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Author Topic: The Elder Scrolls V: Skyrim  (Read 1559046 times)

miauw62

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Re: The Elder Scrolls V: Skyrim
« Reply #12570 on: March 28, 2016, 03:40:30 am »

i've been having some issues using lightning spells. seems like theyd be good against casters, but no matter how much i blast dudes with lightning they just keep casting spells, so what's the point when i could slow them with ice?
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Re: The Elder Scrolls V: Skyrim
« Reply #12571 on: March 28, 2016, 06:05:07 pm »

i've been having some issues using lightning spells. seems like theyd be good against casters, but no matter how much i blast dudes with lightning they just keep casting spells, so what's the point when i could slow them with ice?

literally everything in skyrim is ice resistant that's why


Plus, IIRC, dragons can't shout with no magicka and have lowish reserves so lightning works well against them. The main benefits of lightning are thus:

1: No projectile travel time

2: Very few things resist it

3: Master level spell is a huge freakening laser
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SOLDIER First

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Re: The Elder Scrolls V: Skyrim
« Reply #12572 on: March 28, 2016, 06:13:34 pm »

Using two Lightning Bolts at once is killer.
But not the Dual Cast perk, that eats Magicka; charge one and RIGHT AFTER charge the other, and shoot them at the same time for MAXIMUM DRAUGR RAGDOLL
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Teneb

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Re: The Elder Scrolls V: Skyrim
« Reply #12573 on: March 28, 2016, 06:14:10 pm »

i've been having some issues using lightning spells. seems like theyd be good against casters, but no matter how much i blast dudes with lightning they just keep casting spells, so what's the point when i could slow them with ice?

literally everything in skyrim is ice resistant that's why


Plus, IIRC, dragons can't shout with no magicka and have lowish reserves so lightning works well against them. The main benefits of lightning are thus:

1: No projectile travel time

2: Very few things resist it

3: Master level spell is a huge freakening laser
Basically, the only thing you can't use it on is Storm Atronachs.
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KingofstarrySkies

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Re: The Elder Scrolls V: Skyrim
« Reply #12574 on: March 28, 2016, 11:15:54 pm »

unlimited
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Re: The Elder Scrolls V: Skyrim
« Reply #12575 on: March 29, 2016, 02:58:15 am »

For those of you whose enthusiasm is starting to wane, I highly recommend the Requiem mod. I run this with about two dozen others and the corresponding compatibilities patches, all mostly geared at immersion, and it feels like a different game. A better, albeit it harsh but fair- something like Dark Souls meets your favorite open world survival, wherein a single arrow or a few strokes of a sword can end your life, but also theirs.

Never have I been so absorbed into the world of Nirn, as I slowly accrue wealth and gain skills, using an alternative start and setting out at first for the humblest expeditions beyond the cities walls with my companion, approaching every nook and cranny with caution, and reveling in the discovery of each small treasure, knowing that it brings me a step closer to my next goal. By far, the best addition to all this, has been the mods that disable landmark icons, fast travel, and map position. Morrwind style, the way TES ought to be played! :P
« Last Edit: March 29, 2016, 02:59:56 am by Ibid Straydrink »
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Re: The Elder Scrolls V: Skyrim
« Reply #12576 on: March 29, 2016, 05:05:02 am »

The Dark Souls of RPGs
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IronTomato

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Re: The Elder Scrolls V: Skyrim
« Reply #12577 on: March 29, 2016, 06:43:53 am »

Like Dark Souls with guns
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Re: The Elder Scrolls V: Skyrim
« Reply #12578 on: March 29, 2016, 06:46:18 am »

The Dark Souls of Dark Souls with guns
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Teneb

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Re: The Elder Scrolls V: Skyrim
« Reply #12579 on: March 29, 2016, 07:06:38 am »

By far, the best addition to all this, has been the mods that disable landmark icons, fast travel, and map position. Morrwind style, the way TES ought to be played! :P
The problem with such mods is that Skyrim is not built for that. There are no directions in quests and such.
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Re: The Elder Scrolls V: Skyrim
« Reply #12580 on: March 29, 2016, 07:34:38 am »

By far, the best addition to all this, has been the mods that disable landmark icons, fast travel, and map position. Morrwind style, the way TES ought to be played! :P
The problem with such mods is that Skyrim is not built for that. There are no directions in quests and such.

To the contrary, there is a spell that creates a trail toward your current quest objective. What's more, there is yet another mod, which adds directions to most quest objectives. The problem here, is that it doesn't affect radiant quests.

That aside, I don't believe any of these mods I have running actually remove the marker from the compass- just dungeon, settlement, outpost, etc. icons. The result is a slow-burn world that takes a great deal more exploration. It's absolutely amazing how much more mysterious and open Skyrim feels when you can't telepathically sense the existence of locations you've never been to. Add to the mix good old Frostfall, and... you had damned well better be prepared if you're leaving the road.
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Rolan7

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Re: The Elder Scrolls V: Skyrim
« Reply #12581 on: March 29, 2016, 07:41:06 am »

To the contrary, there is a spell that creates a trail toward your current quest objective.
That spell rarely seems to work :/  Then again I was mostly trying it when the way was confusing, perhaps blocked.
What's more, there is yet another mod, which adds directions to most quest objectives. The problem here, is that it doesn't affect radiant quests.
This mod looked really cool, I think I'll install it even if I keep the quest markers.
That aside, I don't believe any of these mods I have running actually remove the marker from the compass- just dungeon, settlement, outpost, etc. icons. The result is a slow-burn world that takes a great deal more exploration. It's absolutely amazing how much more mysterious and open Skyrim feels when you can't telepathically sense the existence of locations you've never been to. Add to the mix good old Frostfall, and... you had damned well better be prepared if you're leaving the road.
Mmm, Frostfall~
That sounds intimidating though, I already find myself bumbling into places that barely seem to exist until I'm right on top of them.  Maybe due to low graphics settings and hanging out in forests and steep slopes a lot.
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Re: The Elder Scrolls V: Skyrim
« Reply #12582 on: March 29, 2016, 07:43:51 am »

Clairvoyance is effectively useless if you can find a road and know vaguely which direction to wander in.
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BFEL

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Re: The Elder Scrolls V: Skyrim
« Reply #12583 on: March 29, 2016, 01:56:09 pm »

3: Master level spell is a huge freakening laser kamehameha wave
FTFY

Anyway, on the topic of Frostfall, does the new version (3.1 I think it was) seem REALLY dumbed down to anyone else? I mean there's definately stuff I like about it, but I remember in the old days nearly freezing to death anytime I wanted to go to High Hrothgar. Add in that the warmth/coverage of armor seems less about the kind of protection it would realistically give now and more just a linear scale with armor rating and it seems to have lost most of its bite.
Oh and the silly "rescue" thing is default and non-adjustable now. It KINDA made sense to be able to be rescued by your companion, and to MAYBE have it happen 1% of the time otherwise, but when you have to choose between "freezing to death kills you" and "freezing to death slightly inconveniences you" I know which one is less retarded in my book.

In other news, ALL the crafting recipes from PerMa (all the meltdown stuff, as well as the "reconstruct stuff to be better" ones) are borked in my install, and I have no idea why. Went so far as to re-download it and overwrite all the scripts and such in case some conflict was arising that way, but nothing works. Also tried using Patchus Maximus, but I can't tell if its working or not (it hits 100%, stays there for about 5 minutes and then closes without any confirmation at all)
Any ideas?
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Bauglir

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Re: The Elder Scrolls V: Skyrim
« Reply #12584 on: March 29, 2016, 02:03:30 pm »

Patchus Maximus should generate an additional ESP file (or something - it's one more thing to make sure is checked in your load order, anyway). Is that happening? It's also important to make sure it's in the right place relative to your other stuff, including a bashed patch if you have one (and you should if you've got anything else installed having to do with equipment). I forget whether patches generated by that program need to be above or below the bashed patch, though.
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