[WIP] Runeskull update for FCOM - Beta2

Post » Wed Mar 09, 2011 7:37 am

Update of RuneSkulls for use with MMM 3.7 beta 3+

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

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Avril Louise
 
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Post » Tue Mar 08, 2011 11:42 pm

I'm confused by the part where you state that this is already integrated into MMM - then why the download (what is the download)?

Occurs to me that I installed the version with the flying skulls and have yet to see one ever in my game and my character is level 15.
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Helen Quill
 
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Post » Wed Mar 09, 2011 9:19 am

I'm confused by the part where you state that this is already integrated into MMM - then why the download (what is the download)?

Occurs to me that I installed the version with the flying skulls and have yet to see one ever in my game and my character is level 15.

Have you seen this thread?
http://www.gamesas.com/bgsforums/index.php?showtopic=1037788

I think he mean that Meshes/Textures of RuneSkulls are now integrated in the new BSA. They have provided some RuneSkulls NPCs Loot/Vendors ESP with the new release, but are only expermenting dungeon containers/balances with the Beta esps provided in this thread.
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Cassie Boyle
 
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Post » Wed Mar 09, 2011 8:53 am

I'm confused by the part where you state that this is already integrated into MMM - then why the download (what is the download)?

Occurs to me that I installed the version with the flying skulls and have yet to see one ever in my game and my character is level 15.


RuneSkulls.esp and FCOM_Runeskulls have been integrated into MMM

This rebalances the RuneSkulls in MMM to be interesting/usefull/balanced

-dan
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James Wilson
 
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Post » Wed Mar 09, 2011 12:27 pm

RuneSkulls.esp and FCOM_Runeskulls have been integrated into MMM

-dan

can you specify what plugin in the official MMM 3.7 b3 PR, contains FCOM_RuneSkulls merge?
because I see only three NPCs loot/Vendors (bash mergeable) esps in the official release.

Edit.
I gess it the only candidate containing RuneSkulls merge is "Mart's Monster Mod.esm", because FCOM/OOO users dont use Mart's Monster Mod.esp.
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Olga Xx
 
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Post » Wed Mar 09, 2011 9:06 am

I'm confused by the part where you state that this is already integrated into MMM - then why the download (what is the download)?



can you specify what plugin in the official MMM 3.7 b3 PR, contains FCOM_RuneSkulls merge?
because I see only three NPCs loot/Vendors (bash mergeable) esps in the official release.

Edit.
I gess it the only candidate containing RuneSkulls merge is "Mart's Monster Mod.esm", because FCOM/OOO users dont use Mart's Monster Mod.esp.


With the 3.7b3 Version that was released yesterday. Diverse Runeskulls the flying skulls and runeskulls itself. and fcom_runeskulls where all merged into main MMM.esm.

This Runeskull Rebalance plugin will change the enchantment on the runeskulls themselves to stuff that is more balanced has most people felt that runeskulls where too overpowered.
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W E I R D
 
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Post » Tue Mar 08, 2011 8:12 pm

Hi,

I was wondering if this should be tagged with stats before building your bash patch?
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Kristina Campbell
 
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Post » Tue Mar 08, 2011 8:09 pm

Hi,

I was wondering if this should be tagged with stats before building your bash patch?


No not needed, plugin is fully bash mergeable..

? What are you trying to do by adding stats tag to it?
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Shelby Huffman
 
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Post » Wed Mar 09, 2011 6:22 am

Ahh ok, I just thought you may need stats similar to the bow rebalance for FCOM which has the stats tag.
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Dominic Vaughan
 
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Post » Tue Mar 08, 2011 11:13 pm

Ahh ok, I just thought you may need stats similar to the bow rebalance for FCOM which has the stats tag.


If your load order is correct you don't need the "stats" tag. The stats tag is only needed if you want the stats from an earlier mod to override a later mod.

Are you using the latest FCOM archery esps? They should not have "stats" tag.
http://www.gamesas.com/bgsforums/index.php?showtopic=1032482&st=0
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Ernesto Salinas
 
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Post » Wed Mar 09, 2011 5:28 am

Will this change the stats/settings on the runeskulls I've already collected?
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JR Cash
 
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Post » Tue Mar 08, 2011 9:29 pm

Will this change the stats/settings on the runeskulls I've already collected?


Change the runeskulls in your inventory??? Yes

Change the weapons/armor already enchanted with runeskull??? No


-dan
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Chris Johnston
 
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Post » Wed Mar 09, 2011 6:00 am

bump. what do the experts think about this plugin? good to use with UFCOM or better wait for official update? :)
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Ross Zombie
 
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Post » Wed Mar 09, 2011 3:25 am

bump. what do the experts think about this plugin? good to use with UFCOM or better wait for official update? :)


Yes, you should use has it really does balance the runeskulls effects out much more in MMM once again.

Plus it is due to get merged into the next MMM update. So if there is problem then speak now or else things will remain has they are in this plugin..
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Eire Charlotta
 
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Post » Wed Mar 09, 2011 3:48 am

Somebody was looking for this so bump
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rae.x
 
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Post » Tue Mar 08, 2011 8:12 pm

Yes, you should use has it really does balance the runeskulls effects out much more in MMM once again.


I'll add it to the FCOM opening post then.
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Samantha Mitchell
 
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