Really high lvl dark brotherhood assassins take off their armour since it's weaker than non due to their scaling of unarmoured. I mean that's probably why since vanilla they never done that.
Just went through Tribunal with this and it's fantastic.
One minor suggestion, with making Goblins trash mobs (as they should be) do you think it'd be a good idea to also remove all the healing potions from their inventory, or making them less potent? After a casual romp through the sewers I ended up with 20 exclusive healing potions after beating some fairly easy foes.
Here's an add-on plugin that switches the Quality potions starting from level 20 and the Exclusive potions starting from level 40 to Cheap and Standard, respectively.
It'd be nice to have the Dark Brotherhood Armor nerf as a separate plugin, since if you do add a Tribunal expansion delay, then that kind of fixes the problem in its own way, and having both would be overkill. The armor is now really rare and comes to you late, and when it does, it sucks.
Any plans to rebalance the overpowered, level-scaled abomination that is Gedna Relvel? Even when patched, she makes Vivec and Almalexia look like sad puppies at higher levels.
I believe it would be nice to cap her health and magicka. This is what I use in Plague_Gedna script:
if ( GetJournalIndex "MS_CrimsonPlague" == 140 ) if ( doonce == 0 ) set level to player->GetStat Level Set healthchange to ( level * 100 ) if ( healthchange > 1100 ) set healthchange to 1100 endif set fatiguechange to ( level * 400 ) set magickachange to ( level * 300 ) if ( magickachange > 1500 ) set magickachange to 1500 endif modhealth, healthchange modfatigue, fatiguechange modmagicka, magickachange set doonce to 1 endif endif
Thank you for making this mod. I just started a playthrough of Tribunal today and am really enjoying the changes made.
One thing I'd like to point out is Gedna Relvel is still a nightmare. I fought her at level 55 and she had well over 6000 health, probably closer to 7000. My fully repaired Daedric Wakizashi nearly broke by the time I finally opened the console and dropped her health to single digits.
Otherwise this is a great mod and I look forward to finishing it and then going on to Bloodmoon.
Did you increase the damage output of dwarven darts massively? I keep getting one hitted by centurion archers shooting me with their dwarven bolts.
Level 41, 122 armor rating (combination of glass armor, enchanted helm of tohan and enchanted gloves), 209 health, agility of 87.
Tooltip of the dwarven darts show a damage output of 50-80, which is higher than any weapon I encountered in the whole game.
Only way to proceed through the dwarven ruin below mournhold is to reduce difficulty massively. At least now they need to hit me two times with difficulty reduced by more than half, so at least I got the chance to heal myself. One single dwarven centurion archer is like twenty times more powerful than Dagoth Ur...
I play with the expansion delay mod, so I won't have access to the tribunal til I am officially named as the never-guy. Now I've never actually completed the main quest so I never gotten that far but I am assuming I will be very high level by then, would using this mod then make me too overleveled for the content?
Correct me if I am wrong, with all 3 rebalance mods im assuming the typical progression would go as: Level 5+ bloodmoon Level 30-60 Tribunal Level 60+ dagoth - complete main quest
”not having access to the city of mournhold until you're nerevarine doesn't really make sense"
100% agree with you, but also having to get attacked by an assassin at level 1 to travel to mournhold is even more senseless.
Is there a way you can add travel to mournhold without having to do the db quest? I think this plus db delay would be a way better solution than just making db armor obsolete.
29 comments
One minor suggestion, with making Goblins trash mobs (as they should be) do you think it'd be a good idea to also remove all the healing potions from their inventory, or making them less potent? After a casual romp through the sewers I ended up with 20 exclusive healing potions after beating some fairly easy foes.
if ( GetJournalIndex "MS_CrimsonPlague" == 140 )
if ( doonce == 0 )
set level to player->GetStat Level
Set healthchange to ( level * 100 )
if ( healthchange > 1100 )
set healthchange to 1100
endif
set fatiguechange to ( level * 400 )
set magickachange to ( level * 300 )
if ( magickachange > 1500 )
set magickachange to 1500
endif
modhealth, healthchange
modfatigue, fatiguechange
modmagicka, magickachange
set doonce to 1
endif
endif
One thing I'd like to point out is Gedna Relvel is still a nightmare. I fought her at level 55 and she had well over 6000 health, probably closer to 7000. My fully repaired Daedric Wakizashi nearly broke by the time I finally opened the console and dropped her health to single digits.
Otherwise this is a great mod and I look forward to finishing it and then going on to Bloodmoon.
Level 41, 122 armor rating (combination of glass armor, enchanted helm of tohan and enchanted gloves), 209 health, agility of 87.
Tooltip of the dwarven darts show a damage output of 50-80, which is higher than any weapon I encountered in the whole game.
Only way to proceed through the dwarven ruin below mournhold is to reduce difficulty massively. At least now they need to hit me two times with difficulty reduced by more than half, so at least I got the chance to heal myself. One single dwarven centurion archer is like twenty times more powerful than Dagoth Ur...
Correct me if I am wrong, with all 3 rebalance mods im assuming the typical progression would go as:
Level 5+ bloodmoon
Level 30-60 Tribunal
Level 60+ dagoth - complete main quest
5+ - visiting tribunal and some parts of the sewers
30+ completing tribunal, completing bloodmoon
40+ main quest
you'll be overleveled for the beginning but okay for the end. play with an xp reducer
not having access to the city of mournhold until you're nerevarine doesn't really make sense, but do you lol
100% agree with you, but also having to get attacked by an assassin at level 1 to travel to mournhold is even more senseless.
Is there a way you can add travel to mournhold without having to do the db quest? I think this plus db delay would be a way better solution than just making db armor obsolete.