That being said, there are quite a few errors in Skyrim that can be fixed in mere seconds with the Creation kit. Morokei, a fairly lackluster artifact, actually isn't linked to the correct enchantment. The devs made a custom enchantment for it(+100% magick regen and -20% shout cooldown), they simply linked it to the wrong one. The highest level Nightingale Blade can't be improved at a grindstone, simply because the improvement recipe has the 2nd highest leve blade listed as the product. The Nightingale Bow has normal noise as opposed to silent(like every other bow), Keening has 0 listed as the enchantment level(it was probably meant to be infinte enchantments), the list goes on and on.
I'm primarily a console gamer, but having bought Skyrim for both the PS3 and the PC, I do hope bethesda gets around to implementing these changes into a future patch. I was very excited when I received the Nightingale Blade, only to find out its damage was crap since I couldn't improve it.
My knowledge of the CK is based off of what I've learned from RPGMaker XP/VX, mostly just database editing, some basic scripting, and event/world creation. You have to be patient with the CK, it takes a while for it to load all the elements of Skyrim. As of yet I haven't figured out how to permanently delete entries in the CK, causing the mod I'm working on to become irrevocably linked to the Lorecraft esm after some fiddling with it.
Of all that's wrong with it, the CK has enough data in it that the modding community should be able to 'finish' Skyrim within the year. Of course there will be plenty of waifu/sex mods, but what I'm talking about is fixing aspects of the game that are clearly broken. In addition to that, I expect there will emerge a dominant balancing mod, one that everyone who plays skyrim should add to their game.
As many of you know, the crafting system in Skyrim is incredibly broken. I'm not just talking about loops with restoration potions or maxing out your alchemy/enchanting/smithing perks. On my first playthrough I maxed out the smithing and enchanting perks, made some fortify blacksmithing armor, upgraded my bow, and suddenly I could 3-shot ancient dragons. That's not my idea of a fun game.
In my opinion, the best items in the game should be equipment you find as random loot or get from specific quests, not something you can make after an hour of crafting in Whiterun. -100% spell casting cost means you can cast spells from that school for free, making most of the mage perks irrelevant. While it is immensely fun to disintegrate a dragon from afar with the master-level lighting spell, once again an hour in Whiterun shouldn't give you that kind of power.
On my 2nd playthrough(after glitches/lag on the PS3 murdered my first save), I decided not to pick up any enchanting perks or Daedric smithing. This was because I intended to use the full nightingale armor+bow, instead of crafting my own equipment. Later in the game, as I found myself using one-handed weapons more than two-handed, my investment inthe light armor tree allowed me to improve Chillrend into quite the sword. It also made a huge impact in my adventure after a Dragon Priest dungeon, where I found a vanilla Daedric War Axe. Beforehand, I had no idea that you could find Daedric items as world loot, so I was amazed at finding it and used my new axe almost exclusively for the next 4 or so levels. After saving Whiterun from a Stormcloak seige at around level 50, I returned to General Tullius who promoted me and gifted me with a weapon from his personal armory: a Daedric Sword of Fire. My jaw dropped, and for the first time finding Daedric Weapons became as rewarding as in previous Elder Scrolls games.
I also ended up using multiple Daedric artifacts, that felt as powerful as they were supposed to. Spellbreaker could protect me from even an Ancient Dragon's breath; Dawnbreaker turned Draugr to ashes in its wake; the Ring of Namira boosted my health/stamina by a ton, etc.
tl;dr A mortal shouldn't be able to craft equipment better than a Daedric Lord
In case anyone's interested, here's the mod I've been working on in a nutshell:
-Descaled Uniques
More Specifically, I've made it so you always recieve the highest level of a unique item from a quest. The items in question are:
- Galdur Blackblade
- Galdur Blackbow
- The Pale Blade
- Silent moons weapons
- Tsun's Battle Axe
- Nightingale Blade
- Nightingale Bow
- Chillrend
- Dragonbane
- Nightingale Armor set
- Shield of Solitude
- Amulet of Articulationn
- Mage's Circlet
-Destruction Scaling
As I'm too much of a noob to make it so Destruction passively scales with skill level, I just made it so the perks that half the magicka cost also cause spells of that rank to scale with the player's destruction skill level. I also doubled the power of the vampiric drain spells, and caused them to be affected by the Novice Destruction perk
-Smithing Perk Tree edit
I reduced the skill level requirement for Dragon Armor to 90, and added it to both sides of the tree before Daedric smithing. This means going around each side of the tree costs the same amount of perk points and gets you both Dragon and Daedric Smithing. Daedric Smithing is the peak of the tree now, requiring 100 Smithing.
-Miscellaneous Fixes
- Nightingale Blade can now be improved at Grindstones
- Morokei has the proper enchantment
- Keening has 100 charges as opposed to 0
- Nightingale Bow is now silent
-Alchemy/Enchanting Balancing
The base perks for Alchemy and Enchanting have been reduced from 20/40/60/80/100 to 20/25/30/35/40.
What I intend to add to the mod
-A call horse shout/spell
-Increase the Pickpocketing cap to 100%
-Dragon Priest Masks can be worn with Hoods and Circlets
-Smithing recipe overhaul(this is what I was trying to do with Lorecraft, but it didn't work as I had hoped): Weapons/Armor must be broken down at the forge to learn the recipe(similar to Enchanting). Certain NPCs can teach you all the recipes for a specific material.
If you guys want I can upload the mod in its current form to Skyrimnexus, although it requires lorecraft.esm to function(even though it doesn't use anything from it). Otherwise, here are some links to mods that already do most of this:
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