RJLbwb Posted December 11, 2016 Posted December 11, 2016 This mod is creating a huge balancing problem - now ALL Forsworn have magical weapons and a staff. While this makes Biarhearts really tough the rest of the Forsworn are glass cannon and easily powned by snipping so all the extra weapons are just a lot of good loot in practice. Might I suggest you look at Revenge of the Enemies, they do a good job of making boss monsters tough without turning the game into some Monty Hall give away if a boss gets defeated.
Inte Posted December 11, 2016 Author Posted December 11, 2016 Well, to be fair not ALL forsworn get modified by this mod. In fact this mod does not touch ANY vanilla forsworn, it just adds more forsworn with extra weapons. But I do understand that there is unleveled loot that gets left behind, as a result. I will look into it, thanks.
Punga Posted December 11, 2016 Posted December 11, 2016 Perhaps, are you dodging my request? We need a poll. Who would like my idea from above implemented in SDc? Nobody, I guess. Oh, poo! Nobody, really? So it's a tie then? The proposition is defeated?
aim4it Posted December 11, 2016 Posted December 11, 2016 I feel like that would overload some people's CPU's.
Slorm Posted December 11, 2016 Posted December 11, 2016 Bloody hell, I just tried this out at Valtheim Towers and got my arse kicked in a few seconds and some bastard paralysed me as well. It's brilliant Noticed a typo, v2.76 is shown as 2.73
Punga Posted December 11, 2016 Posted December 11, 2016 Hold on to your buckets because I think they are too powerful now.
Slorm Posted December 11, 2016 Posted December 11, 2016 LOL I think you're right Punga, I'm going to need a tank I think I best dial down the numbers a bit
Slorm Posted December 11, 2016 Posted December 11, 2016 @Inte Once spawned are the bandits persistent or do they despawn. I'm thinking about the robbed events in DCL or Defeat as if they despawn then your stuff goes with them. I don't have a problem with that myself but others like to hold on to their gear
Slorm Posted December 11, 2016 Posted December 11, 2016 Thanks Inte I just need a nuclear warhead now but I'll have to settle for a vorpal blade instead
DonQuiWho Posted December 11, 2016 Posted December 11, 2016 I vote for random bandit spawning slider. As a congenital contrarian, I vote against FWIW, I also believe that the best walls are those which are built below ground level
gem1n1 Posted December 11, 2016 Posted December 11, 2016 So, when my Owner tells me to go to my cage, my player ends stuck wherever she happens to be at that moment, and if for whatever reason I can get to my Owner I get the "This person is busy" error. SD Cages is at the bottom of my load order. Any ideas?
Punga Posted December 12, 2016 Posted December 12, 2016 That's a problem with SD+ SkyrimII should fix, not with SDc.
nogoe Posted December 14, 2016 Posted December 14, 2016 Is there any way to make all the npc's that spawn male? Thanks.
Punga Posted December 15, 2016 Posted December 15, 2016 Bug. New game, some of the badass bandits (like 4 out of 12) still show up even though they are set to 0 in the MCM. Anyone else?
bicobus Posted December 15, 2016 Posted December 15, 2016 Yes, I had that problem forever. All badasses never truly stay disabled for me either.
Inte Posted December 16, 2016 Author Posted December 16, 2016 Ok, ok ... I'll start a new game and look into it.
bicobus Posted December 16, 2016 Posted December 16, 2016 Bug confirmed and squashed. Oh you tease, what was it?
Inte Posted December 16, 2016 Author Posted December 16, 2016 Skyrim enables some of the 'Initially Disabled' NPCs on cell load anyway. So, I check for this in the NPC's script and if they are not supposed to be enabled I disable them.
bicobus Posted December 16, 2016 Posted December 16, 2016 Glad to learn that I wasn't crazy. I told you that the big men in white blouse were always chasing me. Anyhow, wouldn't that raise the stress on the engine at cell load? Depending on the number of badass in the cell, could this lead to micro-lags? If I understand correctly, skyrim load and enable everything then a script individually disable each badass afterward, right?
Inte Posted December 17, 2016 Author Posted December 17, 2016 Glad to learn that I wasn't crazy. I told you that the big men in white blouse were always chasing me. Anyhow, wouldn't that raise the stress on the engine at cell load? Depending on the number of badass in the cell, could this lead to micro-lags? If I understand correctly, skyrim load and enable everything then a script individually disable each badass afterward, right? Strange thing is Skyrim does not enable all, just some ... very odd. I don't think there is any other way around that Skyrim bug. Can we have this new patched SDc then? Fine.
Punga Posted December 19, 2016 Posted December 19, 2016 Oh, yeah! All is good with SDc 2.77 now. No badasses in sight. Thanks for 2.77!
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