This rebalances the RuneSkulls available in MMM 3.7 b3 to be more fun and interesting to play with.
Important Notes
1) This is a beta release. If you aren't going to bother commenting about what you like/don't like and what works or doesn't work, then you might as well wait for official release.
2) All effects are balanced for LAME. If you use another magic system enchantment costs and total charge could be way off from the intended values. The next version will include an OBSE patch that fixes this. Sorry to users without OBSE but it would take hand editing of 255 entries to create a version for each magic system and I don't have the time for that.
3) RuneSkull drop plugins are all horrible. They are way to common at low level and drop way to often. I have included a temporary plugin to fix this but it must be loaded AFTER YOUR BASHED PATCH. The final version will also include new ways to get RuneSkulls so you don't have to use a loot plugin.
4) You DO NOT NEED Runeskulls.esp or FCOM_Runeskulls.esp. They have been integrated into MMM
5) Have fun, I really think this improves the RuneSkull experience.
6) LEAVE FEEDBACK. Help make this mod better
-dan
download at
http://www.mediafire.com/?zbr0wmwmynm
From the readme
I was not happy with the Runeskulls effects in the original Runeskulls mod, the FCOM rebalance, or MMM Diverse Runeskulls (Based on FCOM rebalance).
FCOM Exnem Runeskulls
I love the idea, I'm just not in love with the implementation.
I don't really like a lot of the changes made in FCOM_ExnemRuneskulls
Example damage health 1 for 60 seconds. That doesn't do much good.
damage 1 for 3 seconds would be just as useful on a sword or damage 1 for 5 seconds would be just as useful as a bow.
Originally i found myself never actually using any of the runeskulls. 90% would be used to make items for sale. I could easily find better enchanted weapons than I could make with runeskulls, so i would mostly just make items and sell them for gold.
Also, I think they should have a downside. You are using the soul of some not very happy creature to power your enchantments. That's got to have a downside, right???
So here is what I set out to do . . .
1) I want all runeskulls to be interesting to some charcter type.
2) I want to weapon and item enchantments to be "balanced" for each runeskull - a player has to make a hard choice on which way to go with each one.
3) I want them to be equally powerful or greater than items you find in random loot/ on NPCs at your current level.
4) Provide something new and interesting not normally found in the game.
5) Rework the leveled lists so that Runeskulls are rare (especially at low level)
6) Add negative effect to all enchantments
7) Balance all enchatments using a standard balancing "system"
I think I have met most of these goals with the beta results. I'm sure some will be over/underpowered but that's why I need YOUR feedback.
To get a good overview of all the changes check out the spreadsheet in the "data spreadsheet" folder.
Runeskulls are balanced to yield weapons of 600/1200/1800/2400/3600 charge.
This is based on LAME magic settings. other magic systems will yield different charges. The final version will include an OBSE patch that will set the enchantment cost and total charge to the correct value irregardless of the magic system you are using. I have developed this for my SoulStone project, I just need to port it over to RuneSkulls.
Please Report all bugs to the Forum or PM me (kandiedan)
I also felt Runeskull drops were way to high in previous versions, so I included a new Runeskull drop list. THIS MUST BE PLACED AFTER YOUR BASHED PATCH. This is a temporary fix that needs to overwrite everything. I am continuing to work on a fun integrated way to generate RuneSkulls and SoulStones that will be well integrated with FCOM. This will be released after FCOM 9.9.5
-dan
FCOM Exnem Runeskulls
I love the idea, I'm just not in love with the implementation.
I don't really like a lot of the changes made in FCOM_ExnemRuneskulls
Example damage health 1 for 60 seconds. That doesn't do much good.
damage 1 for 3 seconds would be just as useful on a sword or damage 1 for 5 seconds would be just as useful as a bow.
Originally i found myself never actually using any of the runeskulls. 90% would be used to make items for sale. I could easily find better enchanted weapons than I could make with runeskulls, so i would mostly just make items and sell them for gold.
Also, I think they should have a downside. You are using the soul of some not very happy creature to power your enchantments. That's got to have a downside, right???
So here is what I set out to do . . .
1) I want all runeskulls to be interesting to some charcter type.
2) I want to weapon and item enchantments to be "balanced" for each runeskull - a player has to make a hard choice on which way to go with each one.
3) I want them to be equally powerful or greater than items you find in random loot/ on NPCs at your current level.
4) Provide something new and interesting not normally found in the game.
5) Rework the leveled lists so that Runeskulls are rare (especially at low level)
6) Add negative effect to all enchantments
7) Balance all enchatments using a standard balancing "system"
I think I have met most of these goals with the beta results. I'm sure some will be over/underpowered but that's why I need YOUR feedback.
To get a good overview of all the changes check out the spreadsheet in the "data spreadsheet" folder.
Runeskulls are balanced to yield weapons of 600/1200/1800/2400/3600 charge.
This is based on LAME magic settings. other magic systems will yield different charges. The final version will include an OBSE patch that will set the enchantment cost and total charge to the correct value irregardless of the magic system you are using. I have developed this for my SoulStone project, I just need to port it over to RuneSkulls.
Please Report all bugs to the Forum or PM me (kandiedan)
I also felt Runeskull drops were way to high in previous versions, so I included a new Runeskull drop list. THIS MUST BE PLACED AFTER YOUR BASHED PATCH. This is a temporary fix that needs to overwrite everything. I am continuing to work on a fun integrated way to generate RuneSkulls and SoulStones that will be well integrated with FCOM. This will be released after FCOM 9.9.5
-dan