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Skyrim Gameplay Rebalance


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Thanks for the info, it helped me work it out :)
I think what initially confused me was that the title of the page linked is 'Modular Morrowloot Overhaul' and I was thinking that was a separate pack so the patches wouldn't be relevant for me. It didn't sink in at first that it is a overall name including the individual packs.

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Thanks for the info, it helped me work it out :)

I think what initially confused me was that the title of the page linked is 'Modular Morrowloot Overhaul' and I was thinking that was a separate pack so the patches wouldn't be relevant for me. It didn't sink in at first that it is a overall name including the individual packs.

Good you worked it out. I am currently working on the install instructions to make them better. I'm going to rename the page, Modular Morrowloot overhaul. It's an old name for the original pack and it is confusing.
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  • 3 weeks later...
  • 1 month later...

So, I just noticed Revenge of the enemies got updated. This means my patches are outdated and I'll need to re-evaluate it.

I read on MLU's page that MLU is going to need a new compatibility patch for Revenge of the Enemies. So there is that to worry about too...

 

Sadly the lack of support for MLU is really hurting.

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  • 3 months later...

Just a quick update:

 

Worlds Dawn https://www.nexusmods.com/skyrim/mods/73094/?

I've been testing this mod. Everything works and is seamless but I've decided to not include it in this pack. It feels odd with having two enchanting systems, one vanilla and one from this mod with augmentation stones.

 

Weapons and armor attributes https://www.nexusmods.com/skyrim/mods/68849/?

I was thinking about removing this. I don't like how all the bonuses and penalties are applied with scripts. You have no way of knowing the actual stats of an armor or a weapon before you try it and see if any bonuses or weapons gets applied. My wish is that it would have a patcher that changed the actual stats of the equipment. I decided to keep it and I'm going to try to use the no armor module only to get bonuses if no armor is being used.

 

Wintermyst https://www.nexusmods.com/skyrim/mods/58635/?

This will most likely be added to the pack.

 

Vigor https://www.nexusmods.com/skyrim/mods/72180/?

This will possibly be added to the pack, I need to test it a little more.

Edited by dreadflopp
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Just a quick update:

 

Worlds Dawn https://www.nexusmods.com/skyrim/mods/73094/?

I've been testing this mod. Everything works and is seamless but I've decided to not include it in this pack. It feels odd with having two enchanting systems, one vanilla and one from this mod with augmentation stones.

 

Weapons and armor attributes https://www.nexusmods.com/skyrim/mods/68849/?

I was thinking about removing this. I don't like how all the bonuses and penalties are applied with scripts. You have no way of knowing the actual stats of an armor or a weapon before you try it and see if any bonuses or weapons gets applied. My wish is that it would have a patcher that changed the actual stats of the equipment. I decided to keep it and I'm going to try to use the no armor module only to get bonuses if no armor is being used.

 

Wintermyst https://www.nexusmods.com/skyrim/mods/58635/?

This will most likely be added to the pack.

 

Vigor https://www.nexusmods.com/skyrim/mods/72180/?

This will possibly be added to the pack, I need to test it a little more.

I agree with you on Worlds Dawn I've been testing this out SRLE Extended and whille I like the new enchantments and names having a second method enchantmnmet feels cluncky and since I got Scarity and MLU not found many stones or crystals yet.

 

the others 3 I really like. 

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I agree with you on Worlds Dawn I've been testing this out SRLE Extended and whille I like the new enchantments and names having a second method enchantmnmet feels cluncky and since I got Scarity and MLU not found many stones or crystals yet.

 

the others 3 I really like.

I do like WAA but it confuses me when I can't see the actual stats of items without equpping them and check active effects.

 

I'm thinking of dropping Jaysus swords due to balance. No conflicts since it's included in CCOR so anyone can keep using if they want. I'm playing a rogue character that fights with daggers and Jaysus has steel daggers that does more damage than elven daggers.

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hey Dreadflopp quick question concerning WAA Patches and MLU Patches. shoudl MLU Patches load after WAA Patches or before in the LO currently for me WAA is loading before MLU but I think it should be the other way round.

Not at home and not sure I'll be able to check today but do they conflict? I'm guessing WAA and MLU conflicts where MLU changes weapons stats and WAA adds keywords. In these instances, WAA should be loaded later to preserve keywords and the bashed patch should add back stats from MLU. MLU and WAA needs proper bash tag forbthisbto happen.
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  • 3 weeks later...

Some updates to the back:

 

* Added Vigor

* Added Animal Tweaks

* Added Kill the Orchestra

 

* Removed Backup Movement Speed Reduction

* Removed Smarter combat music

 

* Evaluated Bring your silver. Decided to not use it. I didn't like some of the weapons and some weapons were made of rare materials, which is something I don't like. If you want to use it, I have made patches for it that are shared with my modular patches.

* Evaluated SkyTEST. Decided against it for now. It might be added later but probably not.

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  • 2 years later...

He

 

Hello dreadflopp,

 

I know the pack is not updated anymore, but I have a question. Are the patches for STEP : Extended still available somewhere ? The download link on the main page of the pack doesn't seem to be active anymore...

 

Thank you for your work !

Hello, sorry for the late answer. Unfortunately some of my dropbox files, including the patches, disappeared during on of many linux reinstallations. You could try  to post a new topic on the forum and ask if anyone still has a copy.

Edited by dreadflopp
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