Soldato
speeduk said:Mod that makes distant land textures look a lot better.
http://www.tessource.net/files/file.php?id=2182
Only for cyrodil (or what ever its called) hopefully soemone does the full map
speeduk said:Mod that makes distant land textures look a lot better.
http://www.tessource.net/files/file.php?id=2182
Matmulder said:My recommendations:
No Psychic Guards
http://www.tessource.net/files/file.php?id=1904
Guards will need to see or be in range of the crime to arrest/attack you.
agree with you completely. I'm not interested in making the game easier, just more involving for me, which the mod list I posted would (hopefully) imply .HangTime said:One thing I've noticed is that quite a few of the mods available seem to basically be making the game easier.... increased carrying capacity, more storage (must admit I wanted that in Diablo2), more powerful skills etc etc.
While I can appreciate that some do make the game more fun to play by removing annoyances, is there not a danger that the game gets slightly imbalanced in the player's favour compared to what the developer intended? Things like a limit on how much you can carry may seem rather petty, or an annoyance to the player, but perhaps the idea is that you are not supposed to be able to lug around a thousand ingredients all at once?
erm... you do realise that Cyrodiil is the entire county you play in.. Cyrodiil isn't a town, city or village... its the entire "world" that you play in.Last Kronin said:Only for cyrodil (or what ever its called) hopefully soemone does the full map
mmm have to agree with you there mate, i'm all for the mods that make the game seem more realistic or eliminate what are (in my opinion) annoyances in the game (people dropping very good weapons very quickly in the game, etc..etc...) but mods that let you carry more, give you better skills, have better arrows etc... seem that its just making the game a bit too easy.HangTime said:One thing I've noticed is that quite a few of the mods available seem to basically be making the game easier.... increased carrying capacity, more storage (must admit I wanted that in Diablo2), more powerful skills etc etc.
While I can appreciate that some do make the game more fun to play by removing annoyances, is there not a danger that the game gets slightly imbalanced in the player's favour compared to what the developer intended? Things like a limit on how much you can carry may seem rather petty, or an annoyance to the player, but perhaps the idea is that you are not supposed to be able to lug around a thousand ingredients all at once?
That's what he means... Cyrodiil is a province of Tamriel. He's saying hopefully someone will do the same for the whole of Tamriel (although I can't see this making a huge improvement).nikebee said:erm... you do realise that Cyrodiil is the entire county you play in.. Cyrodiil isn't a town, city or village... its the entire "world" that you play in.
Inquisitor said:That's what he means... Cyrodiil is a province of Tamriel. He's saying hopefully someone will do the same for the whole of Tamriel (although I can't see this making a huge improvement).
How big is the performance hit with this mod?
Don't ask menikebee said:
why would you need it to be done outside of Cyrodiil if thats the only province you play in, in the game? (bar the main quest)
molinari said:Makes it so that none of the items or enemies in the levelled lists become obsolete. What ever your level you might encounter an imp while wandering the forests of Cyrodiil or have a bandit wearing leather armor attack you. This also somewhat alleviates the problem with everyone and their mother dropping high end stuff when you have reached a certain level.
http://www.tessource.net/files/file.php?id=1952
Artheas said:I agree that most of the mods simply make the game much easier that the devs intended. Lower mana cost for healing is obviously there just to benefit those fighters with heal spells, and the new arrows... O.o no offense to the creator, but they are ridiculous.
'Lv7 - Stunned-wave Arrow - 8ft, 10s Paralyze on strike (1.25x Speed)'
Why not have the arrow just do 500 damage, same effect really, just saves you time.
Artheas said:This would be perfect if the 'lower class creatures' had a level relative to yours. like in morrowind.
*wonders if thats possible*
Draeger said:I keep getting a "Web site not responding" when I try and grab the Tessfiles "No Psychic Guards" download.
Meridian said:It is possible, but would require you to go through the entire monster list - which is quite big.
But that's not exactly how MW worked: in MW some monsters were leveled, but most were not. MW used a mix of fixed level monsters that spawned depending on your level (the way Oblivion does it), fixed level monsters picked from a list, and monsters spanwned to match your level. That way some creatures were low level, some matched yours.
M
thefranklin said:Thats a good point. My only char I have made is an archer-mage. I am at like lvl 12, and spend most of my time trying to get spells and arrows that will kill anything. If you try playing with a bow as your main weapon, you will get angry and want to cheat to kill everything in one hit, trust me. At lvl 9, I got a troll stuck in the water, and I proceeded to put 134 arrows into him, and he didn't lose health, it regenerated too fast. It is near impossible to be an archer.
But the mod that changes the menus so more stuff fits on the screen is a godsend!!