Eh? You'd simply scroll to the "Potion of Health" section where all health stuff is grouped... where's the problem?
Oh you've renamed the Elixirs as Potion, Really Good? I see.
Right, the whole Draught/Elixir thing would have to be rewritten as an appendix. Now that you mention it, though, that would once again change the standard names rather too much. So I guess something like "Health, Minor Potion" would be best in order to minimize changes.
I'm pretty sure draught was one of them, but wasn't there yet another? At least in the English version.
I played in spanish, that's why i said "I don't know the translation" :P
Brebajes, pociones y elixires.
Draught = brebaje? (brew, concoction)
But yeah, the important thing it was a nightmare to manage. I remember scrolling the list up and down searching for the health recovery items or the smithing potions or elixirs.
Potion, Draughts, Philters, and Elixers.
Making it more complicated is the presence of two naming conventions. Potions can also use the Minor, [standard], major, vigorous, and ultimate convention. I think "potion creep" is my number one source of not having enough weight space to carry things.
Someone suggest it to me in another thread... just make your own single types of potions once in a while, and just get rid of all the other miscellaneous crap that you're never going to use, like those retarded poisons that increase fire damage (unless you're a bow using mage of some sort, I guess).
I also realized how little my old health potions were that healed like 50 points of health... I had like 15 of them left over and I decided to use them for my next fight... I ended up using every single one. So definitely try to remember to use all that little crap you've had left over.
Eh, I'm fine with the numbers. Skyrim's not lacking in texture, and when I need to get healed then effectiveness is more important than immersion.
I'm approaching my optimum mod state - I cranked all the view sliders up then nudged them down till my framerate got nice and smooth, shadows are perfect, no crashes now I've got the 4gb mod working, it's just lovely.
Reduce Specularity Distance to zero, it makes no difference visually and gains a frame per second.
Object Distance slider is the one that most affects your performance. I have mine at just under 1/2, but I use uGrids 7.
Does anyone know of a way, or a mod, that reduces the size of weapon models shown in 2st person view? I dual wield and the models take up half the screen. I can't see man, I can't see!
I love this game so much, but I really need a mod that contextualizes combat encounters so that the Super Dramatic Battle Music doesn't spring into action when I run into a mud crab.
Nasty creatures.
Here's the link.Spawns:
Generally, the spawns for creatures should, on average, be increased by 50%. Level caps are raised 6-8 levels above normal for a certain list. For example, Dremora's stop getting more difficult when the player hits level 48 - now there's a spawn for level 54.
This seems to be fixed. Some impressions would be welcome, I've noticed much more areas with increased spawns though since fixing the LLCT issue. It should not affect any quest spawned or triggered enemies. If it doesn't appear to be fixed, let me know and I'll come back to take a look at it. For a few who aren't seeing it, bear in mind that it's chance related. and confirm that it's not a quest area of some type. Many dungeons with statically placed enemies will NOT have increased spawns, either - such as the places with specifically placed draugr, for example.
Level Scaling: Overall level scaling is now set to 1.2x the player level. This effectively means that their level is calculated at 1.2 * player level, thus the reference level for a player at level 30 is now 36. The actual change is that for an encounter zone, if you are over the minimum level; it multiplies the level scaling by this amount. But for the encounter zones, the minimum level is 0 (apparently).
Encounter Difficulty changes - this is localized to each spawn point:
Very Hard: 1.25x to 1.8x the player level
Hard: 1x to 1.4x player level
Medium: .67x to 1x player level
Easy: .33x to .5x player level
The Less Intense level scaling optional file has values in between vanilla and the standard; load it either after the main file or choose the optionals you'd like.
Leveled Lists:
Dragons are now deleveled but weighted. There's chances for any dragon to spawn from any level, but the chances of higher level dragons gets progressively higher as you increase in level. This will mean less difficulty at >level 45, but more difficulty at lower levels. Good with a slower leveling mod.
NPC's:
Enemy mages have healing spells across the board. Seemed fitting - but they may not necessarily use them at all times.
Enemy mages have the assistance tag changed, so they may help their allies with healing spells (may - I need the CK to expand this a bit).
Enemy humanoids have potions and will use them. Each humanoid has 4 chances of a 20% chance to get a healing potion.
AI (AI only file does NOT include sneak tweaks - that has it's own file):
Enemy bosses *should* start shouting much sooner, with a lower tolerance for angle, making it difficult to dodge bosses that shout.
Enemies should start healing at higher health percentages (60% to 75%).
Enemies should detect you easier while in plain sight, while leaving the rest relatively unchanged:
-SneakBase from -15 to -13
-Sounds Multiplier from 1 to 1.25
-LOS Sounds Multiplier (used when there's no line of sight) from .4 to .28
-Max distance for detection from 2500 to 2800.
-Light multiplier from .4 to .52.
Horse AI tweaked for confidence levels (courtesy to jpro06, I revisited it because of him and got my original files working) - this should require a new horse to work properly.
Loot:
Special loot weighting has been decreased from 4 to 2.5
Max level of items in a zone is now 1.8x player level, from 1x.
Min level of items in a zone is now .6x player level, from .4x.
Min level of items with regards to player level remains unchanged at .6x player level.
I'm happy with the mods I've got, but I'll probably do a gameplay modded run after the CK has been out for a while.
God, Skryim's going to have amazing legs.
not sure if this has been already posted, but there's a skyrim online mod now on the nexus .. though it's alpha and very limited .. could turn into something interesting (would be nice to see limited pvp and trading .. it would certainly add some sense of population to the world)
With the latest patch, is the Skyrim 4GB mod now irrelevant?
If you're using the Skyrim script extender, then no, not yet. SKSE doesn't support the new EXE file.
Here's a BEFORE and AFTER example of the new ENBSeries mod. You can see how the mod completely replaces the lighting engine and allows you to tweak it in several parts, reducing the ambient lighting of the game and giving more priority to direct lighting (the sky and sun) and point lighting (fires/torches/candles).
There are also individual intensity/gamma/saturation settings for stars, clouds, and world fog, and volumetric fog (the mists around the mountains), although world fog still isn't working like it should (it can't replicate the very close fog of a blizzard yet).
Huh? Weakness-to-fire poison on a flaming axe makes perfect sense. However, admittedly I never use it as I am lethal enough without. Probably will eventually sell all my poisons.
Right. Drink the piddly shit first, because it's much heavier relative to value.I also realized how little my old health potions were that healed like 50 points of health... I had like 15 of them left over and I decided to use them for my next fight... I ended up using every single one. So definitely try to remember to use all that little crap you've had left over.
They make "sense," but not really. That fire enchant on that axe is going to get boosted by what... 3 or 4 damage with a typical mid-level alchemy skill, and that's assuming you've gotten a typical +20 damage enchant.
I think the effectiveness of those potions would really only shine through with the DPS fire spell.
I am finding that I am quite liking FXAA on a HD 6850 1GB. I do not mind the tradeoffs in IQ particularly since its edges shimmer much less than MSAA and ends up running faster.
The FXAA injector improves it by allowing you to up the edge detection, which makes distance objects (particularly actors) have more defined edges. It's a big improvement to visual clarity.
So Pogo, did you ever get your HDR Mod to show the fog right in blizzards and such (you said something about continuing to work on that aspect, IIRC)?
HDR v1.8 handles it fine (the one I have on my Nexus upload) because it only adjusts the light levels of the final rendered scene dynamically, not the actual rendering of the lights and shaders in the game.
The new ENBSeries is all Boris' effects and algorithms which replace the lighting engine of the game. He's now at v1.00 of the mod. It's nice that it has some Ambient Occlusion settings (particularly distance setting for it, since low-LOD trees in the distance ended up having shimmering shadows before), but the performance right now is dog shit (I lose 10fps) and the fog is impossible to get right without messing up the gamma and contrast of distant effects (like clouds and volumetric fog).
I pretty much have to wait for an update before being able to upload a "Pogo's Subtle Settings" version for the new ENBSeries.
any idea if the enbseries works for radeon?
It does, but right now the performance takes quite a hit. Boris has an nVidia card, hence his inability to really optimize for AMD. The vendorID and deviceID parts of the .ini file should still work.