Yes, I realized that after I made the mod. My plan is to update it later, but for now I guess you just need to create a merged patch. Hopefully that would fix any issues.
Your mod directly modifies the player. I assume to add the appropriate perk. Thus your mod conflicts with all mods that also directly modify the player.You would be better off creating a hidden quest that gives the perk to the player.
I think your approach to armor & weapon ratings is great. Each particular item's scaling-curve is of course a matter of individual taste, but the base idea is great.
I have some additional suggestions:
(1) What if using a particular weapon/armor all the time, made YOU better and better when using IT? For example, you could track the kills/blows of each weapon/armor equipped (something like the "favorite weapon/armor"?) and apply a scaling-curve, which would of course be item & material dependent. To distinguish your own "Steel Sword", you would have to apply a custom enchantment (like "naming it") to make it YOUR very special "Steel Sword". That would make it really exciting and rewarding it to keep your good-old grandfather's blade from level 1 up to level 80!
(2) Some equipment should have "hard-limits" on the character level/status. The most prominent examples are dragon and daedric items. For example, the daedric equipment, with all their "pointy" aspects, could in fact be harmful to the inexperienced adventurer! Daedric equipment could also become usable if you have completed a number of daedric quests, or else they could place some sort of a curse/negative-effect on you. Moreover, cruising around in superstitious Skyrim in a daedric-suit should cause very particular (and mostly negative) reactions from common people. Finally, dragon equipment could require that you have a certain experience in dragon-killing/shouting and/or progressed the main-quest a bit. How could common bandits have/use items the Dovakhiin has spent months of adventuring to find? Dragon-armor could also better your shouts' magnitude.
I sent you a message, but I'll reiterate it here. So it really depend on which item was more powerful when you did your test.
Here's about how it would look either way: At level 1 Vanilla iron sword = 8 Vanilla steel sword = 9
At level 1 RPG iron sword = 8 RPG steel sword = 7
They are both one point away but in vanilla steel is better and in my mod steel is worse until level 6. So you have to see how that is showing up. Please let me know, I could probably make a patch easy enough.
Ok, imade some testing yesterday, esspecially with SkyRe and "live another live"-alternate start, with a new game, iused the load order set by BOSS, it seems that your mod works without issues : at level 1, there is only 1 point of damage difference between Iron and Steel sword.
It should be, but I don't know for certain. My mod adds an invisible perk to the character. This shouldn't affect what other mods do unless they overwrite what perks the player starts off with. So if they edit the base race then maybe. I would say put the mod you want behind mine in your load order (meaning it is lower than mine and therefor overrides mine), then COC somewhere like whiterun. Use console commands to give yourself some piece of armor or weapon like deadric. If the deadric item has lower stats than the iron item you started with then my mod is still working and nothing has overridden it.
If that is not the case, please let me know. I would be very interested in that information and could make a compatibility mod easy enough.
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I have been working on another mod and I don't even have time now to complete that.
Hopefully in the future I will have time to figure that stuff out.
I have some additional suggestions:
(1) What if using a particular weapon/armor all the time, made YOU better and better when using IT? For example, you could track the kills/blows of each weapon/armor equipped (something like the "favorite weapon/armor"?) and apply a scaling-curve, which would of course be item & material dependent. To distinguish your own "Steel Sword", you would have to apply a custom enchantment (like "naming it") to make it YOUR very special "Steel Sword". That would make it really exciting and rewarding it to keep your good-old grandfather's blade from level 1 up to level 80!
(2) Some equipment should have "hard-limits" on the character level/status. The most prominent examples are dragon and daedric items. For example, the daedric equipment, with all their "pointy" aspects, could in fact be harmful to the inexperienced adventurer! Daedric equipment could also become usable if you have completed a number of daedric quests, or else they could place some sort of a curse/negative-effect on you. Moreover, cruising around in superstitious Skyrim in a daedric-suit should cause very particular (and mostly negative) reactions from common people. Finally, dragon equipment could require that you have a certain experience in dragon-killing/shouting and/or progressed the main-quest a bit. How could common bandits have/use items the Dovakhiin has spent months of adventuring to find? Dragon-armor could also better your shouts' magnitude.
Thanks for listening!
Thanks!
Great mod!
Here's about how it would look either way:
At level 1
Vanilla iron sword = 8
Vanilla steel sword = 9
At level 1
RPG iron sword = 8
RPG steel sword = 7
They are both one point away but in vanilla steel is better and in my mod steel is worse until level 6. So you have to see how that is showing up. Please let me know, I could probably make a patch easy enough.
If that is not the case, please let me know. I would be very interested in that information and could make a compatibility mod easy enough.
Thanks.
A question : is it compatible with SkyRe and other mods that change the gameplay?
Endorsed!!