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Unofficial Patch Update Feedback (8 comments)

  1. raulfin
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    This topic is mainly for discussing the USKRP. This isn't intended as a troubleshooting or support topic. Send some constructive thoughts in. I'm not the only one playing this, so be heard.

    Stuff I'd like feedback on from all ya'll:

    • With timed block perks working, some will need to be balanced. How have they been playing so far? Are any just to OP, etc.
    • Nerf Timed blocking perks
    • Remove 3rd Blade Barrier perk (to OP)
  2. Penguinium
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    Hi,

    It would be nice if you could kind of describe what each of the patches fixes. For example: you say you have a Daedric Dawnbreaker Patch in here but there is no description what it fixes. etc.

    It's hard to tell whether I need these patches and what to expect from them.

    Thank you in advance,
    Cheers
  3. serjio
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    Nobody has any feedback? :S
     
    For what its worth:
    I really like the timed block mechanic as it makes fights so much more dynamic, but the current blade barrier kills bastard swords for me. Maybe change bleed from health to stamina and/or inflict speed penalty? So timed blocking heavier weapons than yours will still negate x% of damage, but it will also drain your stamina faster and/or reduce your swing/movement speed. Timed blocks on lighter weapons can then increase your swing/movement speed and have less affect on your stamina bar. This can additionally provide further customization with regards to weapon materials so always going for daedric weapons is not "better".
     
    Nodachis feel too slow for how slender they look. I think they would be better if they were made shorter and faster.
     
    Heron's song for katanas is nice, but I think it would be better if it included sprinting power attacks from full stamina as well, maybe as rank 2/3?
    1. raulfin
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      The bleed on Blade Barrier was just a temp fix, it's removed in v2.4 for a better system (see below or changelog linked in the main comments sticky). Trying to normalize timed block perks around something besides -100% incoming damage at rank 1, that makes subsequent ranks seem pointless.

      Sprinting power attacks from full stamina is nearly impossible, it would have to be a separate effect that checks for something like 95%+ stamina for a sprint power attack. Perhaps instead a Zatoichi perk.
  4. raulfin
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    Heres a little snippet of the change log atm.

    Masterful Fencer rank 1 incoming damage on timed block reduced to 70% from 100%.
    Masterful Fencer rank 2 incoming damage on timed block reduced to 80% from 100%.
    Masterful Fencer rank 3 incoming damage on timed block reduced to 90% from 100%.
    Blade Barrier rank 1 incoming damage on timed block reduced to 70% from 100%.
    Blade Barrier rank 2 incoming damage on timed block reduced to 80% from 100%, has a 25% chance to reduce incoming damage to 0 when Quick Reflexes perk is taken.
    Blade Barrier rank 3 flagged Non-Playable.
    Potion - Slow Time I magnitude reduced to 20% from 75%.
    Potion - Slow Time II magnitude reduced to 30% from 80%.
    Potion - Slow Time III magnitude reduced to 40% from 85%.
    Potion - Slow Time IV magnitude reduced to 50% from 90%.
  5. TBloke
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    Hey guys,
     
    I maded you a patch! 
     
    Nothing too exciting.  It's the MineOreScript that I talked about a week or two ago.  I am hoping you guys can include this in the next release of the Unofficial SkyRe patch.  It will need to be provided as loose files.  And there are two versions of the script, so it will need to be part of the FOMOD, to decide which one is installed.
     
    Download link: http://TheBloke.livedrive.com/item/124b4db28041429d8c3cced1f5cebd33
     
    Versions included:
    1. SkyRe + USKP bug fixes (recommended for all non-CCOR users; USKP is not required to use the fixes.)
    2. SkyRe + CCOR (also includes the USKP fixes)
    Files included:  scripts/source/mineorescript.psc  &  scripts/mineorescript.pex
     
     
    Details of changes:
     
    1.  SkyRe + USKP fixes (recommended for all non-CCOR users; USKP is not required) :
     
    This version of the script should be installed for any users who do not have CCOR.   
     
    This merges into SkyRe's version of the script a couple of bugfixes added by USKP 1.3.  So the user gets both SkyRe's handling of smithing experience for mining, and the general USKP bug fixes for mining.
     
    Note, USKP is not required for using this script, there is nothing in the bug fixes added by USKP that references or requires USKP to be installed.  Therefore I recommend that this script is installed for all users who do not have CCOR.  There is no need to check if they actually have USKP already.
     
    However, if they DO have USKP installed already, then of course they should ensure that they use this SkyRe version of the script and not the USKP version - NMM: when installing, choosing to Overwrite the USKP version / Mod Organizer: putting the Unofficial SkyRe Patch lower than USKP in the mod load list.
     

     
    2. SkyRe + CCOR :
     
    CCOR includes its own version of MineOreScript, which has more complex changes.  The CCOR script already includes the USKP fixes. 
     
    These changes are required for some of CCOR's mining features to work, in particular to enable CCOR's special handling of Mining with regard to how much ore/materials you get, and how much Smithing experience you get.
     
    Also, without applying this script fix, a SkyRe user will get his Papyrus log spammed with hundreds/thousands of errors like the following:
     

    [05/30/2014 - 10:03:16PM] Warning: Property StrikesBeforeCollectionGV_CCO on script MineOreScript attached to  (6310434E) cannot be initialized because the script no longer contains that property

     
     
    Details of SkyRe + CCOR script merge:
    • The resulting merged script is functionally nearly identical to CCOR's version of the script - it includes all of CCOR's fixes and feature changes.
    • Where it differs is in the part of the script that deals with mining ore, specifically in adding Smithing experience for mining ore:
      • SkyRe's script had two hardcoded Add Smithing Experience lines, which would give the player a hardcoded +2 Smithing when he mined ore and +4 if he mined gems.  (A total possible of +6 per mining)
      • CCOR's script gives smithing experience according to a user setting in CCOR's MCM menu, which defines how much Smithing experience to give.  This defaults to 0, i.e. no smithing experience is given for mining unless the player changes this in MCM.
    • I have merged these two behaviours in the following way:
      • If the user has not changed CCOR's mining experience setting (so he has left the MCM menu option at 0), the script will use SkyRe's default smithing experience values (+2 for ore, +4 for gems).  Therefore the user will always get some smithing experience gain, even if he has left CCOR's setting at default.  This felt to me to be the intention of SkyRe.
      • If the user HAS changed CCOR's mining experience setting, then the script will just use that value.   So whatever specific experience number the user has defined in MCM will be added, not SkyRe's default values.
    • Note that CCOR's MCM menu gives a recommendation for the Smithing experience amount to add, if the user changes it from 0.  It says "If you use this feature, 15 - 30 is a recommended value."
      • This differs hugely from the hardcoded values that SkyRe adds, which is only +2 when you only get ore  (+6 when you get ore + a gem, but that's unusual.).
      • Maybe SkyRe has changed the perks such that +2 or +4 is a lot more experience than in vanilla?    But my feeling is it's just because T3nd0's intention was for smithing to give a little experience, but not much.
      • Maybe users of CCOR + SkyRe should be advised that CCOR's recommendation of +15 - 30 Smithing experience is much higher than what SkyRe adds by default.  
      • As an example, I set CCOR Mining Experience to +50, and then mining one Iron Ore seam took me from Smithing level 22.0 to 23.5.   So CCOR's recommended +15 would have added about half a level at level 22 for a single Iron Ore mining; rather a lot.  SkyRe's default of +2 would have meant that I'd need to mine 15 times to go up from level 22 to 23, which isn't much, but that was probably T3nd0's intention.
      • Anyway it's probably not a huge deal - the CCOR user can experiment with the MCM slider to see how much experience he gets.  
    Example of the merged code, FYI:
     
    Spoiler:  
    Show

     

    MiningSkillIncrease = ((Game.GetFormFromFile(0x01CC0450, "Update.esm") As GlobalVariable).GetValue() As Int) ;added by Complete Crafting Overhaul by kryptopyr
    ; SkyRe + CCOR Patch:  Apply CCOR's configured smithing increase value, but only if it has been changed to > 0.
    ; If CCOR's MiningSkillIncrease has been left at default (0), then lower down we will use SkyRe's hardcoded smithing skill increase values.
    if MiningSkillIncrease > 0
    Game.AdvanceSkill("Smithing", MiningSkillIncrease)
    endif
     
      ...  

    if ore
    (game.getPlayer()).addItem(Ore, ResourceCount)
    ; SkyRe + CCOR Patch - MiningSkillIncrease contains CCOR's MCM setting.  
    ; If player has NOT configured CCOR to give smithing experience, use SkyRe's default, hardcoded skill increase values
    if MiningSkillIncrease == 0
    game.advanceskill("smithing", 2)
    endif
    endif
    if lItemGems10
    (game.getPlayer()).addItem(lItemGems10)
    ; SkyRe + CCOR Patch - MiningSkillIncrease contains CCOR's MCM setting.  
    ; If player has NOT configured CCOR to give smithing experience, use SkyRe's default, hardcoded skill increase values
    if MiningSkillIncrease == 0
    game.advanceskill("smithing", 4)
    endif
    endif




    Download link: http://TheBloke.livedrive.com/item/124b4db28041429d8c3cced1f5cebd33

    The above RAR file contains two more RAR files:
    • SkyRe_Script_Patch_MineOreScript_USKP.rar
    • SkyRe_Script_Patch_MineOreScript_USKP_CCOR.rar
    Each archive contains the appropriate version of:
    • Data/scripts/MineOreScript.pex
    • Data/scripts/source/MineOreScript.psc
    I've put them in this structure so they can be easily installed into NMM or Mod Organizer or (I'm guessing, not tested) Wrye Bash, by using Install Mod from Archive.  Therefore they can be installed as quick patches, until such time as you've put them in the proper Unofficial SkyRe Patch.
     
    Let me know if there's any questions or need for further changes.
    1. raulfin
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      Ty TB! Hopefully I'll get a good solid couple hours today to mod & be (mostly) done with the next update.
  6. raulfin
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    So basicly what i'm thinking is this;
    Timed Blocking reduces incoming damage by 30% with no perks.
    Some Timed Block perks become pretty strong pretty fast, Masterful Fencer & Blade Barrier mainly. Considering reducing the "Incoming damage reduced to 0" on the first level or two of the perks. Masterful Fencer (skill=70/90/120) would scale something like 70/80/90% & Blade Barrier (skill=45/80/120) would be 50/90% incoming damage reduction on timed blocks.
    example:
    Incoming attack has a base damage of 100, timed block knocks off 30% making it 70 damage, then the MF/BB perk knocks off 90%, making it 7 damage.

    Prolly gonna have to kill the 3rd rank of Blade Barrier, the 25% (of attackers max health) damage to attacker is just too much.

    Also it has been rumored and guessed at for a while, but it is functional impossible for any NPC to perform a timed block. So, for fairness, some small buffs that don't affect the player may be in order (since ASIS is so popular).