TES VI Preview part 1: Com(bo)bat
The announcement can be read here.
"Unexciting and unrealistic combat has always been one of the major flaws in the TES series. Sure [TES V] made a lot of improvements, but somehow something was still missing. Once we had finally found what was missing it was just a matter of streamlining. Streamlining, God I love that word."
- Todd Howard, executive producer
Bethesda recognizes that the melee combat in the TES series was generally dull and uninteresting. "Skyrim already had realistic deaths in the form of finishing moves which will naturally be kept. Now it was our duty to find the combat-equivalent of a finishing move." says Todd. The talented executive producer claims that the combat in the games was unrealistic because it always used the same animation. According to him it is a lot more than that: "When you are in a battle and you punch someone then you aren't going to punch him in the exact same way again 5 seconds later. No, you would follow up with as many punches as you could. Those follow-up punches are called a 'combo' , and they can be broken by your opponent depending on his combobreaker level." claims Todd Howard who is clearly speaking from experience.
Due to these 'combos' combat on the Summerset Isles will -at least visually- be a lot more exciting than previous TES games. The new combo animations are really beuatiful to watch. "It makes the combat feel a lot more intuitive. We were still worried that the player would be intimated by the complexity of mashing these buttons so we found a solution to that. Whenever the player makes 5 combo-hits in a row there will be sparkles followed by a deep voice yelling "Combo!". This is all just to let the player know that he's a good boy." -Todd Howard
Pete Hines (Public Relations) laughs away the fans worrying that TES VI has become an action game instead of an RPG: "It is like with fast travel. We do not force you to use it, do we? Sure, if you do not want to get killed you'd better use it, but our older fans are smart they will find a way around that. Don't like it, don't use it."
Our next installment will focus on the gameword and how Bethesda has masterfully streamlined it. "A sword is a sword and who cares if it is iron or steel?" - Todd Howard, executive producer
Time for me to update again, d'oh. There's been 3 new ACE versions in the past week and a half, now a new ASIS version. I'm surprised my saves still work
I finally got the morrowind graphics extender to work and i jizzed all the way to red mountain
- Fully customizable spawn levels, including all added mods without any compatibility issues.
- NPC's have spells they meet the skill requirements for - including missing vanilla spells and spells from other mods.
- Customizable AI, soon to have an override feature to preserve full compatibility with other combat mods.
- NPC's now have potions, in fully customizable rarity levels."
Since it's a patcher, it has less compatibility issues with other mods.
I'm not sure I see the appeal. I'll get it anyway and see for myself.
Main thing is it makes combat more interesting. There's 2 halves to improving combat: Improving the base mechanics like e.g. Deadly Combat does, and improving the enemies e.g. Deadly Dragons. This makes humanoid enemies (anything that can use potions and spells) more intelligent and deadly, and allows customisation of spawn rates of all creatures.
What is spawn weight? Like, the amount of junk enemies spawn with?
First time i've ever had problems with bandits at any level was with this mod; their archers do well at staying out of melee range, and their spellcasters make more use of healing and ward spells.
So it's the amount of variance in the spawn numbers allowed?
Something like that.
Spawn weights in the Increased Spawns ini are direct weightings. They currently add up to 400, but do not need to by any means. If you have a weighting of 30 and a total number of 600, there is a 5% chance of that specific weighting to happen, for example. The defaults are;
Default Spawn Weights:
0 Extra - 50% (200 weight)
1 Extra - 37.5% (150 weight)
2 Extra - 8.75% (35 weight)
3 Extra - 2.5% (10 weight)
4 Extra - 0.75% (3 weight)
5 Extra - 0.5% (2 weight)
All the rest -> 0%, 0 weight."
The main features and things it does or plans to do in the future is
1. Increase and adjust leveling of spawns, totally customizable. Certain areas will have certain types of enemies, harder enemies, etc. Last I checked at least
2. Adds potions, even mod ones, to NPC's, and they use it
3. Better enemy combat AI
4. Adds all spells, including modded ones, to NPC's, when appropreate
It's basically a mod that takes all your current mods and makes them all work together in a seamless, customizable, improved skyrim experience and gives all the capabilitiies you can do as a player with mods, to the NPC's as well. If you've played PISE, this is basically that except now its compatable with everything (pretty much).
There's still a lot more planned, I'm pretty sure, but the main features involve being able to adjust how the spawning system works to whatever your liking, better comabat AI mechanics, etc.
Is there a mod that lets you restart all the quests but allow's you to keep original race, spells, level, stats, ect?
Jesus, that ASIS mod actually makes stealth difficult. Do you know Valtheim Towers, that tower and that bridge on the road between Whiterun and Riften, with the bandit that tries to extort you? I just tried to sneak by that guard, very carefully, and it was really close. I had to sit dead still in the dead of the night, unable to see her, listening carefully as she tried to hunt down a deer. It was fun.
I'm going to have to make a new Khajiit thief character in light of this.
Got back into Morrowind, rose colored glasses are off:
What I love:
-The ease of getting equipment if you know what you're doing. Practically no leveled lists. (Merchants sell what they sell. Steel and even higher is easy and feasible to get at level 1.)
-The lack of hand-holding and compass.
-The simple, clunky menus.
-No fast-travel to tempt me.
What I forgot that I hate:
-The animation LODs. The thing where the further away you are, the more simple animations get until characters are basically teleporting. Nothing seems to tweak this and it looks horrible.
-- Fucking with what's not broken. (Trees in Balmora. Swords looking like shit after new meshes.)'
-- Claiming to work well, ending up with 25FPS on a great system while using their mid-range recommendation.
-- More Trees (why the fuck)
Still, excited to start over. You may call me dirty, but I do use a mod that increases the leveling rate. In this fast-paced, instant-gratification world; I don't plan to spend months on this game to get somewhere; nor do I want to power-level or put effort into it. Seriously, a little 3x - 5x increase in leveling makes the game much faster and easier to romp around it.
Unrelated, but is the Nexus running shit slow for anyone else?
Only just noticed the first 2 braziers don't emit light :c
Anyone know a console command to force Farkas into his human form? He's bugged out on Dustman's Cairn and I can't progress any further because of it :/
setrace nord might work, but i doubt it since it's probably some kind of scripting error with the quest
also, you have to click on farkas before typing the command
are there any horror themed mods for skyrim?
Thought I'd post this here.
I'll explain, I was a little drunk, whilst on my laptop, so I figured it would be a great idea to try my hand at Skyrim............then I figured it'd be a better idea to make a video of it. In short, I'm a moron and thought you guys would enjoy it.
Fuck fighting these Draugr Deathlords in Skuldafn with 2000 health. I'll just Calm them all and walk on by.
I just got the Dwemer Museum key glitch on PC. I remember my friend had it on Xbox. But ive never seen it being on PC before.
- Enhanced Blood Textures
- Crimson Tide Blood
I can't manage to choose. Enhanced Blood Textures seems more detailled and less " i spurt some photoshop brushes here and there " but i dunno.
I'm having an issue with Skyrim's new kill cams not showing up.
Think anyone could help me with this?