4/9/2023 0 Comments Skyrim conjure familiar![]() ![]() The normal weapon can be tempered and enchanted which is a big advantage over the bound weapon. With crossbows, I made my best guestimate since their isn't any daedric version. I also adjusted the magicka requirements to fit this. With the Perkish version the highest skill represents the daedric version, but you have to earn the perks to get that. I use the normal daedric weapon value and then divide by 5 to determine tome cost for weapons. I am struggling to figure out how a level 1 mage has a better chance at going into battle with a daedric battleaxe then a level 40 warrior does. The magicka cost is 169 which is pretty easy to get with an amulet and a potion. The plain Daedric Battleaxe value is $2750 and doesn't start showing up for sale till level 46+, yet the spell tome for the bound version is $99 and shows up at level 1. Spell Tome Pricing and Magicka Cost for Weapons : As a player, I like to switch among spells quickly so that's my reason for reducing this to 0 - sanity. I kinda understand the theory behind having a charging delay, but when I play the game its more annoying then fun. Adept also helps offset the extra power these weapons have in the early game, higher power requires more magicka. Adept then seems like the most strategic time to reduce magicka cost to me. Expert and Master take so damn long to acquire that a magicka cost reduction by that time isn't all that useful. Novice and Apprentice can be acquired so quickly that you don't have to do much to get the reduction bonus. Besides, followers don't normally expire after 120 seconds so neither should conjures pĪll spells will use Adept. Especially when you build your playstyle around Conjuration! So for the sake of sanity I effectively just do away with duration. Limiting the duration to 120 seconds doesn't add much strategy to me, It's just annoying. Ultimately, if you want, you can edit the numbers in xedit for your own needs.Īll conjures will now last 999 days (forever). This is meant to allow some flexibility since balancing can be difficult when using mods. These plugins can be swapped back and forth at any time with no risk to save file. High : for high difficulty setups where life is just a bitch. Main : meant to hit that sweet spot that adds smithing bonuses similiar to what you might get with standard weapons. Low : for low difficulty vanilla combat setups while not being over powered. The idea is to give extended life to spells that are simply too weak at the higher levels. I use skill perks to scale certain spells past the vanilla limits. Relax until either Starfield or Cities Skylines 2 comes out ) ![]() > - STAGE 4 - Retire from skyrim modding. ![]() > test and update until everything seems just right.Īt this point the mod is ready to release. Balance the numbers and see how it feels in battle at various levels and diffculties. > - STAGE 2 - In Game Testing and BalancingĪt this point it is time for actual in game testing. High = vanilla numbers + temper bonus + temper bonusĭONE > - STAGE 1 - Get all the pieces in place and functionalĭONE > figure out all spells we want to addĭONE > add records for Healing (4 spells)ĭONE > add records for Thralls (4 thralls)ĭONE > add records for Crossbows (4 crossbows)ĭONE > add records for Short Range Destruction (3 spells)ĭONE > add records for Long Range Destruction (3 spells)ĭONE > crunch numbers for mystic binding perkĭONE > crunch numbers for short range destruction spellsĭONE > crunch numbers for long range destruction spellsĭONE > crunch numbers for tome costs and mag costsĭONE > check on bow and crossbow XP numbers, in fact check them all, cross reference with ussepĭONE > bound FX or enchantment shaders are not avail for some melee stuff, make it happen.ĭONE > add spells to the general goods vendor Fethis Alor in Raven Rock. > Change all weapons base damage as follows : As I test things out it is very likely numbers will change. I want to do a proper full and final release before I move on.Ĭurrently at stage 2, in game testing. With Starfield releasing on Sept 6th of this year I imagine this will be my last mod for SSE. Everything here is a work in progress and will be updated on a random chaotic basis. ![]()
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