cryo Posted December 3, 2014 Posted December 3, 2014 Guys is there an option to have a container 'reset' the trap chance when looking in it more than one time? So say for instance i find a barrel and open it, get trapped, open it again and get more trapped... That's how mod worked a while ago. Now it have a list of recently opened containers, and therefore marks them as "safe". I think that's easy to make a switch that'll clear list of containers after opening one, but that's up to Kimy.
Slorm Posted December 3, 2014 Posted December 3, 2014 Guys is there an option to have a container 'reset' the trap chance when looking in it more than one time? So say for instance i find a barrel and open it, get trapped, open it again and get more trapped... I much prefer containers as they are, but this would okay as an option providing it can be switched off
Coopervane Posted December 3, 2014 Posted December 3, 2014 Some of you guys were saying the Slave-collar enchant was very overpowered, i'm a little curious if you guys were using it with any custom races or combat/magic overhaul mods, because my experiance with it is the exact opposite. My char was unlucky enough to get that thing put on at level 2, and beeing forgetful i had not remembered to play around with the release criteria, she is now level 21 and still wearing the thing (and i have no idea if i'm even close to getting it off), so i've put in quite a few houers playing with it on, from level nothing to level "the game starts here in earnest" and a bit beyond. I've got no combat overhauls, vanilla race, vanilla spells and weapons, playing on adept, and it has been a rough ride, at no point have i felt overpowered, and i've died quite a bit more than usual. Some of you were reporting beeing able to cast infinately, or having your health regen almost instantly, none of that is happening for me, even after getting the "half-cost" magic perks and taking the lady-stone sign, i am rapidly out of magica and health and it only regens slightly faster than normal, so i cannot rely on that to survive at all. With this big a difference in what i'm seeing in game, and what i've seen others report, i'm thinking there's got to be another mod causing this much difference..
Slorm Posted December 3, 2014 Posted December 3, 2014 Can't help there as I always have the buffs turned off so that it acts like a custom harness
Krazyone Posted December 3, 2014 Posted December 3, 2014 Just a strange idea: Cursed keys. The set of keys that looks like dd standart keys that in menu you see that you have the key that can unlock standart items like chastity belt, collar,... BUT in reality the key you use on your item, can melt(some enchanting, maybe) and close the keyhole, text like "You tried to use the key, but in next second you feel like the key became water and fully drop into the keyhole, completely sealing it. In panic you tried to get the key out of the keyhole, but the feeling was like there was never a keyhole", changing the item into item from high security bindings. It can melt, or became heavy strong acid that breaks the lock. And another idea. Is there any ability to make tattoos? Something like a face tattoo that is enchanted like the cursed collar from the quest and that getting you in some bad and strange situations. Nice... Cursed Keys... I second that idea... Melting keys, great idea... There's a mod that has enchanted tattoos instead of armour. I also like the idea of the cursed keys giving you semi-permanent tattoos, with a tattoo curse. Timed tattoos, 30 day cursed tattoos. The tattoo could spell out the curse, something like SLUT written across your back. Or NAKED SLUT, gives you the slut and naked curse. Tattoo curses could be anything and could link with each other... Tattoo's... Slut, Naked slut, No shoes, No armour, no creeping, no magic, animal magnet, animal slut, always run ( crazy ), no stamina, drunken whore... the list could go on with tattoo enchantments... You'd think you'd found a chastity key, but It was actually a cursed key.
Krazyone Posted December 3, 2014 Posted December 3, 2014 You should check out the new tentacle armour, its fresh out the oven. No armour, enchantments or anything, it gives lady characters huge breasts. It would be a good Aradia alternative, and I reckon would go well with the cursed loot, when someone adds some buff and debuffs to the armour... http://www.loverslab.com/files/file/1552-tentacle-armor/
Kimy Posted December 3, 2014 Author Posted December 3, 2014 You should check out the new tentacle armour, its fresh out the oven. No armour, enchantments or anything, it gives lady characters huge breasts. It would be a good Aradia alternative, and I reckon would go well with the cursed loot, when someone adds some buff and debuffs to the armour... http://www.loverslab.com/files/file/1552-tentacle-armor/ I did follow the creation process of this item, but it seems it's released for a fairly niche body only so far. To get considered for inclusion in most DD mods (and for the time being that's the policy for Cursed Loot as well), at least CBBE and UNPB conversions are required. I will totally put it in once these conversions exist (that and pending the creator's permission of course). Tattoos - might happen one day. I'd have to get familiar with SlaveTats API first, though. Right now I have no clue how it works. Cursed Keys: Expect to see them in sooner rather than later. I love the idea!
thingwhatsqueaks Posted December 3, 2014 Posted December 3, 2014 Some of you guys were saying the Slave-collar enchant was very overpowered, i'm a little curious if you guys were using it with any custom races or combat/magic overhaul mods, because my experiance with it is the exact opposite. My char was unlucky enough to get that thing put on at level 2, and beeing forgetful i had not remembered to play around with the release criteria, she is now level 21 and still wearing the thing (and i have no idea if i'm even close to getting it off), so i've put in quite a few houers playing with it on, from level nothing to level "the game starts here in earnest" and a bit beyond. I've got no combat overhauls, vanilla race, vanilla spells and weapons, playing on adept, and it has been a rough ride, at no point have i felt overpowered, and i've died quite a bit more than usual. Some of you were reporting beeing able to cast infinately, or having your health regen almost instantly, none of that is happening for me, even after getting the "half-cost" magic perks and taking the lady-stone sign, i am rapidly out of magica and health and it only regens slightly faster than normal, so i cannot rely on that to survive at all. With this big a difference in what i'm seeing in game, and what i've seen others report, i'm thinking there's got to be another mod causing this much difference.. Hope you don't mind me asking, as I don't remember if this is enabled by default, but when you forgot to configure the release settings did you perhaps also forget to enable Slave Collar buffs? Also, that's weird as aside from difficulty setting your setup sounds very similar to what I run with and I definitely found that Slave Collar buffs + The Lady Stone to be somewhat overpowered. At this point my character is a level 42 naked god of death...who's free to use every six hours by anyone who wants her (I found that lower hour settings where breaking quests where you're forced to have temporary male companions around).
powerofvoid Posted December 3, 2014 Posted December 3, 2014 With this big a difference in what i'm seeing in game, and what i've seen others report, i'm thinking there's got to be another mod causing this much difference..What difficulty do you play on, and what difficulty are they playing on? Because, if people are expecting "Novice" difficulty to be hard, even when running around naked... the problem is clearly them, and not the game.
Coopervane Posted December 3, 2014 Posted December 3, 2014 Hope you don't mind me asking, as I don't remember if this is enabled by default, but when you forgot to configure the release settings did you perhaps also forget to enable Slave Collar buffs? Also, that's weird as aside from difficulty setting your setup sounds very similar to what I run with and I definitely found that Slave Collar buffs + The Lady Stone to be somewhat overpowered. At this point my character is a level 42 naked god of death...who's free to use every six hours by anyone who wants her (I found that lower hour settings where breaking quests where you're forced to have temporary male companions around). Nah that's on by default. And it was on, my health shop up by how ever many decimals it is, and i could see the enchantments active under the "Active effects" tab. The health-point boost was the only thing that helped me survive though, my health, magica and stamina regen still happened so slowly durring combat, even with perks and standing-stone boosts, that it was of little help, i still had to rely on potions if i ran low and i ran low just as fast as normal. I did not at all experiance infinate casting or near instant health-regen, there was faster regen, but still so slowly that if i ran out of magica, i would be long dead before it would recharge enough to let me get off one more lightning-bolt, and i had to switch to a physical weapon instead to survive, or pop potions. It gave me more health, which was just enough to survive hits that would otherwise have one-shotted me without any armour (though still leaving me at the brink of death after just one good power-attack by an enemy), but it did not give me infinate magic or health via regen, that does not happen on my install at all. Regen happens ever so slightly faster, but by so little i had to look clousely to see it. Maybe the difference is in how we play? I do not spend a lot of point on health, my char is stealth-based, she uses archery, stealth and magic to get by, but is a glass-cannon in a straight up bawl, i usually have more magica and stamina than i do health. But if you are spending most of your points on health, and then get an even further boost to that, maybe that's what makes you feel OP whilst i do not?
Gh0sTG0 Posted December 3, 2014 Posted December 3, 2014 Just a strange idea: Cursed keys. The set of keys that looks like dd standart keys that in menu you see that you have the key that can unlock standart items like chastity belt, collar,... BUT in reality the key you use on your item, can melt(some enchanting, maybe) and close the keyhole, text like "You tried to use the key, but in next second you feel like the key became water and fully drop into the keyhole, completely sealing it. In panic you tried to get the key out of the keyhole, but the feeling was like there was never a keyhole", changing the item into item from high security bindings. It can melt, or became heavy strong acid that breaks the lock. And another idea. Is there any ability to make tattoos? Something like a face tattoo that is enchanted like the cursed collar from the quest and that getting you in some bad and strange situations. Little idea: is there any ability to create trigger, that would activate cursed keys with n% chance? With standart keys, and you couldn't recognise key with cheating "player.inv" and looking at idnumber.
powerofvoid Posted December 3, 2014 Posted December 3, 2014 The collar provides the following effects: Fortify Health +50 (amount, not %) Absorb Damage 50%. Also negates your real armor value, like Dragonskin Regenerate Health +50% Regenerate Magicka +50% Regenerate Stamina +50% "Absorb Damage" (reduce spell cost) 50% Because "Absorb Damage" enchantments cannot be made at the Arcane Enchanter, for comparison, I will divide it into the following two parts:50% Armor = 333 "true" armor 50% magic resistance Armor Calc: 50% DR = 333 true armor 4 armor pieces = +100 true armor value 50 armor skill = x1.2 displayed armor 3 armor perks = x1.6 displayed armor "all heavy armor" perk = x1.25 displayed armor 50 smithing + dwarven smithing perk = +5 base value; +10 for cuirass 4 pieces of Dwarven armor = 78 base armor 78 + 25 ~= 100 100 * (1.6 * 1.25 = 2.0) * 1.2 = 240 +100 = 340Let's compare these to "regular" enchanted items. Per enchantment slot: (approximate) Fortify Health = +80 Resist magic = +33% Regenerate Health = +42% Regenerate Magicka = +84% Regenerate Stamina = +42% Reduce spell cost = +33% per school So, we have about:0.5x fortify health 1.5x resist magic 1x regenerate health 0.5x regenerate magicka 1x regenerate stamina 1.5x fortify [school] per school If we recall that you can only use two schools of magic at a time, that means this is about equivalent to 7.5 enchantment effects, which takes 4 item slots. 6 effects/3 item slots if you only use one school of magic at a time. So, this is comparable to mid-level armor with max-level enchanting. If your armor skill is maxed, it's equivalent to untempered leather armor with max-level enchantments. If, like me, your normal gear was tempered using 4x+100% smithing enchantments and +340% smithing potions, and enchanted with the equivalent of +340% enchanting potions, you're going to have a bad day. EDIT: you couldn't recognise key with cheating "player.inv" and looking at idnumber.If your surprises are ruined because you used the console, the problem is that you used the console to ruin your surprise. I see this as a PEBKAC.
thingwhatsqueaks Posted December 3, 2014 Posted December 3, 2014 Maybe the difference is in how we play? I do not spend a lot of point on health, my char is stealth-based, she uses archery, stealth and magic to get by, but is a glass-cannon in a straight up bawl, i usually have more magica and stamina than i do health. But if you are spending most of your points on health, and then get an even further boost to that, maybe that's what makes you feel OP whilst i do not? Difference in playstyle and difficulty setting is all I'm coming up with at this point because you're correct in assuming that I have gone for a more tank-ish route as I was...disappointed in vanilla games' magic. I've split about 70/20/10 with upgrading Health, Stamina and Magic respectively. The fact that the only spell I cast with any regularity is Transmute should probably tell you how little I'm using magic (hoping to use 'Gifts of the Outsider' mod on my next playthrough). On a more general topic count me as +1 to the cursed key idea.
Coopervane Posted December 3, 2014 Posted December 3, 2014 So, this is comparable to mid-level armor with max-level enchanting. If your armor skill is maxed, it's equivalent to untempered leather armor with max-level enchantments. That sounds fairly balanced to me, a downgrade to most players, but not an unbearable one. And that's what it felt like to me when playing aswell, i felt weaker than when wearing proper gear, but not useless, i could just about scrape along though it did feel like it made the game a bit harder. But that's why i'm a bit puzzled why some are saying they felt noticably overpowered, including that they experianced not beeing able to run out of magica. I ran out of magica just as fast as normal, only it regenned slightly faster (though not by a lot), and i felt a bit weaker, not more powerful. Again not by a lot, the game was still playable, it was not as bad as going fully naked by any means, but i definately felt weaker rather than stronger. Difference in playstyle and difficulty setting is all I'm coming up with at this point because you're correct in assuming that I have gone for a more tank-ish route as I was...disappointed in vanilla games' magic. I've split about 70/20/10 with upgrading Health, Stamina and Magic respectively. The fact that the only spell I cast with any regularity is Transmute should probably tell you how little I'm using magic (hoping to use 'Gifts of the Outsider' mod on my next playthrough). You are basically power-gaming Skyrim then. Which is no knock against you, you're just doing what the game mechanics are enforcing, the game is horribly balanced and some classes are just flat out better than others. Offensive magic is worthless in Skyrim, fake tits on a zombie worthless, and Archery is the second worst thing you can do after that. The best thing you can do is roll with heavy armour and either 1h+shield or a 2-hander, depending on what you put more perks into. Mage and archer = absolute suck. Tank and warrior = am best. That's why i play slightly abnormally, i do not wish to play as a tank or a warrior, my wispy little Elven girl would not fit naturally into those roles, so i've found means to play as a spell-thief rogue/assasin style char by imposing some rules on myself. If you use stealth in combination with a warrior style class, which the game absolutely allows you to do, then that's also overpowered to the point of becomming game breaking. But play stealth with a char with little health, and very few perks put into light armour, and it kinda works, you are very capable as long as you don't get spotted, but screw it up, and you are in a world of hurt.. so that's how i play.
powerofvoid Posted December 3, 2014 Posted December 3, 2014 IME, the best thing you can do in Skyrim is Sneak + Archery For that, Conjuration is useful because it gets you a good bow really quickly. My framerate is also terrible, so when I already have allies who will get into combat, Conjure [FOO] spells are helpful too. Finally, Conjure Flame Atronach kills dragons at low levels. EDIT: All other magic is generally pants, although Ice Spike/Firebolt can be useful until you can get to Fort Amol to collect the Bound Bow tome.
Coopervane Posted December 3, 2014 Posted December 3, 2014 IME, the best thing you can do in Skyrim is Sneak + Archery For that, Conjuration is useful because it gets you a good bow really quickly. My framerate is also terrible, so when I already have allies who will get into combat, Conjure [FOO] spells are helpful too. Finally, Conjure Flame Atronach kills dragons at low levels. EDIT: All other magic is generally pants, although Ice Spike/Firebolt can be useful until you can get to Fort Amol to collect the Bound Bow tome. It's a good combination, but only once you have the deadly aim perk, and it falls flat on it's face the moment you are spotted, using a bow without also using sneak is terrible.. they do little damage, and it takes so long to knock an arrow you could have put in 4 or more swings with a sword in that same time, or one devastating power-hit with a warhammer. This is why i play as i do, beeing a sneaky archer is good, and, if i also had a ton of health, top tier armour and tons of armour perks, it would be too good. So i don't have that, my health never goes above 200, my armour never exceeds Elven tier, and i only spend 3 perks on light armour. I hit like a truck from the shadows, but if i get spotted, i need to run, because i've got nothing in a straight up brawl But that's how i like it, it turns Skyrim into a half way competent stealth game, and i find that more fun than the melee combat, since that's basically as mindless as it gets with Skyrims basic combat mechanics.
thingwhatsqueaks Posted December 3, 2014 Posted December 3, 2014 You are basically power-gaming Skyrim then. Which is no knock against you, you're just doing what the game mechanics are enforcing, the game is horribly balanced and some classes are just flat out better than others. Offensive magic is worthless in Skyrim, fake tits on a zombie worthless, and Archery is the second worst thing you can do after that. The best thing you can do is roll with heavy armour and either 1h+shield or a 2-hander, depending on what you put more perks into. Mage and archer = absolute suck. Tank and warrior = am best. That's why i play slightly abnormally, i do not wish to play as a tank or a warrior, my wispy little Elven girl would not fit naturally into those roles, so i've found means to play as a spell-thief rogue/assasin style char by imposing some rules on myself. If you use stealth in combination with a warrior style class, which the game absolutely allows you to do, then that's also overpowered to the point of becomming game breaking. But play stealth with a char with little health, and very few perks put into light armour, and it kinda works, you are very capable as long as you don't get spotted, but screw it up, and you are in a world of hurt.. so that's how i play. Yeah, that's why I'm hoping the Outsider spells spice things up a bit. Archery is even worse on my computer than you can imagine as enemies that are outside the range that my computer renders will occasionally spot me and holy fuck is that irritating and very not conducive to effective archery. I also found that I needed to do 1h + shield lest I get staggered too often via Defeat/Devious Captures. I think in general part of the problem is that anything but the most direct route is too ineffective early in the game such that those skills tend to end up being under-leveled.
Slorm Posted December 3, 2014 Posted December 3, 2014 I pretty much play the same way, as a sneaky assassin and conjurer but it can go disastrously wrong if I get spotted at the wrong time
powerofvoid Posted December 3, 2014 Posted December 3, 2014 It's a good combination, but only once you have the deadly aim perk,Err... no? The perk you need first is Mystic Binding, not Deadly Aim. Deadly Aim is good, and in fact at high levels is probably the single biggest damage multiplier in your combo, but it's not essential in order to get started. Anyway, my math for the armor is wrong. The target "true armor" should be 416, not 333. I'll need to recalc the equivalency.
Slorm Posted December 3, 2014 Posted December 3, 2014 @Kimy Minor bug report which is reproducible. When having explosion set for cursed loot, when it goes off if you're wearing slave boots they disappear from the pc. If you check in inventory they show as still equipped but can be unequipped without a key and then dropped. Discovered from a unlucky DB assassin I ran into
vipermagi Posted December 3, 2014 Posted December 3, 2014 You should check out the new tentacle armour, its fresh out the oven. No armour, enchantments or anything, it gives lady characters huge breasts. It would be a good Aradia alternative, and I reckon would go well with the cursed loot, when someone adds some buff and debuffs to the armour... http://www.loverslab.com/files/file/1552-tentacle-armor/ I did follow the creation process of this item, but it seems it's released for a fairly niche body only so far. To get considered for inclusion in most DD mods (and for the time being that's the policy for Cursed Loot as well), at least CBBE and UNPB conversions are required. I will totally put it in once these conversions exist (that and pending the creator's permission of course). Tattoos - might happen one day. I'd have to get familiar with SlaveTats API first, though. Right now I have no clue how it works. Cursed Keys: Expect to see them in sooner rather than later. I love the idea! The moment this armor is converted to either CBBE or Sevenbase it is so getting added to my load, adding it to cursed loot would just be amazing.
Slorm Posted December 3, 2014 Posted December 3, 2014 @Kimy Another bug, the DCL EC+ compatibility is breaking RND. See EC+ thread for full details and testing
afa Posted December 4, 2014 Posted December 4, 2014 If, like me, your normal gear was tempered using 4x+100% smithing enchantments and +340% smithing potions, and enchanted with the equivalent of +340% enchanting potions, you're going to have a bad day. How do you get +100% smithing? per gear? I don't recall even with 5 enchant alchemy gear, Ahzidal armor, black book boost, vampire + necromage can get that kind of number. I have seem maybe 53% per? Without restoration trick. Offensive magic is worthless in Skyrim, fake tits on a zombie worthless, and Archery is the second worst thing you can do after that. The best thing you can do is roll with heavy armour and either 1h+shield or a 2-hander, depending on what you put more perks into. Mage and archer = absolute suck. Tank and warrior = am best. Offensive magic is weak (carry single handedly by Impact), sure. But Archery...is power on a whole different level compare to pretty much everything else. It takes longer to build up compare to others and could be kind of weak in the beginning, but fully decked out Archery surpasses all other fully decked out 1h+shield, 2h, dual wield build nearly all the time in vanilla Skyrim. Also alchemy/enchant/smith is usually a better investment than going heavily into Light/heavy armor for raw armor.
xboronx Posted December 4, 2014 Posted December 4, 2014 I also love GhostGo's cursed keys idea. A variant of cursed keys could be transforming cursed keys. Would be the dwemer variant of Transformers for Skyrim For example if you try to unlock a chastity belt the key could transform into a particularly nasty dildo/buttplug. So there would be a fun popup with a little story telling how the key transforms and then you have a new nasty additional device. Another fun idea might be cursed keys which unlock unwanted secret features. For example if you wear a chastity bra this key would unlock a syringe which injects some nasty stuff in your tender nipples. This could be drugs, poison or an aphrodisiac. Last idea for today: A cursed device which segregates pheromones. If you are particularly mean it also senses the presence of an armbinder or other totally restraining devices and only activates when you wear one so that you are fully helpless. Could be limited to single types of humanoids and animals or make you attractive for everyone, resulting in a rapefest everywhere ..... .
powerofvoid Posted December 4, 2014 Posted December 4, 2014 If, like me, your normal gear was tempered using 4x+100% smithing enchantments and +340% smithing potions, and enchanted with the equivalent of +340% enchanting potions, you're going to have a bad day.How do you get +100% smithing? per gear? fEnchantingSkillFactor=3.0 Incidentally, potions of Fortify Enchanting last me approximately just long enough to enchant one item.
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