
I2edShift
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ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
No worries, you guys finally got your wish having this be on it's own page. lol Now it can finally get some attention! -
ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
/Wherein I also scribbled some nonsense... -
ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
Not sure what you mean, file size is identical to the archive that's been posted over on the Deadly Dragons page (96 MB's). The uploaded file itself is identical, and is not actually compressed at all. Used the "store" option. -
ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
I'm going to bump this thread to make sure you're all aware that this package is now a stand-alone download on the Nexus. Nexus page linkage -
SKYRIMLE Deadly Dragons - Loremonger Edition 2.0
I2edShift replied to I2edShift's topic in Skyrim LE Mods
Bethesda has only patched a DLC ONE time, when it was literally unplayable. That was Shivering Isles, no other DLC has ever been patched. The only way to "patch" a DLC is to delete the .esm and re-upload it to Steam/Xbox Live/Playstation network. Don't hold your breath, just hope Arthmoor gets the UDGP rolling, which already fixes a few scripting errors. As far as those of you who may question the thought process behind making Dawnguard a master... It's fairly straightforward. Vanilla Skyrim does not have enough dragon types to go through the normal level progression of a long-term character. You would have to bump up the settings every 5-10 character levels just to ensure an Ancient Dragon can keep up with the power curve in the later levels. Legendary & Revered dragons do this for you and is a lot more immersive. -
Here it is. No fancy attacks/spells/effects, no extra dragons. 100% lore friendly (and improved over vanilla). https://skyrim.nexusmods.com/mods/3829 Major Changes from standard Deadly Dragons Mod. Configuration Shrine now fits in with the rest of DragonsreachBreath damage can be increased in 50% intervals up to 500% (Good luck!)Alduin now has the same melee & breath damage as a Legendary DragonAlduin now has about 40% more health than a Legendary DragonIncludes Wrig675 (A.K.A. "Bellyache") texture package as loose files.Substantially lower character level requirements to begin encountering "Revered" and "Legendary" dragonsfrom the Dawnguard DLC. Was level 59(Revered) & 78(Legendary) before, now 54 & 63 in this mod. This follows a natural 9-level pattern from the Blood Dragon to Ancient Dragons. Damage settings now work on the fly.No new dragons/effects/resistances (Dragonbane enchantment works)The Alduin health increase sounds like it's almost too much, but Legendary Dragons have 200 armor by default, so it's actually fairly similar for melee characters (Nor are Legendary Dragons THAT difficult). You also have quite a bit of help in Sovengarde. He's the "Boss of the game" instead of this stupid pushover in vanilla who was weaker than a standard Ancient Dragon.
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ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
Hey now, there's sections & paragraphs in there!:><: -
ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
This is going to be a bit off topic now, but I'll keep this posted here, as I'll "submit" the lore-friendly version of Deadly Dragons for the next version of S.T.E.P. when it's ready... Now, this is going to be tremendously long winded, and some of it is probably even common knowledge, but I'm going to put voice to it anyway to show exactly what kind of considerations have gone into the mod, instead of just "Hey, this would be cool!" *Ahem* The overall purpose & design philosophy of Deadly Dragons includes a few things.. 1) Make dragons a true "apex predator" I'm of the opinion that nothing but the most powerful of creatures or NPC's should be able to compete with a dragon. Obviously there are exclusions to this such as low level dragons and such, but I'm fairly sure that we can all agree that a dragon should be able to wipe out an encampment of bandits or a group of giants & mammoths. The high level +65 creatures should be able to end an entire town if you let them. Some would argue that that having a ton of dead NPC's is not cool, but after playing the mod on actual characters, I've never had a problem with this. Even on the soul crushingly hard settings in the very old versions. 2) Dragons simply die to quickly. I've found that doubling dragons effective health, be it directly through health or through a 400 armor value, is a good starting place for dragon health overall. This allows dragons to exhibit all of there A.I. behaviors and abilities. Also it prolongs the airborne phase of the fight, as once they land, most dragons are toast. Also, I'm against Dragonrend as it basically breaks all but the most difficult dragon encounters. 3) Variety While Deadly Dragons is definitely a bit "out there" and pulls ideas from the entire phantasy genre, dragons need to be different. If only to break up the monotony of killing them. Keep them different, keep them unique, make it visually appealing, and make it FUN or at the very least interesting to fight against. 4) Avoid effects/abilities that annoy the player The golden rule is this: Never take away the players control of there character. Ever. Having your controls impaired or temporarily interrupted during any sort of "Boss" encounter is never fun. Ever. In any game I've ever played in the last 20 years. To expand on this, there have been a number of requests to allow dragons to use the very same shouts that are available to the player. While this sounds neat on paper, the reality of this is that it simply does not work in actual game-play. There are about 7 shouts that would actually work from a dragon. Unrelenting Force, Ice Form, Disarm, Marked for Death, Become Ethereal, Animal Allegiance, Slow Time, and Clear Skies. (The rest simply serve no function in the hands of an A.I. controlled NPC) The first three all fall under the "annoying" category. Given the arduously long "get up" animation, being thrown around the world-space or shouted off a cliff (often to your death) is downright annoying. Ditto for being frozen in place. Having your favorite weapon ripped out of your hand?.... Yeah I don't think so. Marked for Death is bugged without the USKP, Become Ethereal just draws out the fight (more health/armor accomplishes the same thing, making it redundant), Slow Time won't work on NPC's unless it's a new spell made as a mod. Clear Skies would only be used when the player uses Storm Call, which would then piss people off given the incredibly long cool-down for that shout. So that leaves the situational "Animal Allegiance"? Right. As a side note, the new "Drain Vitality" works fine for a shout, but it's damage is to meager to be of any real threat. This may seem like a big random tangent, but I want to explicitly explain WHY this was not done. It simply does not work well in actual game-play. It also explains why there are so many new custom effects. 5) Keep it customizable Not everyone likes a certain setting. To accommodate this, the configuration menu & shrine system was introduced. Basically allowing people to make dragons as hard/easy as they want. There is an upper limit to breath damage (200%), but the armor/health/melee damage settings can be increased to ridiculous amounts, to the point where it's game breaking for anyone who isn't abusing the hell out of Smithing/Enchanting/Alchemy, and is using a level uncapper. Which the mod is not designed for anyways. 6) The "End game" Quite frankly, there is nothing in the vanilla game that remains challenging for the player once you hit level 60 or so. This isn't necessarily true if you don't invest in any of the player-crafting perk trees, or use a mod like ASIS with a high difficulty setting.. But overall, the game becomes very easy once you hit the upper levels. This "problem" just gets worse and worse as you approach the level cap (81). Now, this provides a good sense of progression, as by that time you're probably the Harbinger/Nightengale/Listener/Archmage/Chosen of every daedric lord/ AND the Dragonborn... But it's not a whole lot of fun to just steamroll everything, and it gets boring quickly. THIS is why the higher level dragons could be perceived as "over the top" by some. They have to be. If they weren't they would still just be another dragon soul for you to collect in a ever increasing pile of relatively useless shouts. Now some people complain about the level +55 Dragons being to strong, as Alduin is, by default, pathetic. His maximum stats are actually worse than a Ancient Dragon. So the problem I see is that Bethesda made the demi-god "Boss" of the main quest to easy. Not the other way around. We specifically did not touch Alduin, as some people like to rush the main quest for whatever reason. The last problem of D.D.'s end-game is that there has always been one type of dragon that was higher level than the rest.. This actually is bad, as the player will always encounter the same type of dragon at the level cap, or beyond it if you're using an uncapper. The solution, recently implemented, is to add several dragon types at the same level, making them similarly powerful in different ways. The NPC & Creature editing functions of the config menu were implemented by 3jiou, for 3jiou. He wanted it in the mod so he made it. Ditto for the "Event's function. EDIT: Fun fact, almost every one of the weather effect shouts that dragons use against you can be cancelled with "Clear Skies". ==================================================================================== Now... While I don't personally do the C.K. work on the mod itself, I've put in A LOT of time providing feedback, ideas, and, for lack of a better term, "Steering the mod" in the direction it's gone. I consider it first & foremost 3jiou's mod, but I've played no small roll in it's development and direction by any means. Also, the documentation is all done by me... As 3jiou is Russian and my command of the English language is a bit stronger than his. So, now that I've explained what kind of considerations goes into the mod, I'll go onto the Lore-Friendly version... On a personal note, over time I've shifted my style of modding to a more "lore friendly" approach. I wanted mods to enhance & improve upon Bethesda's vision for Skyrim, not radically change it. For this reason and this reason alone, the lore friendly version of the mod exists, though the current one isn't a "proper" version, more of a half-assed edit of the primary 4.5 mod. Now that Bethesda has properly introduced high level dragons, I felt comfortable with a version like this. But here is what is going to be changed from the main mod, once it's again finished it's development with the Dawnguard update. Deadly Dragong "Loremonger Edition" v2.0 Keep the config menu and allow for a functional "Events" timerChange the config shrine to a less conspicuous setupRemove ALL elemental/magic resistances from dragonsRemove standard D.D. dragonsAll dragons have the lingering fire/frost effectsOhdahviing will have the same health/damage values as a Legendary DragonAlduin's stats will be static, regardless of player level. The same health/damage values as a Legendary Dragon, with 33% more healthPaarthurnax will have the same stats as a Ancient DragonStandard .esp/.bsa formatInclude new retouched textures from Bellyache's package.So, there you go. The final boss of the main quest is a boss, Ohdahviing fulfills his roll as one of the extremely rare "Red Dragons", the strongest type of them all excluding Alduin himself, while actually being useful as a player asset. Paarthurnax isn't pathetically weak, and there resistances are removed allowing magic users more free will, while also allowing the Dragonbane enchantment to work again. -
ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
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ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
No comments on these then? Surprised. -
Yup, the TPC is free and clear as far as the non-use of SRO. Starac's attitude in general is very... "Disappointing" shall we say? Also very narrow-minded, given the rules of the internet, the Nexus site in particular, and how people actually use mods in a realistic manner. Either way, enjoy your break, you've more than earned it.
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ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
Spectacularity in those textures is indeed high, but it is not the textures fault, but the current beta release of RCRN, which sometimes has issues with bloom I've noticed, especially on white textures.. The screenshots were taken in about as bright a day as you can get as well, except for the Ohdahving picture. -
ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
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ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
Ah, THAT is an entierly different package/mod. This is her work, finally being uploaded (with her permission) by me. -
ACCEPTED Bellyaches HD Dragon Replacer Pack (by Bellyache)
I2edShift replied to I2edShift's topic in Skyrim LE Mods
Not sure exactly what you're referring to. Bellyache has never released this package, and nor have I.. We are the only two people in possession of the files, as far as I know.