Jump to content

Tsukiro Guide


64cakes

Recommended Posts

Posted

I've played Tsukiro, and while it's fun, it's pretty massive. I've made this guide/glossary to help in case someone gets lost, especially if that someone is me.

What is Tsukiro?

Tsukiro is a Wabbajack modpack described as “revolutionized combat and skimpy outfits”.

Other WJ packs have entire novels for descriptions, so I’ll elaborate here:

It can be Sekiro with bikinis, but it doesn’t have to be. It adds a lot of referential items and female-only armors but interacting with them isn’t necessary to progress. It’s a kitchen sink pack, with a shit load of additional questlines (including LoTD), SexLab features, and gameplay/graphical overhauls. The only aspects it doesn’t interact with are Creation Club and survival mechanics.

Getting Tsukiro Running

First, start with the README, it basically details the installation, configuration process, and starting keybinds.

A few things that aren’t in the README and it’s subsequent pages:

·       Commercial Antivirus will usually prevent Mod Organizer 2 from running Tsukiro. It’s suggested that you disable it – security is more based on your own ability to avoid suspicious links rather than man-in-the-middle attacks.

·       Autosaves are disabled by default. Use F5 to save manually and try not to overwrite or constantly force load files, as that severely impacts the stability of the game. The latest save will load automatically if your character dies.

·       Instructions on how to get screenshots working are in the keybinds section.

Performance

With Rudy ENB and many upscaled textures, Tsukiro is performance intensive. Combat is best done near 60 FPS, so you may want to tweak a few settings. Although it’s from a different pack, Phoenix Flavor’s Performance Guide provides a lot of neat tweaks.

·       Make sure you uncomment lines from the SSE Display Tweaks INI if you want them to take effect!

·       Hotkeys for Reshade and ENB are NOT TPF settings, but rather the defaults. Home for reshade menu, and Shift + Enter for ENB.

Starting Your Hero’s(?) Journey

Most vanilla dungeons and quests have harshly spiked up in difficulty because:

1)      Bosses now use their highest possible level if they were radiant in vanilla

2)      Nearly every vanilla dungeon type now has wench enemy variants that are much stronger than their vanilla counterparts.

Therefore, start with a questline which will give you:

1)      A good basis of starting resources and XP that can be used to naturally encounter and beat previously vanilla dungeons

2)      Narrative tension that isn’t undercut by killing everything in one punch due to being massively overleveled.

Here are some questlines that you can start at level 1, although Clockwork is the only one you must finish:

·       Maids II

·       Thieves Guild

·       Clockwork

·       GLENMORIL

Reading books, quest mid-objectives and exploration also yield experience, so experience rate should pick up after getting a few levels from the questline.

As for killing dragons…

              Dragon breath is particularly nasty because it applies many MANY DoTs that can basically obliterate you due to Impa mechanics. Thankfully, you can turn that on its head, because dragons basically cannot deal with melee, due to adjusted hitboxes from Dragon War. You can also tweak how Dragon War buffs dragon stats in its MCM.

Combat Features

There are a lot of quirks to combat in this modpack that try to break away from standard Skyrim combat as much as possible. Since the README is a bit sparse on this and some features are exclusive to this pack, I’ll document mechanics here.

The start file has the MCM ready – you technically don’t need to adjust anything to play the mudpack as intended. However, since several mods overwrite vanilla difficulty settings it might be useful to know what settings are best used to tweak how gameplay works.

Impa Sekiro

The Sekiro part:

Stamina is reskinned as posture, indicated by the orange bar. Vanilla stamina mechanics still apply, but taking damage also decreases stamina indicating by the orange bar growing larger. Taking a hit while stamina is empty causes a short period of vulnerability.

Anything can be parried for 0 damage – the default timing is 0.2 seconds between blocking and getting hit. Parries give flinch immunity and an attack speed boost. Parrying multiple fast attacks will stagger the attacker.

Blocking early still decreases stamina and health, but damage reduction from blocking applies to both. Blocking and staying still also increases stamina regeneration.

The Impa/Skyrim part:

As health decreases:

·       Stamina regeneration decreases.

·       Unparried attacks do more stamina damage.

Magic:

·       Can be reflected by parrying (shouts get nullified instead)

·       Can be absorbed at the cost of Magicka by blocking

Disabled Mechanics

These require accessing the MCM to tweak, but they’re fun tools to play with if you don’t mind going too hammy on the Sekiro references. The MCM is where you can tweak damage values directly: Vanilla difficulty settings have no effect!

Perilous Attacks: Guardbreaks/grabs used by enemies. Can be interrupted by bashing.

Executions: Makes things a lot faster against enemies with low stamina. By default, disabled and replaced with 5x damage.

Resurrection: Enable if you aren’t in the habit of saving often. It’s limited by cost only.

Spells

·       Magic bindings allow for spells to be cooldown-based without changing what you have equipped. By default it takes the same magica of a standard spell, but can be tweaked.

o   Bind spells to keys by pressing G while hovering over it in the magic menu.

o   Keys are configured in the Grimy Utilities MCM – by default they’re empty.

·       The Archmage locked Spellsiphon in his office (asshole!)

·       Loop’s Weapon Buff spellbooks are dungeon loot.

Equipment Changes

·       Heavy armor resists blades (swords/daggers).

·       Axes have shorter range, and Maces are generally slower, but both hit harder.

·       2 handed swords sweep with a stationary power attack, and 2 handed axes and hammers pierce armor. Togglable in the Engarde MCM.

·       Light armor gives a mobility boost in both rolling and general movement.

·       DX armor variants are exclusively found on enemies.

·       Potions that fortify crafting skills are removed.

How to play with someone watching

The “making it less spicy” option unfortunately does not cover clothing and armor, so unfortunately, you still can’t pass this off as normal Skyrim gameplay. There are, however, several options to make sure you’re not seeing bare backside, at least in town.

Vanilla Clothing and Armor

Vanilla is replaced by BD all in one. Removing it won’t break the game, but the obvious consequence is that bodies will be using vanilla armors, and by extension, vanilla bodies which will have a big contrast from…

Mod-added Clothing and Armor

The armors added by mods, which are integrated into the leveled lists and mods in the pack. Downright removing them will require a painful amount of conflict resolution. Ironically, bikini armor pieces allow for more coverage when stacked up with non-bikini variants.

The Imperial Centurion cloak and backpacks also allow for plausible deniability for your characters backside

 

 

 

 

 

 

 

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...