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It's already that way: their weaps speed follows already their level, that mean that for some bandits the lev curve maybe half plevel for others may raise up to 10% more then plevel if I remeber well but at highest levels only.

But adding more kind of enemies to my module is not provided.

Btw now SAI is at 4.1.4 right now

Dear Shary btw if you think SAI would be better with some improvement, you can always develop a patch for SAI

I am not admin Dante or any other grudging modder who points finger on someone who just want to share fun, in addition for free...
 

Shari3979

Member
Yes, I thought that you might see it that way. "better" wasn't the correct expression for what I intended. What I want to say is that I would like to see those variations speed for weapons depending on bandit type. If I remember right you said that at highest levels all bandits, eventually, will have the same weapons speed. But I don't think that should be like that. A regular bandit will always remain a bandit and will never thouch the skills of a boss or a more powerful type.
 
Yip, somehow is already as you described but speed diff maybe very slight... But there is... Btw in vamps is more tangible
 
Bud i am already changing a lot of things more then you can imagine: not every fix is reported in the changelog but main ones. Anyway I wouldnt change things that do not need changes.

Perk fix overhaul is updated in SAI 4.1.5

What is Perk fix Overhaul?
It's a mod that contains several unique fixes and interesting improvement for perks.

More infos here
 
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and there's already your mentioned speed variation, it will apply to npc too using perk fix overhaul.

But I am not going to make it work on npc but on player.

I told you once... why should be this way?
 
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Shari3979

Member
Because with Perk fix Overhaul you can not tell the difference from a bandit and a boss bandit at high levels in the matter of speed. You told me that eventually, all will have the same speed weapons which I don't think it should be. A bandit will always be a bandit and a boss will always be superior to a bandit. Isn't it the variation, why you set different scale leveling values for bandits?
 
No you can of course... at player lev 60 for ex a boss bandit will have +38% speed another "bandit" may have 15%... doesnt change a lot but change.

The main variation is on toughness, damage, stamina, equipment and of course SAI perks and AI. I fought against a boss bandit with shield and I literally sweated my shirt, he was like an onward juggernaught...
while the other kind of bandit I could kill them just without even stopping my run... easy breaking into his guard and easy killing... I am amazed you couldnt notice any difference!
 

Shari3979

Member
I play a different kind of game that you do. And to a very powerful sword, in the end, a boss is as weak as a bandit...Plus I didn't fight that much against them on field. Mostly were tested in Arena. But now I intended to start a new game.

You gave me the lev 60 as example, but how would be the things at lev 160? Even those with 0.6 scale factor will have the same speed weapons as ones with 1 scale factor. Correct? I only tell you what I have learned from you. So if the variation on toughness, damage, stamina and equipment is preserved, why not the speed weapons as well, being preserved?

One last thought: Even if you and I don't always agree on things, I ilke that you have an open mind. Not many does.
 
Open minded dont know for sure, for some things I am a very close one :D
Btw hopefully any helpful tips is welcome so I can improve my module for fun.

SAI is not contemplated to reach such levels, but to respect Vanilla -> http://www.uesp.net/wiki/Skyrim:Leveling

then you can turn game into legendary and start back to 1 but never over.

Maximum Level
At higher levels, leveling up happens much more slowly. Level increases in Skyrim follow a formula (detailed above in the Gaining Levels section). Prior to Patch 1.9 the maximum level was 81, since there was no way to gain any more experience once every skill reached its maximum value of 100.

With Patch 1.9, individual skills can be made "legendary", denoting them with an Imperial symbol. This will reset the skill to 15, and perk points used for that skill may be redistributed. Gaining levels in that skill will affect leveling again, thus effectively removing the level cap of 81. There is no restriction on the number of times that skills can be made legendary. This change makes it theoretically possible to obtain every single perk in the game. You can level up even after reaching level 252, so you can continue to increase magicka, health or stamina, though you will have nothing left to spend the resulting perk points on.

According to the formula, training one individual skill all the way from 15 to 100 (one mastering cycle) yields 4,930 XP. This amount of XP is enough to level from 1 to 17, or from 194 to 195. Leveling up to 252 (unlocking all perks) would take a total of 809,475 XP. This corresponds to over 164 skill mastering cycles, or mastering every skill over 9 times. The fastest approach to such a huge task would be to find the easiest skill to raise and to exclusively focus on that for leveling purposes.

Better going into legendary :p
 
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So, the conclusion?

Up to you :ashstab:

Why should I change this module this way for a player whom character is reaching the over level using a module which remove level cap?

Change SAI or make a patch yourself, not everyone may enjoy in best case, in worst the game for who not wish level cap remotion may become seriously frustrating.
 
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Shari3979

Member
What are you talking about? You are really surprising me sometimes. This is the third time when you misinterpret what I say.
Who is using a module which remove level cap? Reaching level 160 is natural for Skyrim 1.9.32. And your bandits will also reach that level because they scale with the player. Of course those with 1 scale factor have the advantage. But the others will also scale, accordingly with their scale factor, which means that a bandit who scales with 0.7 will be like around level 115 if I am at level 160. So do you like it or not, with the last version of Skyrim badits will grow indefinitely and become stronger with every level. It is the power you gave them. Still, you can not say the same thing about speed weapons. Once they reach the maximum of skill the speed will not grow anymore because depend on skills with max 100. At level 100 if a bandit reach 100 skills in OH will have a plus of 38% speed. Correct? That 38% will also be the same at level 200 because the speed is depending on skills and their max of 100 was reached with level 100. So, what is the big deal? The only difference will be that the bandits will not grow in speed but always have the same speed, and really...a plus of 38% is a joke (this is not to offend you; I know that you decided that value because of vanilla).

And besides all of that has been said you already did such a thing with vampires. First time when I was so impressed how fast they were...it was because of the abilities spell that you have given to them long before we even talked about giving the speed to bandits through perks.
 
mmm yes I understand now your point...I didnt want to "missinterpret" what you said but sometimes you talk a bit not clear and/or you recall again and again questions and/or suggestions I already told you I cant/I dont want apply if you read my previous answers.

I re-read better also the level cap after last patch has been removed...

but I really dont know or comes to my mind a way workaround to improve this any better... I mean is unavoidable that even that low ranked bandits will grow up in levels and skills (the factor that influence the speed is the skill mainly)...

accordingly to your words you look likes quite upset, btw just if you wish to collaborate with me next times speak more clearly or better suggest some new ways for the module to satisfy improvements instead complaining everytime or, as usually is said: take it or leave it
 
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Shari3979

Member
If you didn't read the above post:
I am tired to repeat myself over and over again, so, if you didn't understand, do nothing.
All I wanted was to see a boss swing a sword faster than a bandit, above level 100.

Improvements? Not really, but I'll give you my opinion about SAI:
Per general, SAI it's OK
NPC and Undead module: I like it, but I didn't played it much.
Supernatural AI - Vampires and Monsters: It's extraordinary (and the difinition of SAI), except for one thing: dragon edits in the main module.
Dragon edits are kind of useless and completely useless if you use mods like DD, EMD, DCO. If you want something significant with dragons, create something uniquie in a separate module.The same thing I told you a long time ago, but in an elegant manner, which you ignored it completely. Not that you'll do different this time...

About me not noticing any difference between a boss and a bandit: actually I did noticed, just I didn't see it that way at that time. Fighting in Arena to gain skills, I prefered the boss type over the regular bandit because the last was falling under one sword hit.
 

Shari3979

Member
Falskaar is not a heavy scripted mod and do not brings new textures.In the upcoming version will be significant changes of scenery, if you want to see how it is now.
 

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