saufall Posted October 10, 2023 Posted October 10, 2023 Is there need to edit the stats and level-ranges of summons by call of valor, and those two dragon summoning shouts (Call Dragon Summon Durnehviir), when using ordinator and thunderchild and a difficulty increasing mod (skyrim revamped)? as I understand it, ordinator's conjuration perks do not apply to shouts, and thunderchild does not edit those mentioned shouts at all (and the perks from it does not work either). the summons (heroes and dragons) are not buffed in anyway and would be quickly outclassed by enemies that level up with the player from skyrim revamped, and those shouts would be near useless at higher lvls. Would it likely cause issues if i simply edit the stats and level range data? i am thinking about changing the stats (for heroes) to something like the ones from this mod https://www.nexusmods.com/skyrimspecialedition/mods/36276 and dragons in a similar vein (although i do not know how to buff dragons other than giving them more levels and better shouts and higher armor / resistances) Nexus Mods :: Skyrim Special Edition Forceful Tongue - Shouts Overhaul Forceful Tongue is a lightweight shouts overhaul, designed to balance in a sensible manner this underwhelming but cool mechanic. is there a good way to calculate how much more the heroes or the dragons need to be buffed? taking perks, armor rating, resistances and their DPS into consideration? or is it mainly based on experience and intuition of making game balance mods?
traison Posted October 10, 2023 Posted October 10, 2023 1 hour ago, saufall said: Would it likely cause issues if i simply edit the stats and level range data? Not severe ones. I had a dragon buffing mod at one point and it did have an issue where the enemy health bar element on my hud would display dragon health as say 3000/2000, and I'd have to do over 1000 damage to them before it would show the bar decreasing. I don't know where this discrepancy came from, it doesn't seem logical to me for this to even occur. It didn't bother me though, I just considered it "extra armor" ie. have to knock the scales off before I can do damage. 1 hour ago, saufall said: is there a good way to calculate how much more the heroes or the dragons need to be buffed? Personally I wouldn't bother with this, it would be faster to "eyeball it" by setting the player level using the console, spawning leveled enemies in and testing. If after a fight you feel like the summon could have lasted twice as long, double their base health and test again. Otherwise, I usually find calculation algorithms on the UESP wiki, maybe it has something relevant to this as well? Armor Rating for instance.
saufall Posted October 10, 2023 Author Posted October 10, 2023 4 hours ago, traison said: Not severe ones. I had a dragon buffing mod at one point and it did have an issue where the enemy health bar element on my hud would display dragon health as say 3000/2000, and I'd have to do over 1000 damage to them before it would show the bar decreasing. I don't know where this discrepancy came from, it doesn't seem logical to me for this to even occur. It didn't bother me though, I just considered it "extra armor" ie. have to knock the scales off before I can do damage. Personally I wouldn't bother with this, it would be faster to "eyeball it" by setting the player level using the console, spawning leveled enemies in and testing. If after a fight you feel like the summon could have lasted twice as long, double their base health and test again. Otherwise, I usually find calculation algorithms on the UESP wiki, maybe it has something relevant to this as well? Armor Rating for instance. Thank you. May I ask is this AE behaviour after applying all the unofficial patches and engine fixes? Bethesda games sure are glitchy. I wonder if they have maths for calculating enemy stats and levels. But i think if there is Beth obviously do not have ppl can do that as game balance is a disaster in beth games lol
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