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I'm perpetually torn on Morrowloot. The artifacts sound really nice, but it seems to drastically change the gameplay loop in a way that makes alternate weapon, armor, and start mods feel different. Then again, I might just be hesitant due to it not having a patch for Heavy Armory on LE.
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# ? Feb 16, 2018 13:14 |
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# ? May 28, 2024 05:13 |
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axeil posted:Okay, can anyone who has experience with Morrowloot Ultimate explain how the hell you unlock daedric smithing? The mod author's a real and acts like knowing this is like knowing who killed JFK. There's absolutely nothing on the Internet about what the hell you're supposed to do except people cryptically saying ~*do the thing*~. Opening up Morrloot Ultimate, it looks like the added condition is that you need to have all 7 of the black books. Other than that,
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# ? Feb 16, 2018 15:35 |
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Agents are GO! posted:Opening up Morrloot Ultimate, it looks like the added condition is that you need to have all 7 of the black books. Other than that, Ah yes, do literally all the sidequests in what is clearly meant to be post-game DLC, including the one where you pays lots of money and wait around for an obvious conman to dig out Yet Another Dragur Tomb, just so you can forge some armor and a hammer. Yes, excellent mod design there.
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# ? Feb 16, 2018 16:49 |
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~the lore~ ~my immersion~ I have never liked any variant of Morrowloot for reasons like this. But I also never played Morrowind so maybe I'm just not gonna see the appeal, it's not really for me.
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# ? Feb 16, 2018 16:53 |
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Agents are GO! posted:Opening up Morrloot Ultimate, it looks like the added condition is that you need to have all 7 of the black books. Other than that, And yet I have them all and it doesn't work. loving The Bee posted:I'm perpetually torn on Morrowloot. The artifacts sound really nice, but it seems to drastically change the gameplay loop in a way that makes alternate weapon, armor, and start mods feel different. Then again, I might just be hesitant due to it not having a patch for Heavy Armory on LE. I honestly wouldn't use it again. The loot elements are good (no more random bandits running around with insane gear) but I think the modder got too far up his own rear end about things. Plus the game now actively punishes you if you stray from the "correct" path. I was fighting Draugur Deathlords at level 15 because I decided to go exploring. There are also tons of undocumented "features" that aren't part of what you're getting on the tin like removing everything daedric in the entire game save for one of each item/armor, sticking Dwemer crafting behind the Dwemer Knowledge quest, restricting ebony forging to the skyforge only ( ) and breaking tempering so it's useless to upgrade things. I'd uninstall but I'm worried it'll break things and at this point I just need to do Dawnguard, The Civil War and finish the main quest and my playthrough is done. If you want the artifacts to be more significant, just get Zim's (I think) Artifacts Enhancement. Makes things that should be powerful, really powerful without getting absurdly broken. That one amulet you get that's a combo of 3 amulets now gives +10% to skill levels and +10% to skill gain instead of a measly +50 to health or whatever it was. axeil fucked around with this message at 17:14 on Feb 16, 2018 |
# ? Feb 16, 2018 17:09 |
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I'm sure there's a good version of Morrowloot but I can't remember which one it is
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# ? Feb 16, 2018 17:13 |
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It aint Morrowloot Ultimate. It's the butchered version I used where I ripped out everything but the hand-placed loot.
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# ? Feb 16, 2018 17:56 |
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So basically they felt they had to break the one way you *can* sequence break in Skyrim (do nothing but craft until you’re wearing enchanted daedric armor) so that they could preserve the fun of Morrowind’s loot system, which was mostly just going to pick up daedric poo poo real early in order to sequence break?
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# ? Feb 16, 2018 18:02 |
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MLU SE has patches to remove the changes to tempering and encounter zones, though you're still stuck with the other crafting changes
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# ? Feb 16, 2018 18:03 |
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Clark Nova posted:So basically they felt they had to break the one way you *can* sequence break in Skyrim (do nothing but craft until you’re wearing enchanted daedric armor) so that they could preserve the fun of Morrowind’s loot system, which was mostly just going to pick up daedric poo poo real early in order to sequence break? Yeah pretty much. I wish Skyrim handled uninstalling mods better so I could've ditched it a while ago but I'm not about to risk a 70+ hour save at this point.
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# ? Feb 16, 2018 18:10 |
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I mean, those features are all documented on the mod page. At the same time, they just feel unfun. I'm guessing it isn't balanced around alternate start mods, either.
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# ? Feb 16, 2018 18:33 |
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Clark Nova posted:So basically they felt they had to break the one way you *can* sequence break in Skyrim (do nothing but craft until you’re wearing enchanted daedric armor) so that they could preserve the fun of Morrowind’s loot system, which was mostly just going to pick up daedric poo poo real early in order to sequence break? I haven't actually played with Morrowloot so I can't speak to its implementation, but, being someone who very rarely deliberately sequence breaks, I like the idea behind organically stumbling upon rare and precious loot. I'll almost definitely use it if I do another playthrough of Skyrim but it seems like it's geared towards a specific type of player. Like both of those things that you mentioned (exploiting crafting and deliberately picking up Daedric items early) are things I would never do. Although to be fair, I have vague memories of raiding the Ghostgate for glass armor in Morrowind with one character, so I've been there too. I guess if you're on your umpteenth character then it loses the attraction.
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# ? Feb 16, 2018 18:34 |
Clark Nova posted:So basically they felt they had to break the one way you *can* sequence break in Skyrim (do nothing but craft until you’re wearing enchanted daedric armor) so that they could preserve the fun of Morrowind’s loot system, which was mostly just going to pick up daedric poo poo real early in order to sequence break? Whenever I play morrowind I always go to that super high level end game cave with the best gauntlets in the game right at the start because if you go at level 1 the leveled lists don't include any of the proper enemies and its just like 4 weak dunmer. After that you go and walk into that mine near balmora and immediately leave for a free daedric weapon. Along the way you get the tax money and have the murderer attack you then report him as the murderer so you keep the money and get paid extra for finding him then you tell his wife he was killed she gives you some good potions then you kill her to get the very high quality ring back that can hold max enchantment amounts. And so on. I can't imagine playing morrowind the proper way.
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# ? Feb 16, 2018 19:00 |
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It's still better than vanilla because the vanilla scaling loot is terrible it should absolutely be more modular though, I hate feature creep.
Lunchmeat Larry fucked around with this message at 19:05 on Feb 16, 2018 |
# ? Feb 16, 2018 19:01 |
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Speaking of feature creep, what's the consensus on SIC? Some of the enemies in it look cool. Some look . . . dumb, for lack of a better term.
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# ? Feb 16, 2018 19:29 |
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Lunchmeat Larry posted:It's still better than vanilla because the vanilla scaling loot is terrible it should absolutely be more modular though, I hate feature creep. I really disagree with this. The problem with stuff like Morrowloot is that while its interesting at first, it completely fucks up difficulty. It becomes way to easy to turn yourself into an overpowered death god because you found some absurd piece of gear. Which might seem cool at first but quickly loses its appeal for someone like me that wants combat to stay vaguely interesting. Then if you know about the location of something absurdly strong beforehand, you have to just ignore it otherwise you'll feel obligated to go straight for it. Cause if you're gonna break the game with OP loot eventually, why not just do it at the start? I much prefer Skyrim because I feel like I can explore anywhere I want without accidentally turning myself into a death machine with one piece of OP gear. I think its a good compromise between the Morrowind system and Oblivion's ridiculous scaling where every bandit was equipped with glass armor the second you reach the appropriate level.
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# ? Feb 16, 2018 19:40 |
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GunnerJ posted:But I also never played Morrowind so maybe I'm just not gonna see the appeal, it's not really for me. I have played Morrowind and the requirements in Morrowloot scream "cool concept, uneven implementation" which is manageable for a mod of small scope, but effectively MLU changes every single encounter you have in the entire game by altering your gear, progression, enemies, or some combination of all of those. I mean let's consider this in two ways: 1) gameplay. I guarantee there are edge cases that weren't considered/tested and are going to annoy the hell out of you when you hit one 2) this is the modding thread. Can we say compatibility nightmare? The author does admit that one up front, which I appreciate. so, nah. I'll use small-scope mod fixes to fix the exact things Skyrim does that annoy me most and skip out on something which might fix ten problems and then add ten (or more) for me and my personal playstyle. Psion fucked around with this message at 20:14 on Feb 16, 2018 |
# ? Feb 16, 2018 20:09 |
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Honestly the real problem I've encountered with morrowloot is more that when you combine it with other mods, things can sometimes get wonky. Due to how ordinator handles enemy perks the draugr in bleak falls, especially the one at the end, end up crazy strong just from the perks they have. Something maybe less of a problem (since it keeps them a threat), bandits don't have ebony or glass, but enemies with any amount of two-hand skill can killcam you from full health and they don't really have gear to make it worth fighting them. Almost everything I use at this point I've found just sitting on the ground in an obscure corner or bought from a khajit vendor. I kinda wish there was a better solution. I like better gear being -harder- to find and enemies not running around in full daedric, but I shouldn't be the only one with good gear either.
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# ? Feb 16, 2018 20:49 |
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I finally allowed myself to be tempted into buying Skyrim for the nth time thanks to the se being on sale. What're peoples thoughts on Chesko's mods vs the Creation survival mode? I always appreciated that Chesko appeared pretty thoughtful in his implementation, and from screenshots the Creation mod seems slim.
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# ? Feb 16, 2018 21:20 |
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Internet Kraken posted:I really disagree with this. The problem with stuff like Morrowloot is that while its interesting at first, it completely fucks up difficulty. It becomes way to easy to turn yourself into an overpowered death god because you found some absurd piece of gear. Which might seem cool at first but quickly loses its appeal for someone like me that wants combat to stay vaguely interesting. Then if you know about the location of something absurdly strong beforehand, you have to just ignore it otherwise you'll feel obligated to go straight for it. Cause if you're gonna break the game with OP loot eventually, why not just do it at the start? You're not wrong on the first point. On the other hand it's great to organically discover a really challenging area, get through it at a low level by guile and sneakiness and get a powerful item way ahead of schedule. It's one of the most fun things about open world RPGs to me and it's something that's just absent in vanilla game. Like what's the point of exploring and adventuring in vanilla? Everything you find is going to be of a similar quality. If you stumble across a legendary artefact at a lower level you've outright screwed yourself because it's going to be obsolete in a few levels. It's not quite Oblivion but it's very close. There have to be other mods that fix this a bit right
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# ? Feb 16, 2018 22:34 |
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Lunchmeat Larry posted:If you stumble across a legendary artefact at a lower level you've outright screwed yourself because it's going to be obsolete in a few levels. It's not quite Oblivion but it's very close. there are mods which fix the leveled list for legendary artifact thing, so at least partially yes. I agree that's an annoying thing about scaling. I've seen two solutions - one levels them up as you do and one just gives you max level on every unique item dropped. there are pros and cons to both approaches obviously, but they exist
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# ? Feb 16, 2018 22:37 |
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I wouldn't mind a mod that did relative encounter zone scaling. Rather than fully delevel, it could have certain areas always scale at Dragonborn + X until hitting a certain cap.
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# ? Feb 16, 2018 23:14 |
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Lunchmeat Larry posted:You're not wrong on the first point. On the other hand it's great to organically discover a really challenging area, get through it at a low level by guile and sneakiness and get a powerful item way ahead of schedule. It's one of the most fun things about open world RPGs to me and it's something that's just absent in vanilla game. I can see the appeal of this but I don't think Skyrim is a good game for it. Doing something difficult early on to get a cool reward ahead of time is fun in a game like Dark Souls where the combat is challenging but your skill is the biggest factor in success. Vanilla Skyrim's combat is terrible in that regard since dodging attacks while also hitting the enemy is nearly impossible. If you're gonna take on difficult fights you have to abuse the OP stealth system and exploit bad AI. That's not skill overcoming difficulty though, that's just using broken mechanics which I get no satisfaction out of. Now if you have downloaded the magical combination of mods that adds some degree of skill to combat then it would be more appealing. But if you've done that, you have probably elevated the difficulty of normal encounters significantly. So this area that is difficult in normal Morrowloot Skyrim will now be a nightmare hellscape that obliterates you. I think a better solution to all this would just to implement some form of scaling on magical artifacts so they stay useful regardless of level. The Bee posted:I wouldn't mind a mod that did relative encounter zone scaling. Rather than fully delevel, it could have certain areas always scale at Dragonborn + X until hitting a certain cap. I'm pretty sure vanilla Skyrim already works like that though. Some areas are always filled with trash baby enemies no matter what level you are.
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# ? Feb 16, 2018 23:26 |
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I know that, but I meant taking more advantage of the minimum level feature without flat out deleveling the world. Instead, have it scale so a particular dwemer tomb scales at 5 levels above you until you hit level 20 or so. That way its always a challenge for low level characters, but not a complete overwhelming stomp
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# ? Feb 16, 2018 23:48 |
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Lunchmeat Larry posted:There have to be other mods that fix this a bit right I think there are mods that kinda set the different "zones" of Skyrim to randomly have a higher or lower than expected level of difficulty. This doesn't get rid of the level scaling but it makes it so that if you encounter a high-difficulty area at level 10, the enemies might be level 15-20, and if you first went there at level 40 they'd be level 50-60 or something.
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# ? Feb 16, 2018 23:50 |
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Fuligin posted:I finally allowed myself to be tempted into buying Skyrim for the nth time thanks to the se being on sale. What're peoples thoughts on Chesko's mods vs the Creation survival mode? I always appreciated that Chesko appeared pretty thoughtful in his implementation, and from screenshots the Creation mod seems slim. I really like Cheskos stuff.
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# ? Feb 17, 2018 00:34 |
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Fuligin posted:I finally allowed myself to be tempted into buying Skyrim for the nth time thanks to the se being on sale. What're peoples thoughts on Chesko's mods vs the Creation survival mode? I always appreciated that Chesko appeared pretty thoughtful in his implementation, and from screenshots the Creation mod seems slim. I'm halfway-certain that survival mode was Chesko's contribution to the creation club. Survival mode, AFAIK, still isn't compatible with SkyUI, which (IMHO) is a dealbreaker. The Bee posted:Speaking of feature creep, what's the consensus on SIC? Some of the enemies in it look cool. Some look . . . dumb, for lack of a better term. Its not bad. I stopped using the Oldrim version for ASIS, but every enemy type is toggleable in the MCM.
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# ? Feb 17, 2018 02:45 |
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Agents are GO! posted:Survival mode, AFAIK, still isn't compatible with SkyUI, which (IMHO) is a dealbreaker. There was a mod that fixed this, called "SkyUI - Show Armor Slots", but it got pulled from the for some bullshit reason I don't care to seek out. Basically, Show Armor Slots was originally meant to tell you which body part were occupied by clothing and armor to avoid weird compatibility issues when you're making your character wear wings or tails or whatever other non-standard bullshit, but it got updated to also show warmth rating when survival mode is active. An update that never happened for regular SkyUI. I have an old version from back when it was still available on the nexus, if you don't want to seek out the latest version on the slab. https://ufile.io/sv2g1
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# ? Feb 17, 2018 14:36 |
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Cat Mattress posted:There was a mod that fixed this, called "SkyUI - Show Armor Slots", but it got pulled from the for some bullshit reason I don't care to seek out. Basically, Show Armor Slots was originally meant to tell you which body part were occupied by clothing and armor to avoid weird compatibility issues when you're making your character wear wings or tails or whatever other non-standard bullshit, but it got updated to also show warmth rating when survival mode is active. An update that never happened for regular SkyUI. Here's the latest version. Yes, I have a 'slab account. There was some armor made of mudcrabs that I wanted, that now appears to be gone. At least I saved a copy. Edit: Not a dark souls player, but Holy poo poo that looks cool. :o Agents are GO! fucked around with this message at 18:43 on Feb 17, 2018 |
# ? Feb 17, 2018 18:33 |
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Agents are GO! posted:There was some armor made of mudcrabs that I wanted, that now appears to be gone. At least I saved a copy. I saw this the other day.
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# ? Feb 17, 2018 19:02 |
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Interesting news, Vortex (the new Mod Manager from Nexus Mods & the creator of Mod Organizer) has a public alpha: https://www.nexusmods.com/site/mods/1 . The post emphasizes it is in alpha and not a replacement for NMM or MO yet but still good to see progress on it.
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# ? Feb 17, 2018 19:23 |
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Of course the 'slab would give your character crabs.
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# ? Feb 17, 2018 19:23 |
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Agents are GO! posted:Here's the latest version. Yes, I have a 'slab account. There was some armor made of mudcrabs that I wanted, that now appears to be gone. At least I saved a copy. Can you tell us simple fools how to get this to work properly? I thought it was just a patch or plugin to SkyUI (5.2) but installing it on top in NMM resulted in an in-game error and flickering inventory items with no slots or warmth tags. graynull fucked around with this message at 23:29 on Feb 17, 2018 |
# ? Feb 17, 2018 23:26 |
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Agents are GO! posted:Here's the latest version. Yes, I have a 'slab account. That doesn't look like the actual latest version here.
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# ? Feb 17, 2018 23:42 |
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Has anybody tried The Wizard Warrior? https://www.nexusmods.com/skyrimspecialedition/mods/14890 Some crazy bastard made it possible to cast spells while using regular weapons apparently. It looks interesting but I can't try it for a few days.
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# ? Feb 18, 2018 03:29 |
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I use Smart Cast, which is a plugin that lets you autocast spells when a certain set of rules have been met. You can also make up to 20 rings that cast specific spells when you put them on, which can all be bound to hotkeys. I think this mod does something similar?
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# ? Feb 18, 2018 05:29 |
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Tasteful Dickpic posted:I use Smart Cast, which is a plugin that lets you autocast spells when a certain set of rules have been met. I just use Ocato's Recital from Apocalypse.
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# ? Feb 18, 2018 08:08 |
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Cat Mattress posted:That doesn't look like the actual latest version here. Sorry, Cat Mattress, I bow to you superior knowledge of The Lovers Lab. It appears you are absolutely correct. Agents are GO! fucked around with this message at 15:29 on Feb 18, 2018 |
# ? Feb 18, 2018 15:21 |
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Agents are GO! posted:I just use Ocato's Recital from Apocalypse. Probably one of the most useful spells from that pack. It makes being a mage much smoother.
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# ? Feb 18, 2018 16:18 |
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# ? May 28, 2024 05:13 |
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I see a Sprint and Jump mod in the OP, which is fantastic news, but is there a mod that lets you sprint diagonally and/or change direction while sprinting?
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# ? Feb 18, 2018 21:56 |