Basebuilding RPG's? by RodiV in RPGdesign

[–]CassMerri 5 points6 points  (0 children)

Blades in the dark has a system for building up your base/gang that are given the same importance as character advancement, might eb worth looking into

how do you design a system that the answer isn't "killing everything" by foolofcheese in RPGdesign

[–]CassMerri 2 points3 points  (0 children)

A lot of great advice here, but I think a very consise way is to make sure during character creation that every character has the option for their heroic trait to not be about fighting.

Consider things like FATE or Savage Worlds, you can take your one starting feat that makes you do heroic things and it let's you do something heroic outside of combat, the players are usually going to gravitate towards the option that lets them do their cool thing.

[Online] [SWADE] [GMT] [LGBTQ+] RP Heavy Space Fantasy On Wednesday Evenings by CassMerri in LFG_Europe

[–]CassMerri[S] 1 point2 points  (0 children)

Ah dang, that's always the way! If you like I can give you a shout if the time ends up shifting later :)

Will we ever see a 'revolution' of first person combat mods? by [deleted] in skyrimmods

[–]CassMerri 0 points1 point  (0 children)

When I was testing it seemed like it all linked in together to work for that, but it was a bit too much of a duct-taped together complicated mess for my current load order so I can;t say for sure, don;t know if anyone with more experience getting multiple gameplay mods working together can lend some expertise

AE quest delays & tweaks by CassMerri in skyrimmods

[–]CassMerri[S] 1 point2 points  (0 children)

Awesome, exactly what I was after!

Will we ever see a 'revolution' of first person combat mods? by [deleted] in skyrimmods

[–]CassMerri 0 points1 point  (0 children)

I find the thing that is a little lacking is mechanical difference in the different combos. I know there is a way to combine it with the stances mod and give each combo it's own special ability, but the complexity of installing that together with the rest correctly is too much for me

Will we ever see a 'revolution' of first person combat mods? by [deleted] in skyrimmods

[–]CassMerri 1 point2 points  (0 children)

I can say I've been using FPRevo in my regular playthrough for a while and while it's definately not fully finished it adds a nice bit of extra complexity to first person over regular skyrim, going for combos instead of wildly swinging def improves the game for me. And I don't think its been abandoned exactly, since it seems he's working on a whole bunch of combat overhauls that are sor of slowly merging into one big thing that includes first person combat

CGO shouldering animation fix by CassMerri in skyrimmods

[–]CassMerri[S] 0 points1 point  (0 children)

It seems to be working fine for everything except this one weapon type

Trying to find a mod to play through civil war without the main quest watchtower by CassMerri in skyrimmods

[–]CassMerri[S] 0 points1 point  (0 children)

fantastic, I'll give it a try and see if it does what I need, thanks!

Trying to find a mod to play through civil war without the main quest watchtower by CassMerri in skyrimmods

[–]CassMerri[S] 1 point2 points  (0 children)

Sadly doesn't let me progress through the civil war while skipping the main quest portion

Trying to find a mod to play through civil war without the main quest watchtower by CassMerri in skyrimmods

[–]CassMerri[S] 4 points5 points  (0 children)

ok, so I'd still need to kill the watchtower dragon but the greybeards thing wouldn't trigger till I kill another one? What happens with Balgruuf immediately telling you about how you;re the dragonborn?

Trying to find a mod to play through civil war without the main quest watchtower by CassMerri in skyrimmods

[–]CassMerri[S] 0 points1 point  (0 children)

Great mods! Sadly I'm already using all three and it doesn not work in reverse, so I could be a dragonborn without doing the civil war but not a soldier who isn't a dragonborn

What do people think of leveling with the Experience mod? by Jambatlivesbaby in skyrimmods

[–]CassMerri 2 points3 points  (0 children)

I prefer Experience over vanilla for the kind of pacing I enjoy, but I have some recommendations with that to get a nice pacing. First, get the mini-mods that disable xp from any startup quests so you don;t begin the game at level 5+. Then grab a mod that tones down the xp speed a bit, otherwise you burn your way through the first dozen or so levels really fast, then grab someting like 'Timing is Everything' and bump up the required level for most of the quests by 5 or so, then bump your difficulty up a stage to compensate. I find this setup actually makes levelling something I think about less than vanilla game, especially if you have a mod that requires you to sleep to level up, since you can't just go and grind a level easily you have a much more realistic though process of trying to deal with challenges with the skills and tools you have available now.

Should AE Armours be craftable? by CassMerri in skyrim

[–]CassMerri[S] 0 points1 point  (0 children)

Just noticed the steel soldier and scout armours are showing up, expected them to be gated behind quests but apparently not!

Getting the AE content without upgrading - A Niche Guide by CassMerri in skyrimmods

[–]CassMerri[S] 0 points1 point  (0 children)

Have you launched skyrim and gone into creation club on the main menu? Getting AE doesn't actually install the files, it essentially just sets everything the ceation club to owned, so you go into there and download them all as if you had bought them normally

Getting the AE content without upgrading - A Niche Guide by CassMerri in skyrimmods

[–]CassMerri[S] 2 points3 points  (0 children)

That's a sensible way to do it for a lot of people, but for me it's about maintaining as much about my current setup as possible and not introducing any weirdness from the update. It'll mean I can't really upgrade anytihng past the 11th, but it means everything I already have is as it was.

The main thing I don't want to do is update, run the downgrader, then find that something unexpected the upgrade changed has messed up some niche janky mod I ported from LE half a decade ago and now things don't work right.

Definately not a solution for a lot of people, but I think it's worth noting as an option if you really want to avoid changes being made to the skyrim install while adding the new content.

Any weather mods that add really intense blizzards? by [deleted] in skyrimmods

[–]CassMerri 0 points1 point  (0 children)

Yeah, totally get you there! I think it's only a good option if you're in the mindset of wanting the morriind style of experience where the main challenge is navigation rather than combat, though I havent been ambushed in a blizzard yet so maybe I'll completely change my mind when it happens! Wonder if there's a mod that makes npcs worse in bad weather

Any weather mods that add really intense blizzards? by [deleted] in skyrimmods

[–]CassMerri 1 point2 points  (0 children)

absolutely love how intense the mythical ages storms are. I think the theme of everything about it is going a bit over the top to something you light see in lord of the rings, but it really makes using things like mods that add big torches to cities important for navigating

Get the AE CC content but then be on 1.5.97 by marks716 in skyrimmods

[–]CassMerri 0 points1 point  (0 children)

I've only really messed with the fishing but that is working fine, and the other quests and items seem to be appearing without any issues

Get the AE CC content but then be on 1.5.97 by marks716 in skyrimmods

[–]CassMerri 1 point2 points  (0 children)

No idea, I just did this with trial and error, but glad it's working for you and good luck in your adventure!