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baloo42

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  1. Nice mod compilation Thane! i noticed i missed a very crucial mod, namely, "Enchanting Awakened", and i somehow forgot to include the mod "Aurora Doomstones" in my game, these two look really exciting! Here is a find i thought would be a good addition to the magic system for Skyrim, your character now needs to be at least a Novice lvl in the specific school of magic to learn a spell https://www.nexusmods.com/skyrim/mods/43057/? "Tomes" Also "Vile Concoctions", "Druid Essentials", "Empowered Magic" and "SIPPS" are perhaps worth mentioning in the magic department. i am now using your suggestion with "Skytweak" to edit my magic regen rate. i have given up Duke Patrick for now, just too many mod conflicts. But i found a nice replacer for Duke, namely "Poise System". Fantastic mod which leads to a player stumble, depending on how much you are getting continuously battered. btw, i'm curious, what does the mod "ADS.esp" stand for?
  2. Interesting that you mention Skytweak can do that, i was not aware of that. I was really sold with Skytweak, really enjoyed looking through all its functionality, but just recently i swapped over to Duke Patrick, and had to overhaul my entire mod build from scratch, Turns out Skytweak was not compatible (but i will have to double check sometime to be sure). for item weights, the mod i use, titled "Weighted Items", but the link is dead ... https://www.nexusmods...rim/mods/6630/? I did find this one doing a Google search, i think it does a similar thing (but this one also changes the measurement to kg's, which i don't like) https://www.nexusmods.com/skyrim/mods/4918/? Weighted Items, makes carry weight more realistic, as it generally increases weight of items right across the board, as well as giving gold a small weight (you could choose the gold weight amount which were supplied with optional files), This way i was not able to carry an entire dungeon out with me back to town. (The gold weight also adds a nice random touch to your inventory weight, but overall the mod solves the problem of being able to carry far too many items, without making it too hardcore, like using one of the Encumberance mods out there.) Ahhhh, and thank you so much for linking me back to the Morrowloot Overhaul!!! (what a fantastic mod compilation) This had the Gold Adjustment tweak i remembered reading about, but forgot where i saw it. Thank you for this :) One question, is 8x recommended with Scarcity, will it maybe make the loot a little too scarce? i have it set to 4x on my current playthrough. Happy Dungeon Hacking
  3. Just three more mods worth mentioning: TDF Equipment Restriction Weighted Items Slower Magicka Regen [great for playing as a fighter class] Thank you for the reply Thane.
  4. Wow, well i discovered this forum a little too late, maybe 1110 posts to late. Anyhow, i'm just about to fire up my Skyrim successfully today for the very first since i started modding it. Here are my must-have mods, i'm going to keep the list short ASIS Encounter Zones DFB Random Encounters Dragon Combat Overhaul & Ultimate Dragons Duke Patrick Heavy Weapons Combat ERSO - 02 [Creature Pack] ERSO - 09 [NPC Pack] Fire of Vigor Higher LVL Enemies Hunterborn Important Information Overhaul INeed Kuertee Gold Adjustment More Locked Containers Morrowloot Scarcity Traps are Dangerous Truly Undead [[FROSTFALL would be here, except it keeps crashing my game, i think it's overloading script together with Duke Patrick, and their Fatigue systems don't like each other]] I have not included creature or skill mods, only the ones which would give a more challenging gameplay, which is from what i understand you are looking for by the content of you posts. Also i make a little side rule for myself. Only once i skill up, i can then only equip a new WEAPON/ARMOR/SPELL which i have found. Magic skills for magic items. Make one for Dexterity, say it's archery/lockpicking/speech, and that gives you a new Bow/Crossbow. And Combat/Strength is easier enough to figure out. I guess this would make for an exciting bonus to levelling up those skills again, also makes up for a bit of the missing Ability Scores in Skyrim. But Duke Patrick did an amazing job there! Basically he made a 3rd Attribute between Health and Stamina somehow. To take it further, every time i LVL up a 3rd/5th time [not sure yet, needs playtesting], i may choose a new WEAPONS CLASS to unlock. For example, i would only start of with blades as a choice, meaning dagger/swords [i could also choose bows for example, crossbows would be seperate]. and i would be limited to those weapons no matter what. Until i unlock the new weapon class of choice at LVL 3rd/5th gain. I also have a player death system, but that's a whole other story. Coming from the RPG forgotten realms, i still have half a D&D manual stuck in my head, so i base all my balancing aspects on the old tombs of lore. I hope this helped someone, or maybe they just discovered some new insight.
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