Bring more soulgems to recharge, or least that's how it should go. It's just really unfair to have 4x scaling compared to magicka scaling, enchant skill should probably go to adjust other convenient things like charges restored or cooldown time.
Yes, 4x is a lot, which is why I suggested only as much as 2x. Carrying a ton of soulgems can be a problem.
Oops, it should be a little less at about 0.20 for grandmaster. Got to check it again. The problem is the weakest character with 30 str at the beginning can carry 1500 potions at 0.10 weight, I'm not sure someone should be able to carry that many hits around.
I agree. But didn't you know? Everyone in Tamriel stores their items in hammerspace. Forget about the weight. Just
where do you put all of those? A limited physical space, plus weight would be ideal.
This just reflects the impracticality of pants as a magical weapon.
But they might just save your life!
Except for all the scripts that assumes nothing moves or dies during menumode. Imagine your companion wailing on an Ash Vampire while you're engaging in polite conversation. "Nerevar, our great plot leader calls you to" *urrrrk* *script waits for dialogue response* *stare at corpse* *script still waiting* *tumbleweed*
Well, we can always update scripts, right? If there are workarounds for scripts, I think it is worth the flexibility and immersion it would add. Plus, it would kill off 1 second fortify spells as well.
They never gave armor rating, it's just a resist + some kind of damage aura spell.
I could swear that Argonian was doing less damage to me though.
It's a different function used by other parts of the engine, it affects companions and stuff so I didn't change it.
I see.
Absorb spells are exploitingly easy by default, so it's reflected in the patch defaults.
I'm going to try to make sense of magic here, so bear with me. The spell is made to transfer health to you. Even if the spell is reflected and absorbs your health, it is still transferring it to you. So, the default behavior, in a way, can make more sense. I can see how the transfer target could change because of the reflecting magic, but at the same time, it doesn't make sense.
It's in the FAQ, I mean what can ya do.
Player->ForceRead
I should just rename the category to on by default fixes.
That might be even more confusing.
Fooling them to train you from 0 to 1 skill for but meaning you go from 90 to 91 is not particularly coherent unless the training was magickal itself.
Thinking about it, I suppose at 0 skill the trainer would only be teaching you something you should know already.
It only matters for the bonelord in the base game, but it's something. Could do with a rename.
I completely forgot that they cast shield. Dremoras do also, I recall.
Show transparent clothes in the inventory applies to the base game female chainmail cuirass, and maybe something or other in Bloodmoon.
Never noticed.
No idea about powers, they don't have the same type as regular spells and are ignored for dispels and similar stuff.
Well, dispel should ignore powers, but having the functions could be useful.
Size doesn't correlate all that well to speed, or T-Rexes would have been breaking the sound barrier. Small people are pretty light, so have less mass to move, and mass scales more than leg muscle cross section (cubic vs quadratic). There's still vascular, oxygen intake, and a load of other differences that make being tall a bit better. 35% is ridiculous in a gameplay way though, it's like the other guy is on a horse.
My my, aren't we technical. I've never seen short people able to run especially fast. I know the weight makes a difference, but in this case I wouldn't think the weight difference would affect it so much. When I mentioned height, I meant the height in the CS, just to be clear. I could be mistaking it with the weight, but I'm pretty sure I read that the taller races move faster.
Lastly, I'm not sure why it comes to mind
now, but would it be possible to just remove all stolen flags when the came clears data every 72 game hours?