any issues.

I'm using Mod Organizer with this script that exports the setup to OpenMW's mod config format, never had any issues with it.

Performance got a lot better in the last major version, I have a recent Intel CPU and a 2080 and would get 40-60 fps in most places.

I've done heavily modded playthroughs with the regular Morrowind engine, and with other mod managers - I don't think I'd ever go back after using OpenMW + Mod Organizer. They are working on their own scripting setup so when that lands I expect to see the more interesting MWSE mods ported over. That said, I never saw anything I really missed, unless you're really into changing the combat or any other particular behavior in the game.

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