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Lexy's: Legacy of The Dragonborn Special Edition


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Hi!

 

At the OMEGA section, it states:

 

 Move the newly created OMEGA LOTD Patches so it is after Legacy of the Dragonborn Patches SE in left pane of Mod Organizer.

 

But I haven't even started on that patch, as it's way later in the guide. 

Maybe @DarkladyLexy could insert a reminder again when it comes to that stage?

 

Thanks for the awesome guide!

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Is there a way to flatten out the de-leveled enemies a bit more? I like the static levels, but encounters/dungeons seem to have an overly-wide range of enemy levels in them.

 

For example: outside Bleak Falls Barrow, I fought a group of bandits that were all manageable for a level 7, except for a bandit sabrecat that IIRC was around 40. It just seems weird to have just one enemy that's a massive damage sponge/dealer amid an otherwise reasonable challenge. Inside the Barrow (which is labelled as being for levels 30+), the bandits and spiders are easy, but the draugr are all over the place. I assume this is by design to some extent, but again, it seems strange to be fighting a couple level 1 draugr (which crumple like wet tissue paper), some level 13 wights (which seem to have a reasonable health bar), a lot of scourges (which take a lot more hits to kill than I would like), and topping it off with a level 60+ skeleton lord with absurd health. I could turn up damage across the board, so things aren't nearly so spongey, but I feel like just tightening the levels (if that's possible) would be better.

 

It's also annoying how many dungeons near Whiterun are levelled at 40-50+. I like doing dungeons to break up the main quest, but I feel like I have to get through a decent bit it just to have enough levels to explore.

 

And a suggestion, have you considered an elemental arrows mod? You fight undead a lot in the game (and the occasional Dwemer construct), but with KYE, there's not really a ranged non-magic solution for handling them effectively (that I can think of, at least). Frankly, part of the levelling issue is that archery is nerfed for these common enemies.

 

Thanks, I'm otherwise having a blast with this guide! (Seriously, applause for making such a robust and easy to follow guide)


Also, is SSEEdit Xedit?

 

I can't find Xedit in the tools section. Am I being daft?

Yes, the 'x' in "xEdit" refers to the fact that there are many different versions of the Edit software out there, i.e. TES5Edit, FO4Edit, SSEEdit, etc.. The 'x' is just a catch-all.

Edited by RoboticWater
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Is there a way to flatten out the de-leveled enemies a bit more? I like the static levels, but encounters/dungeons seem to have an overly-wide range of enemy levels in them.

 

For example: outside Bleak Falls Barrow, I fought a group of bandits that were all manageable for a level 7, except for a bandit sabrecat that IIRC was around 40. It just seems weird to have just one enemy that's a massive damage sponge/dealer amid an otherwise reasonable challenge. Inside the Barrow (which is labelled as being for levels 30+), the bandits and spiders are easy, but the draugr are all over the place. I assume this is by design to some extent, but again, it seems strange to be fighting a couple level 1 draugr (which crumple like wet tissue paper), some level 13 wights (which seem to have a reasonable health bar), a lot of scourges (which take a lot more hits to kill than I would like), and topping it off with a level 60+ skeleton lord with absurd health. I could turn up damage across the board, so things aren't nearly so spongey, but I feel like just tightening the levels (if that's possible) would be better.

 

It's also annoying how many dungeons near Whiterun are levelled at 40-50+. I like doing dungeons to break up the main quest, but I feel like I have to get through a decent bit it just to have enough levels to explore.

 

And a suggestion, have you considered an elemental arrows mod? You fight undead a lot in the game (and the occasional Dwemer construct), but with KYE, there's not really a ranged non-magic solution for handling them effectively (that I can think of, at least). Frankly, part of the levelling issue is that archery is nerfed for these common enemies.

 

Thanks, I'm otherwise having a blast with this guide! (Seriously, applause for making such a robust and easy to follow guide)

We could it would mean tweaking the encounter zones so they are a bit lower I do agree some are silly high in the whiterun area my latest CR actaully dropped Bleak Falls Barrow from level 30 to 20.

 

Or if you wanted you use the MLU Vanillia Encounter Zones - High Difficulty that we had before OMEGA

  • +1 1
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We could it would mean tweaking the encounter zones so they are a bit lower I do agree some are silly high in the whiterun area my latest CR actaully dropped Bleak Falls Barrow from level 30 to 20.

 

Or if you wanted you use the MLU Vanillia Encounter Zones - High Difficulty that we had before OMEGA

Yeah, looking at the vanilla higher difficulty EZs esp, it seems to be more what I'm looking for, thanks.

Link to comment

Is there a way to flatten out the de-leveled enemies a bit more? I like the static levels, but encounters/dungeons seem to have an overly-wide range of enemy levels in them.

 

For example: outside Bleak Falls Barrow, I fought a group of bandits that were all manageable for a level 7, except for a bandit sabrecat that IIRC was around 40. It just seems weird to have just one enemy that's a massive damage sponge/dealer amid an otherwise reasonable challenge. Inside the Barrow (which is labelled as being for levels 30+), the bandits and spiders are easy, but the draugr are all over the place. I assume this is by design to some extent, but again, it seems strange to be fighting a couple level 1 draugr (which crumple like wet tissue paper), some level 13 wights (which seem to have a reasonable health bar), a lot of scourges (which take a lot more hits to kill than I would like), and topping it off with a level 60+ skeleton lord with absurd health. I could turn up damage across the board, so things aren't nearly so spongey, but I feel like just tightening the levels (if that's possible) would be better.

 

It's also annoying how many dungeons near Whiterun are levelled at 40-50+. I like doing dungeons to break up the main quest, but I feel like I have to get through a decent bit it just to have enough levels to explore.

 

And a suggestion, have you considered an elemental arrows mod? You fight undead a lot in the game (and the occasional Dwemer construct), but with KYE, there's not really a ranged non-magic solution for handling them effectively (that I can think of, at least). Frankly, part of the levelling issue is that archery is nerfed for these common enemies.

 

Thanks, I'm otherwise having a blast with this guide! (Seriously, applause for making such a robust and easy to follow guide)

Yes, the 'x' in "xEdit" refers to the fact that there are many different versions of the Edit software out there, i.e. TES5Edit, FO4Edit, SSEEdit, etc.. The 'x' is just a catch-all.

 

Okay, so the following added special instructions that were were updated today refers to all the editing software?

 

https://Capture.png

Edited by Alcawen
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Just for accuracy's sake:

 

There is one executable - xEdit.

 

If you're going to use it for SSE you rename it to SSEEdit.

 

If you're going to use it for FO4 you rename it to FO4Edit.

 

If you're going to use it for FO76 you rename it to FO76Edit.

 

It's the same program. It's just renamed for whatever program you're using it with.

  • +1 1
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Hi!

 

At the OMEGA section, it states:

 

 Move the newly created OMEGA LOTD Patches so it is after Legacy of the Dragonborn Patches SE in left pane of Mod Organizer.

 

But I haven't even started on that patch, as it's way later in the guide. 

Maybe @DarkladyLexy could insert a reminder again when it comes to that stage?

 

Thanks for the awesome guide!

OK I have fixed this now you move it up so it it After Legacy of the Dragonborn.

Link to comment

Is there a way to flatten out the de-leveled enemies a bit more? I like the static levels, but encounters/dungeons seem to have an overly-wide range of enemy levels in them.

 

For example: outside Bleak Falls Barrow, I fought a group of bandits that were all manageable for a level 7, except for a bandit sabrecat that IIRC was around 40. It just seems weird to have just one enemy that's a massive damage sponge/dealer amid an otherwise reasonable challenge. Inside the Barrow (which is labelled as being for levels 30+), the bandits and spiders are easy, but the draugr are all over the place. I assume this is by design to some extent, but again, it seems strange to be fighting a couple level 1 draugr (which crumple like wet tissue paper), some level 13 wights (which seem to have a reasonable health bar), a lot of scourges (which take a lot more hits to kill than I would like), and topping it off with a level 60+ skeleton lord with absurd health. I could turn up damage across the board, so things aren't nearly so spongey, but I feel like just tightening the levels (if that's possible) would be better.

 

It's also annoying how many dungeons near Whiterun are levelled at 40-50+. I like doing dungeons to break up the main quest, but I feel like I have to get through a decent bit it just to have enough levels to explore.

 

I'm in the same boat so far having a hard time finding any dungeons to do that don't just get me murdered instantly. I wanted to get the LOTD museum set up to offload some equipment and one of the beginning fetch quests sent me to a dungeon with a level 80 boss at the end. So far for places like that I've been bringing along a horde of followers (Sophia, Inigo, Toccata, AND Hoth) and letting them distract everyone as I run through, ****** the item and run, but it seems a pretty cheesy way to get through a dungeon.

 

Same for Bleak Falls Barrow. I'm 11 hours in and only level 13. For the most part I go through and smash the normal seeming enemies, then I find the 1 or 2 enemies 20 levels higher then me and just let my mob whittle them down. It's effective but feels like a cheesy way to play.

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