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Deviously Cursed Loot LE 9.0 (2021-03-09)


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Posted

Well there are some good mods for followers, Im using AFT I think its called and followers will sneak better, not trigger traps, and stay back until I take damage in combat. Plus their combat behaviors can be picked from a list and such.

 

No reason thieves cant stick together :P

 

I like moving bodies though as well, since ya mentioned bodies on each other. Ill often times entirely strip a body too so the naked ones are kinda obviously searched~

 

I have AFT too, but i 've given up on followers. Too much work. Every time before combat you need to put them in stealth... If you check "followers don't initiate combat", they still ruin your plans, because as soon as you fire the first arrow, they take that as signal to attack, so they charge forward. I had that psycho Rayya on "Ranger" fighting style. Sneaking... I fire the first arrow and hit. My plan was to keep shooting from long distance as long as i wasn't detected. But no! Rayya takes out her bow and starts charging while shooting arrows. She pretty much cleared the mine of bandits on her own... The game is too easy with followers. Having them go on killing rampage is even worse.

 

 

 

I could use help with something. Now maybe Im just tired and cant remember something correct, but I could have SWORN I was able to jump before when wearing an armbinder. I remember when I was heavily bound I would sometimes be unable to jump, usually things like heels and cuffs etc. But I dont remember being unable to jump in just an armbinder... anyway, Im got hit with a cursed collar, and for funs I decided to tamper with it and it put me in an armbinder. I wiggled out, fiddled with the locks, and decided to wear it some more but now Im unable to jump.

 

Very annoying... and strange as I remember being able to jump in one before like I said. Any ideas what could be going on? Or do armbinders now restrict you from jumping too? Some recent change somewhere? Now as I said, I fiddled with the locks, so taking it off again isnt a problem if I need to jump... and I know my jump button is still working when Im not wearing it. Just a bit confused as to why I cant jump with it on anymore.

 

No jumping here either...

Posted

 

I have AFT too, but i 've given up on followers. Too much work. Every time before combat you need to put them in stealth... If you check "followers don't initiate combat", they still ruin your plans, because as soon as you fire the first arrow, they take that as signal to attack, so they charge forward. I had that psycho Rayya on "Ranger" fighting style. Sneaking... I fire the first arrow and hit. My plan was to keep shooting from long distance as long as i wasn't detected. But no! Rayya takes out her bow and starts charging while shooting arrows. She pretty much cleared the mine of bandits on her own... The game is too easy with followers. Having them go on killing rampage is even worse.

 

Agreed.

 

I hate followers as I invariably play as an assassin/conjurer. They just get in the way and as you rightfully point out make the game far too easy

Posted

I always give my follower weaker equipment so maybe that's why I dont have the same problem with it being too easy. I just like having the feeling like someone is there with me Im playing with, as well as someone to help carry loot. :)

 

Otherwise yea I still havent figured out the perfect settings for them. I typically like having the elf guy from riverwood though and he doesn't get in the way as much, maybe cuz he's normally a bow user... or maybe because one of the combat mods I have that change the AI behaviors. He will typically stay back though... as I dont give him a melee weapon maybe?

Posted

I always give my follower weaker equipment so maybe that's why I dont have the same problem with it being too easy. I just like having the feeling like someone is there with me Im playing with, as well as someone to help carry loot. :)

 

Otherwise yea I still havent figured out the perfect settings for them. I typically like having the elf guy from riverwood though and he doesn't get in the way as much, maybe cuz he's normally a bow user... or maybe because one of the combat mods I have that change the AI behaviors. He will typically stay back though... as I dont give him a melee weapon maybe?

 

To me, the combat system in Skyrim is completely broken, in association with the leveling and perks. Oblivion with "realistic leveling" mod, was much better. Now, from the moment you have an immortal follower, there can be no "difficulty". Worst case you can use him as human shield or as a diversion and take on him some enemies while you take down few at a time. 

 

Not to mention, that in the case of Cursed Loot, you 'd end up with followers tied up too and you 'd have to waste your precious keys for them.

 

Carrying capacity is yet another broken theme in Skyrim, because if you cheat, you make stamina pretty much redundant, so you can pump everything to health. Using the follower as mule, is also a way to distort the game IMHO. I use a mod that gives 50 carrying capacity for every 10 stamina, so i still have to force myself to spend points in stamina. I also use 1 backpack mod that adds 50 carrying capacity. Then i also use a mod to nullify the weight of some items and make potions weigh 0.1. It's still cheating, but the original game was crazy too, as you can't carry anything. So instead of using "horses" or followers-mules", i use this combination. I have 850 carrying capacity for now, which is quite good, but i want to increase it a bit more.

 

Even playing alone, the only way to die is, to forget to drink a potion or to take a direct hit from a giant.  I 've thought to increase difficulty, but IMHO the way difficulty works, is broken too. Because as the enemies become more difficult to kill and you easier to get hurt, after some time, your weapon and armor skill will rise much faster than any other skill, because you will be forced to slash a lot and take more hits. So, at the end, it's like power trainning your weapon and armor skill in the long run. So i keep playing at default difficulty.

Posted

 

Even playing alone, the only way to die is, to forget to drink a potion or to take a direct hit from a giant.  I 've thought to increase difficulty, but IMHO the way difficulty works, is broken too. Because as the enemies become more difficult to kill and you easier to get hurt, after some time, your weapon and armor skill will rise much faster than any other skill, because you will be forced to slash a lot and take more hits. So, at the end, it's like power trainning your weapon and armor skill in the long run. So i keep playing at default difficulty.

 

 

It's quite easy using CK to adjust the damage the pc does to keep it at 1 to avoid the problem of levelling too fast. I can let you have a copy of the small I mod I did for myself if it would help.

 

I do agree that the whole system is flawed, I have to consciously gimp my pc by using minimal perks for light armour and one-handed otherwise she becomes pretty much invincible around level 30 something against normal NPC's.

 

Posted

Yea thats why theres a bunch of overhauls for combat, magic and perks in skyrim. My own game has like 200 mods on it, none of them visual graphic mods~ unless you consider things like SMIM.

 

For difficulty, I normally play at a step or two just above normal. But I always felt things died too fast. Especially with one of the combat mods that makes everything do more damage.

Posted

 

 

It's quite easy using CK to adjust the damage the pc does to keep it at 1 to avoid the problem of levelling too fast. I can let you have a copy of the small I mod I did for myself if it would help.

 

I do agree that the whole system is flawed, I have to consciously gimp my pc by using minimal perks for light armour and one-handed otherwise she becomes pretty much invincible around level 30 something against normal NPC's.

 

 

 

Thanks but if you keep the level you do damage at 1, then there's no point to raise difficulty, since all difficulty does is reduce the damage you make and increase the damage you take... Raising difficulty, increases the relative leveling speed of some skills compared to others. For general leveling speed i already use Elys uncapper to level at half the normal speed.

 

 

 

Yea thats why theres a bunch of overhauls for combat, magic and perks in skyrim. My own game has like 200 mods on it, none of them visual graphic mods~ unless you consider things like SMIM.

 

For difficulty, I normally play at a step or two just above normal. But I always felt things died too fast. Especially with one of the combat mods that makes everything do more damage.

 

The perk overhauls are a big pain, because they break other mods. I tried SPERG and didn't really like it. Combat mods, again, i m not sure i 'd like them and i try to keep the installation light, because already i have some mod that causes CTD on every reload and i suspect it's actually one from loverslab, because i had no such issues before, but can't tell which one...  Anyway, i 've learn that less is better for Skyrim's engine...

Posted

 

 

 

It's quite easy using CK to adjust the damage the pc does to keep it at 1 to avoid the problem of levelling too fast. I can let you have a copy of the small I mod I did for myself if it would help.

 

I do agree that the whole system is flawed, I have to consciously gimp my pc by using minimal perks for light armour and one-handed otherwise she becomes pretty much invincible around level 30 something against normal NPC's.

 

 

 

Thanks but if you keep the level you do damage at 1, then there's no point to raise difficulty, since all difficulty does is reduce the damage you make and increase the damage you take... Raising difficulty, increases the relative leveling speed of some skills compared to others. For general leveling speed i already use Elys uncapper to level at half the normal speed.

 

I'm not sure I was clear, it maintains the differential, so that incoming damage is increased but the pc always does 1. For example on Expert:

 

PC Damage: 1

Damage done to PC: 1.75

 

It's not ideal but better than vanilla.

 

I've been considering using the uncapper, is it as simple as setting all the skills in [skillExpGainMults] to 0.5 to half the levelling speed?

Posted

 

 

 

 

It's quite easy using CK to adjust the damage the pc does to keep it at 1 to avoid the problem of levelling too fast. I can let you have a copy of the small I mod I did for myself if it would help.

 

I do agree that the whole system is flawed, I have to consciously gimp my pc by using minimal perks for light armour and one-handed otherwise she becomes pretty much invincible around level 30 something against normal NPC's.

 

 

 

Thanks but if you keep the level you do damage at 1, then there's no point to raise difficulty, since all difficulty does is reduce the damage you make and increase the damage you take... Raising difficulty, increases the relative leveling speed of some skills compared to others. For general leveling speed i already use Elys uncapper to level at half the normal speed.

 

I'm not sure I was clear, it maintains the differential, so that incoming damage is increased but the pc always does 1. For example on Expert:

 

PC Damage: 1

Damage done to PC: 1.75

 

It's not ideal but better than vanilla.

 

I've been considering using the uncapper, is it as simple as setting all the skills in [skillExpGainMults] to 0.5 to half the levelling speed?

 

 

It's always a hard balance as everyone wants things different.  I remember the Oblivion flame wars about how dungeon creatures and loot were levelled.  The 100% auto level side, vs the level range groups.

 

Gameyness is more of a thing I have a problem with as opposed to easy vs hard.  Like the pausing the game and quaffing 5 health potions.

 

But mods do exist, like Immersive Potions, that allow only one potion at a time and heals/stamina are applied over five seconds as opposed to being instant.  Which I found worked well VS inceasing difficulty. 

You can also with console edit your followers stats.  Even with that as I avoid spellcasters as the big magic disadvantage gets lost with two players when the caster can just hang back and spam fireball.  Lowering the stats, HP etc. can help a lot with followers, and be quiet funny with Defeat running.

 

I have a feeling a potion system like the original was a way of satisfying both worlds.  Folks who didn't like dying could just quaff potions to aviod it, and the ones that didn't want that just played more carefully.

 

It also reminds me of the debate in first person shooters with Health Packs VS automatic Health Regen.

 

Posted

I don't know if this has been mentioned before, but I would like to request a tiny feature: 
I think it would be useful to be able to decide in the MCM which bodyslots are affected by the Slave/slut/cursed collars. 
For example: I have a lot of cool shoes in the game that I would like to be able to use while still wearing the slave collar. Of course the main body slot should be kept as it is, but I think it would make sense that you can wear bracers, circlets, and shoes while still being collared.

My opinion, anyway :P 
Also, thanks for this awesome mod! Keep up the great work :D

Posted

 

I'm not sure I was clear, it maintains the differential, so that incoming damage is increased but the pc always does 1. For example on Expert:

 

PC Damage: 1

Damage done to PC: 1.75

 

It's not ideal but better than vanilla.

 

I've been considering using the uncapper, is it as simple as setting all the skills in [skillExpGainMults] to 0.5 to half the levelling speed?

 

 

Ah, so you keep the increased damage... Well, i guess this could work...

 

Yeah, you just need to change all the skill values in that section to the value you want.

 

fAlchemy=0.5
fAlteration=0.5 
 
and so on.
 
Just make sure that previously, you have bUseSkillExpGainMults=1 in the [General] section.
 

 

But mods do exist, like Immersive Potions, that allow only one potion at a time and heals/stamina are applied over five seconds as opposed to being instant.  Which I found worked well VS inceasing difficulty.
 
You 're right about different people wanting different things... But this is what happens when the devs don't make a basic balance out of the box... I 've tried Immersive potions, but:
 
- In boss fights, you realize that it's wrong. Because when you have a potion that takes 5 seconds to restore 20 HP out of your 180 and the enemy is hitting you for 50 every time, it means you 're dead.
- It conflicts with mods that reduce potion weight.
- It conflicts with mods that change perks.
 
For me, it's good in theory, bad in real game scenario, where enemies don't wait 5 seconds for you to restore 20 HP... Go fight a giant or a Dwarven Centurion with a potion that takes 5 seconds to restore 20 HP and you realize how flawed this is.  When i recently encountered a Centurio, 2 shots was all he needed to kill me and not even from close range. Good luck trying to restore 20 HP in 5 seconds, when he hits for 100 HP every 2 seconds...
Posted

 

The perk overhauls are a big pain, because they break other mods. I tried SPERG and didn't really like it. Combat mods, again, i m not sure i 'd like them and i try to keep the installation light, because already i have some mod that causes CTD on every reload and i suspect it's actually one from loverslab, because i had no such issues before, but can't tell which one...  Anyway, i 've learn that less is better for Skyrim's engine...

 

 

I have been very happy with SkyRe. Skills and spells are fun and the stagger effect brings much needed challenge to game. I have been using it well over a year and haven't found it breaking any mods that I wanted to use.

 

I had a CTD on every reload for a while. I never found out what caused it, but I ran LOOT again and then reworked the left panel priority view. I already had a spartan order there (or so I thought), but the crashing effect vanished after that. I like to know what is going on in my game, so I am still a bit worried that I never managed to isolate the reason, or reproduce the problem.

 

Posted

IDEA...

 

Estrus Cursed bedrolls

 

When going to sleep in a bedroll, there is a chance that an Estrus event to occur before you even get to sleep.

 

Creature can do 1 of a few things.

 

1. Impregnate your characters.

2. Drain 50% health and stamina for 1 full day, leaving you exhuasted. If you try to sleep it off in a cave, then you've got the standard sleep attack chances as well...

3. Drain all magic for 3 days.

4. Leave a short - term symbiote on you, the sybiote being the Aradia symbiote, tweaked to last for 1 week only.

5. Estrus Breeder collar... You become pregnant, full term is 7 days. Give birth to 24 chaurus eggs, become pregnant again. Removing the collar is done with a potion, costing 100 gold per level.

6. Sap your strength, this makes your character weak. Not for carrying, but for hitting. All hits are 50% less effective, duration 1 week.

7. Estrus Horny... Your character is 100% aroused all day, I guess its the slime it used, making arousal based traps more likely.

 

Or Standard cursed Bedrolls...

 

1. Creatures in you bedroll, Chaurus, spiders, etc...

2. Rubber suit... You slide into your bedroll, you feel something cold in the bedroll. You reach down and touch it, you suddenly feel dizzy, passing out. When you awaken, you look down in shock to see a shiny rubber outfit adorning your body.

    Sleep traps only adding rubber outfit items, chances configurable in MCM...

3. Musky bedrolls... Your nipples stand to attention, you feel yourself growing wet as the smell permeates your very soul. 100% arousal, you look around for a sexual partner. Pouncing on your unsuspecting partner, tearing off their clothes and ravishing them.

 

These are just some crazy ideas for possible mods effects, with mostly short - term effects...

Posted

I havent tried any of the big overhauls myself yet, usually overhauls that do one area. Like I have a stealth overhaul, a combat overhaul, a smithing overhaul, stuff like that.

 

Isnt Skyre the old one though? I thought that guy went ahead and did a newer overhaul called Perma or Perkus Maximus.

Posted

Isnt Skyre the old one though? I thought that guy went ahead and did a newer overhaul called Perma or Perkus Maximus.

 

It is old enough to be properly patched for most popular mods out there. It wokrs quite well with LL mods.

 

PerMa is (IMO) still a bug festival. I was first excited and then disapointed. It is filled with completely overpowered skills, misleading descriptions, bugs and compatibility issues as far as eye can see.

 

I do not mean to bash it. Peoples are working to get it right, but every step forward seems to mean a step back with another problem. I still have it in my test profile in MO and follow updates, but so far my reaction has been "nope, nope and nope again" -> especially, when planning to use it with several LL mods.

Posted

Thaks for great mod, Kimy. For me this is one of those essentials which keeps my Skyrim spicy enough to still play it.

 

There are few bugs I found so far:

1. There is an issue with SerialStrip-1.1.1b, latest version as of now. When I attempt to start solicitation dance, nothing happens and there are entries in papyrus log complaining about missing argument in function call. Sorry, no actual log, but i'm sure you'll be able to easily reproduce that, probably SS author has changed that func's signature in one of latest versions.

2. Rape outcome in merchant's dialogue didn't work, nothing happens ("i've been locked in restraints, could you help" dialog)

3. "Let's see if I can unlock one of your restraints" - nothing happens

 

And a few suggestions.

Could you please exclude amulets and circlets form undressing routine, or even better fetch SexLab undressing settings. It's really annoying to search-and-reequip my gear after each event. And while undressing is toggleable for CL events (though I want it ON, just don't wan't my jewelry be affected), there are still solicitation and sex attack events. Also it would be great to respect SexlabNoStrip keyword on items.

 

Really liked sex attacks feature, but due to implementation details it often looks too artifical and immersion breaking. I mean that 'you have feeling being watched - disablePlayerControls - stood still for a few seconds - attackers finally appear' sequence. Any technical delays should be concealed as much as possible and disablePlayerControls never be used until visible action starts. Knowing that you're vulnerable and already 'being watched' and with all of that being unable to move with no particular reason - this is what really breaks the immersion, along with attackers being teleported/spawned to PC sometimes. The latter should be removed at all IMO, attackers should never be spawned or teleported to PC without proper immersive context.

 

Not sure whether you've played Oblivion, but there is a great mod for Lovers system called Joburg, wich makes NPC stalk and rape each other and/or PC from time to time depending on various factors. This mod is a great example of good (from user's standpoint) implementation of similar functionality. The attacker first stalks his victim in attempt to catch her, when he manages to do so victim is either pushed to ground and then raped (if attacked from behind), or forced-dialog started (attacked from front), which gives some options: try to escape (chance based, rape if fails), willingly submit (consensual), offer oral (chance based, consensual oral on success, rape on fail), as far as I remember. Also there is QTE-alike blocking mechanics which pushes attacker away if PC used block at right moment. If attacker was unable to catch his victim (or being constantly successfully blocked), it gives up after some timeout. This mod used to bend into the game very smoothly, with no annoying disablePlayerControls, perceptible delays, etc. All the action looked so live, with unsuspecting victim NPC or PC carelessly performing her routines, while attacker sneakily tracks her, until its too late...for victim) It was really fun to play that cats-and-mouse game with attackers, especially having joburg tweaked to disable notifications and sense-life effect on attackers...

 

Skyrim is not Oblivion, though, and I'm not a modder, so not sure whether such approach is possible in Sky, but it would be really awesome if similar mechanics could be implemented for your SexAttack events. It will enhance them at least in following ways:

- some challenge - try to run away and escape instead of waiting for inevitable action being unable to move.

- feel of danger - but wich way to run? May be that way I'll run right in dirty hands of one of attackers? (makes sense in cities)

- some diversion in outcomes - dialog options

 

It would also be great to have individual chance sliders in MCM for each type of attack separately for cities and wilderness, or at least common multiplier (<1) slider to reduce chances for cities. "Being visibly bound" attack could be diversified by types of worn items - just wearing collar is definitely not the same to being actually helpless locked in armbinder.

 

Anyway, this is great mod. Keep up good work!

Posted

....

 
But mods do exist, like Immersive Potions, that allow only one potion at a time and heals/stamina are applied over five seconds as opposed to being instant.  Which I found worked well VS inceasing difficulty.
 
You 're right about different people wanting different things... But this is what happens when the devs don't make a basic balance out of the box... I 've tried Immersive potions, but:
 
- In boss fights, you realize that it's wrong. Because when you have a potion that takes 5 seconds to restore 20 HP out of your 180 and the enemy is hitting you for 50 every time, it means you 're dead.
- It conflicts with mods that reduce potion weight.
- It conflicts with mods that change perks.
 
For me, it's good in theory, bad in real game scenario, where enemies don't wait 5 seconds for you to restore 20 HP... Go fight a giant or a Dwarven Centurion with a potion that takes 5 seconds to restore 20 HP and you realize how flawed this is.  When i recently encountered a Centurio, 2 shots was all he needed to kill me and not even from close range. Good luck trying to restore 20 HP in 5 seconds, when he hits for 100 HP every 2 seconds...

 

 

But isn't making it harder what you requested?  It's a boss fight, maybe you're meant to die at times.  So I don't see it wrong or needing a 'solution' at all.  You get killed by a giant?  Well maybe you are

under leveled?

 

This goes back to oblivion and the auto leveling some people liked and others didn't.  Half the players complain when they can't take on a giant in the second hour of play say and so it's not open world, and if the game mechanics do make it possible because it's autoleveled, the other half of the players say the game is boring.   A single game design can't do both.  That's why I wouldn't be surprised why potions are they way they are 'very gamey' to provide that option of still beating a creature you're underleveled for, without making the whole game world generic by autoleveling everything.

 

So when you get owned by a boss, I don't see that as a game issue, I see that as being in an area I shouldn't be in.  And that is part of wanting different things.  I WANT creatures that will kill me quickly if I'm totally outmatched.  Or if just pushing things a bit, battles where instead of just wacking away I'll have to run away, use terrain, pop fire protection, pop regen potions etc. to beat.  

 

I'm not actually sure what  you're looking for, as you state it's too easy, yet you're using mods to increase carry cap to 850?  Well that's making it easier.   40 health potions, no problem.   I run frostfall with WEAR on, so I have to carry my 'good' armor, my 'fur' armor for cold weather, lumber, axe, two tents (leather, fur) and let me tell you that not only limits your potions, but your loots (no more selling 10x swords) also which means you're not running the best equip all the time as now money becomes harder to get.

 

Posted

 

 

 

I have been very happy with SkyRe. Skills and spells are fun and the stagger effect brings much needed challenge to game. I have been using it well over a year and haven't found it breaking any mods that I wanted to use.

 

I had a CTD on every reload for a while. I never found out what caused it, but I ran LOOT again and then reworked the left panel priority view. I already had a spartan order there (or so I thought), but the crashing effect vanished after that. I like to know what is going on in my game, so I am still a bit worried that I never managed to isolate the reason, or reproduce the problem.

 

 

 

 

I 've seen SkyRe, but 1) changes too much , 2) too many patches, i am tired of hunting down patches and possibly mods that should have a patch, but don't... I 've googled a lot about the CTD, it seems it's very common, it can appear out of the blue and there is no certain solution. Some say it has to do with the game engine being overloaded with mods, but it's all speculation.

 

 

 

 

But isn't making it harder what you requested?  It's a boss fight, maybe you're meant to die at times.  So I don't see it wrong or needing a 'solution' at all.  You get killed by a giant?  Well maybe you are

under leveled?

 

This goes back to oblivion and the auto leveling some people liked and others didn't.  Half the players complain when they can't take on a giant in the second hour of play say and so it's not open world, and if the game mechanics do make it possible because it's autoleveled, the other half of the players say the game is boring.   A single game design can't do both.  That's why I wouldn't be surprised why potions are they way they are 'very gamey' to provide that option of still beating a creature you're underleveled for, without making the whole game world generic by autoleveling everything.

 

So when you get owned by a boss, I don't see that as a game issue, I see that as being in an area I shouldn't be in.  And that is part of wanting different things.  I WANT creatures that will kill me quickly if I'm totally outmatched.  Or if just pushing things a bit, battles where instead of just wacking away I'll have to run away, use terrain, pop fire protection, pop regen potions etc. to beat.   As I like it this way, I don't see it as an issue, as you don't, you do.  But that's the game design dilemma.

 

 

 

The solution to one flaw, isn't to introduce a  flaw on the opposite direction. There is difference between harder and impossible. When someone kills you with 1 shot (giants) or 2 shots, it's simple math that you can't beat them like that. It's just not possible... And here's the flaw. The whole mentality of having enemies scale with your level, is that you are supposed to be able to beat them at any level. Maybe with more effort, but you are supposed to be able to beat them. Not being able to beat them, means, you alter the very foundations of the game as it was designed.

 

The thing is, this is part of the problem of realtime RPGs. Let's be honest. Such problems didn't exist to such extend in turn-based RPGs, because exactly, the "turn" was the factor that was limiting the "cheating" you could do. Ever since RPGs went console and thus became more trigger happy to suit the crowds, you come with games that are broken since the get go.  I want battles that can be lost or can be won. I don't want battles that are either impossible to lose or impossible to win. If the game was supposed to be with areas you shouldn't go, then enemies wouldn't level up with you.

Posted

can someone please help me? i keep crashing when a equip event happens and this is happening on a new game

 

Check the mod prerequs are installed, they are in the correct load order, and as always you've run FNIS afterwards.

Posted

 

 

 

 

 

I have been very happy with SkyRe. Skills and spells are fun and the stagger effect brings much needed challenge to game. I have been using it well over a year and haven't found it breaking any mods that I wanted to use.

 

I had a CTD on every reload for a while. I never found out what caused it, but I ran LOOT again and then reworked the left panel priority view. I already had a spartan order there (or so I thought), but the crashing effect vanished after that. I like to know what is going on in my game, so I am still a bit worried that I never managed to isolate the reason, or reproduce the problem.

 

 

 

 

I 've seen SkyRe, but 1) changes too much , 2) too many patches, i am tired of hunting down patches and possibly mods that should have a patch, but don't... I 've googled a lot about the CTD, it seems it's very common, it can appear out of the blue and there is no certain solution. Some say it has to do with the game engine being overloaded with mods, but it's all speculation.

 

 

 

 

But isn't making it harder what you requested?  It's a boss fight, maybe you're meant to die at times.  So I don't see it wrong or needing a 'solution' at all.  You get killed by a giant?  Well maybe you are

under leveled?

 

This goes back to oblivion and the auto leveling some people liked and others didn't.  Half the players complain when they can't take on a giant in the second hour of play say and so it's not open world, and if the game mechanics do make it possible because it's autoleveled, the other half of the players say the game is boring.   A single game design can't do both.  That's why I wouldn't be surprised why potions are they way they are 'very gamey' to provide that option of still beating a creature you're underleveled for, without making the whole game world generic by autoleveling everything.

 

So when you get owned by a boss, I don't see that as a game issue, I see that as being in an area I shouldn't be in.  And that is part of wanting different things.  I WANT creatures that will kill me quickly if I'm totally outmatched.  Or if just pushing things a bit, battles where instead of just wacking away I'll have to run away, use terrain, pop fire protection, pop regen potions etc. to beat.   As I like it this way, I don't see it as an issue, as you don't, you do.  But that's the game design dilemma.

 

 

 

 

The solution to one flaw, isn't to flaw it on the opposite way. There is difference between harder and impossible. When someone kills you with 1 shot (giants) or 2 shots, it's simple math that you can't beat them like that. It's just not possible... And here's the flaw. The whole mentality of having enemies scale with your level, is that you are supposed to be able to beat them at any level. Maybe with more effort, but you are supposed to be able to beat them. Not being able to beat them, means, you alter the very foundations of the game as it was designed.

 

The thing is, this is part of the problem of realtime RPGs. Let's be honest. Such problems didn't exist to such extend in turn-based RPGs, because exactly, the "turn" was the factor that was limiting the "cheating" you could do. Ever since RPGs went console and thus became more trigger happy to suit the crowds, you come with games that are broken since the get go.  I want battles that can be lost or can be won. I don't want battles that are either impossible to lose nor impossible to win. If the game was supposed to be with areas you shouldn't go, then enemies wouldn't level up with you.

 

 

It's more of a hybrid with autoleveling AND areas above your char level.

 

The levelling system is not so you can go anywhere at any level.  You CAN do it that way, but that was one of the biggest complaints for many in Oblivion.  There was even a huge mod that reintroduced the grouped level areas.

 

Autoleveling with the open world games is to give players more freedom.  In the original RPG games, Balders Gate etc, the game had to be linear as you could only allow the player to go from one point to the next according to their level.  So starting area lvl 1-2, once they're done they'll be level 3 so open next area in the game plot that's 3-4.  Once they cleared that they're level 4, start next plot point area...

 

With autolevelling with level ranges you could give much more freedom.  Morrowind was like that.  Areas a,b,c,d,e are 1-10lvl and will level with you.  But f,g,h are 10-20.   So this allows you to visit areas a-e in any order and be much less linear, up to a point, when you went to f-h.  Oblivion autolevelled everything and many folks didn't like it (they even made a mod to put levelled groups back).  Skyrim went back to Morrowind with levelled groups. 

 

So general outside areas in Skyrim are autoleveld to you, the Giant dens are not (or in a higher bracket with a higher min lvl).  The fact you die there is the indication that you shouldn't go there.  A system of autoleveling and having more deadly areas aren't mechanically mutually exclusive.

 

As you said, 'I want battles that can be lost, or can be won.  I don't want battles that are either impossible to lose or win'.  The key word here is 'I'.   Just because you want that, doesn't mean the game design is 'wrong' for everyone else.  As you yourself said, folks want different things.  And I'm not saying you're wrong for not liking it, it's just a personal preference and as I've pointed out one of the problems with game design trying to make everyone happy.

 

If you haven't guessed, I LIKE meeting things that crush me.  It adds in some fear about what I will meet.  If I know every battle is winable, where's the fear.  Oh, I'll just have to use more health potions. It also gives me the choice (as loot is also auto leveled) of raiding a over leveled dungeon and taking a huge risk for loot that's better than my level.  And what's the point of crossing the map to that dungeon when I know it's going to have exactly the same leveled monsters and loot as the dungeon next to me.  And if everything always levels up with you, what's the point of even leveling??  But that's just my preference and how I see things.  No right or wrong.

 

And that's my last discussion post on that as don't want to hyjack Kimi's mod (sorry Kimi!! :) )

 

 

IDEA...

 

Estrus Cursed bedrolls

.

good grief..

 

 

It's funny, for crazy stuff just half an hour ago I was thinking cursed butterflies while roaming the countryside......

Posted

 

 

 

 

 

 

I have been very happy with SkyRe. Skills and spells are fun and the stagger effect brings much needed challenge to game. I have been using it well over a year and haven't found it breaking any mods that I wanted to use.

 

I had a CTD on every reload for a while. I never found out what caused it, but I ran LOOT again and then reworked the left panel priority view. I already had a spartan order there (or so I thought), but the crashing effect vanished after that. I like to know what is going on in my game, so I am still a bit worried that I never managed to isolate the reason, or reproduce the problem.

 

 

 

 

I 've seen SkyRe, but 1) changes too much , 2) too many patches, i am tired of hunting down patches and possibly mods that should have a patch, but don't... I 've googled a lot about the CTD, it seems it's very common, it can appear out of the blue and there is no certain solution. Some say it has to do with the game engine being overloaded with mods, but it's all speculation.

 

 

 

 

But isn't making it harder what you requested?  It's a boss fight, maybe you're meant to die at times.  So I don't see it wrong or needing a 'solution' at all.  You get killed by a giant?  Well maybe you are

under leveled?

 

This goes back to oblivion and the auto leveling some people liked and others didn't.  Half the players complain when they can't take on a giant in the second hour of play say and so it's not open world, and if the game mechanics do make it possible because it's autoleveled, the other half of the players say the game is boring.   A single game design can't do both.  That's why I wouldn't be surprised why potions are they way they are 'very gamey' to provide that option of still beating a creature you're underleveled for, without making the whole game world generic by autoleveling everything.

 

So when you get owned by a boss, I don't see that as a game issue, I see that as being in an area I shouldn't be in.  And that is part of wanting different things.  I WANT creatures that will kill me quickly if I'm totally outmatched.  Or if just pushing things a bit, battles where instead of just wacking away I'll have to run away, use terrain, pop fire protection, pop regen potions etc. to beat.   As I like it this way, I don't see it as an issue, as you don't, you do.  But that's the game design dilemma.

 

 

 

The solution to one flaw, isn't to flaw it on the opposite way. There is difference between harder and impossible. When someone kills you with 1 shot (giants) or 2 shots, it's simple math that you can't beat them like that. It's just not possible... And here's the flaw. The whole mentality of having enemies scale with your level, is that you are supposed to be able to beat them at any level. Maybe with more effort, but you are supposed to be able to beat them. Not being able to beat them, means, you alter the very foundations of the game as it was designed.

 

The thing is, this is part of the problem of realtime RPGs. Let's be honest. Such problems didn't exist to such extend in turn-based RPGs, because exactly, the "turn" was the factor that was limiting the "cheating" you could do. Ever since RPGs went console and thus became more trigger happy to suit the crowds, you come with games that are broken since the get go.  I want battles that can be lost or can be won. I don't want battles that are either impossible to lose nor impossible to win. If the game was supposed to be with areas you shouldn't go, then enemies wouldn't level up with you.

 

 

 

No, I'm saying BOTH are flawed in a way as neither will satisfy everyone.   And no, not being able to beat something is not a flaw.

 

The levelling system is not so you can go anywhere at any level.  You CAN do it that way, but that was one of the biggest complaints to oblivion, you could finish it at lvl 1... and it was actually easier to do so. 

 

Autoleveling with the open world games is to give players more freedom.  In the original RPG games, Balders Gate etc, the game had to be linear as you could only allow the player to go from one point to the next according to their level.  So starting area lvl 1-3, once they're done they'll be level 3 so open next area in the game plot that's 3-5.  Once they cleared that they're level 5, start next plot point area...

 

With autolevelling with level ranges you could give much more freedom.  Morrowind was like that.  Areas a,b,c,d,e are 1-6lvl and will level with you.  But f,g,h are 6-10.   So this allows you to visit areas in different orders and be much less linear, up to a point.  Oblivion autolevelled everything and many folks didn't like it.  Skyrim went back to Morrowind with levelled groups.  So general outside areas in Skyrim are autoleveld to you, the Giant dens are NOT.  The fact you die there is the indication that you shouldn't go there.  The system of autoleveling and having deadly areas aren't mutually exclusive.

 

And as you said, 'I want battles that can be lost, or can be won.  I don't want battles that are either impossible to lose or win.  The key word here is 'I".   Just because YOU want that, doesn't mean the game design is 'wrong' for everyone else.  As you yourself said, folks want different things.   

 

So while you might not 'like' the design, it's not wrong or broken just because you don't like it.  And I'm not saying you're wrong for not liking it, it's just a personal preference and as I've pointed out one of the problems with game design trying to make everyone happy.

 

And if you haven't guessed, I LIKE meeting things that crush me.  It adds in some fear about what I will meet.  If I know every battle is winable, where's the fear.  Oh, I'll just have to use more health potions.  It gives me the choice (as loot is also auto leveled) of raiding a over leveled dungeon and taking a huge risk for loot that's better than my level.  And what's the point of crossing the map to that dungeon when I know it's going to have exactly the same leveled monsters and loot as the dungeon next to me.  And if everything always levels up with you, what's the point of even leveling??  But that's just my preference and how I see things.  No right or wrong.

 

And that's my last discussion post on that as don't want to hyjack Kimi's mod (sorry Kimi!! :) )

 

 

There is a middle ground with the leveled enemies: All enemies level with the player BUT some enemies only can only spawn once the player reaches a certain level. This could actually be implemented with the current setup for enemies, all that needs done is the leveling part be turned on for the enemies. Higher level enemies would not appear until the player reached a certain level and any that appear would level with the player. This also keeps the tougher enemies in place at lower levels so you can't just go wherever you want starting out.

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