Everything is doable eventually in the Static Skyrim (tested). I'm not recomend to use the mod if this is your first try in Skyrim or you don't know Skyrim's game mechanics. If this is your first try in Static, I'm highly recommend to set the difficulty on "Novice" until you adjust to the new rules and then set to "Adept" or "Expert". The "Master" and especially "Legendary" difficulties are reserved for a high-level (70+) characters who still want to continue playthrough, but feel the game too easy sometimes. I'm also not recommend to use other balance/combat/economy/perk/enemy mods on the stage of acquaintance with the Static. ----------------------------------- I believe I should say it again: Choose "NOVICE" -> "EXPERT" difficulties. The mod is not designed to start with "legendary" or "master". Personally I think the game is not playable on those difficulties (they will be removed if there will be more releases).
2.31 BETA download - the damage threshold for all weapons is now the same (slightly higher than was for one-handed); - daggers received specialized perk "One good stab" (3 ranks); - rune of chaos now gives crit chance and multiplier; - the weapon's range is reduced (not so much as in specialized mods because IMHO is not comfortable and creates issues); - adjustments of many perks (mostly small nerfs); - more valuable loot from mages; - mages damage correction (reduced for beginners, increased for archmages); - more minor adjustments in stealth; - corrected armor skills bonus from enchantments/alchemy effects; - a bit weakened alchemic effects bonuses to the marksman / one-handed / two-handed / destruction; - slightly increased mana cost of the healing spells; - increased explosion damage of a fire atronach and dwemer spider; - the jump attack of a dwemer spider is much more deadly; - thalmor soldiers more dangerous; - reduced silver weapon bonus damage; - increased strength of some quest bosses; - a pack of other minor changes.
The game freezes when passing Dawnguard, for example if you fast-travel to the castle boat or trying to load that cell. Perhaps it has something to do with Serana. If I disable the Static plugin, then everything works fine. :(
I want to tell about my quite frustrating experience with crossbows. A level 30+ character, Teldryn Sero as a follower, and I had trouble getting through the first Dawnguard quest. Then I recruited two specialists and started doing the schematics quests for Sorine. What a disappointment it was when the enhanced crossbow schematic only added crossbow II to Sorine Jurard for purchase, when from the start the player is able to make crossbow III with the necessary resources. It got worse, because there were 3 whole quests for elemental bolts, which the player could make by taking one perk at level 40 of smithing. After getting the schematic for the dwemer crossbow, I expected it to have several levels of improvement as well, but there was only one version. After that I got the schematic for the enhanced dwemer crossbow, and all this to get a weapon that weighs 6 units more than steel crossbow, while doing only 3 more points of damage (after sharpening and with the archer equipment), but if you take the "Knowledge of Simple Materials" perk, it all becomes meaningless... the steel crossbow surpasses the dwemer one in all characteristics...
I don't know, it would be good to add improvements for the dwemer crossbow, similar to the steel one, and level IV crossbows after getting the enhanced crossbow schematics. Level IV crossbows can have just a bit more damage or just a vanilla armour penetration of 50%. And it would be good to add enhanced elemental bolts after their corresponding quests that have like 25 points of elemental damage.
You are probably right, but I'm not working on the mod anymore, so I won't make any balance changes (in the nearest future for sure) - sorry about that... These are my memories and can be incorrect (it was really long time ago): All crossbows have armour penetration. I did have some thoughts about how to make the decision between "steel" and "dwemer" harder and ended up with just another recipe of IV schematics, so you have 2 recipes (even more - the red/black retextures) - with the visual model you prefer, but regarding the KOSM perk - sorry can't remember the solution and even if there was any.
Found the cheesy strategy for killing giants at low level: hire NPC then aggro the giant and bash him with a shield when he starts to attack while your follower slices him up. It's even easier if the giant targets the follower. I think this should be nerfed. My suggestion is that you should be able to stun lock giants only with power bashing.
Nah, it's ok. It will work until it's only one giant - add there a sabrecat and it's over. There is another good strategy - "the bear trap" (or "the five bear traps and a crossbow"). Brutal.
So I realize this is nit picky, but its a valid point I think. You should always run your text for the description through a word program or something that identifies spelling errors. The REASON is confidence. When I see a mod that has tons of typos, I think to myself "this person has not put a lot of time and effort into polishing this mod. They simply made it and uploaded it." If there were only 20 overhaul mods on the nexus that might not deter me, but given the ridiculous number of option I have to choose from why would I entrust my game to someone who doesnt even take the time to proof read their description? This is not a mean criticism, I hope you see that. This is an attempt to help you better "sell" yourself to the public. Take it or leave it, just trying to help. Thank you for your time and keep up the fantastic work!!!!
Wow - This mod is still alive :) It's really pleasant to see that after so many years people are still playing it. Your point taken and you are right. The funny thing is that I was aware that English is not my native language, so I hired a professional to translate the description (so it would look more polished). Even then the result seemed weird to me, but who am I to judge - so I've trusted the translation and published it. The moral of the story is - don't trust the translators. But who knows - maybe my text would be even worse :D Thanks anyway!
257 comments
I'm not recomend to use the mod if this is your first try in Skyrim or you don't know Skyrim's game mechanics.
If this is your first try in Static, I'm highly recommend to set the difficulty on "Novice" until you adjust to the new rules and then set to "Adept" or "Expert".
The "Master" and especially "Legendary" difficulties are reserved for a high-level (70+) characters who still want to continue playthrough, but feel the game too easy sometimes.
I'm also not recommend to use other balance/combat/economy/perk/enemy mods on the stage of acquaintance with the Static.
-----------------------------------
I believe I should say it again: Choose "NOVICE" -> "EXPERT" difficulties. The mod is not designed to start with "legendary" or "master". Personally I think the game is not playable on those difficulties (they will be removed if there will be more releases).
- the damage threshold for all weapons is now the same (slightly higher than was for one-handed);
- daggers received specialized perk "One good stab" (3 ranks);
- rune of chaos now gives crit chance and multiplier;
- the weapon's range is reduced (not so much as in specialized mods because IMHO is not comfortable and creates issues);
- adjustments of many perks (mostly small nerfs);
- more valuable loot from mages;
- mages damage correction (reduced for beginners, increased for archmages);
- more minor adjustments in stealth;
- corrected armor skills bonus from enchantments/alchemy effects;
- a bit weakened alchemic effects bonuses to the marksman / one-handed / two-handed / destruction;
- slightly increased mana cost of the healing spells;
- increased explosion damage of a fire atronach and dwemer spider;
- the jump attack of a dwemer spider is much more deadly;
- thalmor soldiers more dangerous;
- reduced silver weapon bonus damage;
- increased strength of some quest bosses;
- a pack of other minor changes.
Many people can't magine playing without Requiem, I can't imagine playing without your Static Skyrim.
If you ever find the time and willingness, please continue working on it.
It is like Elder Scrolls combined with Gothic franchize in the best way possible.
I would be eternally grateful to you.
Perhaps it has something to do with Serana.
If I disable the Static plugin, then everything works fine. :(
I don't know, it would be good to add improvements for the dwemer crossbow, similar to the steel one, and level IV crossbows after getting the enhanced crossbow schematics. Level IV crossbows can have just a bit more damage or just a vanilla armour penetration of 50%. And it would be good to add enhanced elemental bolts after their corresponding quests that have like 25 points of elemental damage.
These are my memories and can be incorrect (it was really long time ago):
All crossbows have armour penetration.
I did have some thoughts about how to make the decision between "steel" and "dwemer" harder and ended up with just another recipe of IV schematics, so you have 2 recipes (even more - the red/black retextures) - with the visual model you prefer, but regarding the KOSM perk - sorry can't remember the solution and even if there was any.
I think this should be nerfed. My suggestion is that you should be able to stun lock giants only with power bashing.
It's really pleasant to see that after so many years people are still playing it. Your point taken and you are right. The funny thing is that I was aware that English is not my native language, so I hired a professional to translate the description (so it would look more polished). Even then the result seemed weird to me, but who am I to judge - so I've trusted the translation and published it.
The moral of the story is - don't trust the translators.
But who knows - maybe my text would be even worse :D
Thanks anyway!
No, but all these years I was working as a software engineer, so probably reading tons of technical documentation took some effect :)