Leveled Lists for Skyrim |
Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I will set up some leveled lists for Skyrim (if Alasdair hasn't already
done it), but first I need to know what I'm going to create.
Here are some ideas:
Human enemies:
Berserkers- Charge into battle wearing only bear skin helms and fur boots. Wield two handed weapons exclusively. Very powerful.
Fryse Hags- All female group of ice magic spellcasters. Fight with enchanted daggers, staves, ice magic, and mysticism.
Reavers- Viking type enemies found along rivers and coastal locations
with their ships/boats. Wear light armor and use a hodge-podge of
weapons.
Brigands- Skyrim bandits, wear heavy armor and travel in small groups. Most common enemies in Skyrim.
On the subject of human enemies, would it be worth the effort to break
them into regional groups with varying power such as different clans
for berserkers, covens for witches, gangs for brigands etc?
For beasts there isn't much to do until waalx releases his creatures as a resource. I can create place holder lists though.
Skyrim is going to be mostly static leveling, and provide a challenge for players level 20+ yes?
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05.07.2008 01:03 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I haven't done any creature or NPC leveled lists yet. So feel free to make as many as you want.
All your ideas sound great, maybe we could also do some Skyrim
necromancers as well? I imagine there would be at least a few in
Skyrim. We should probably level the enemies from about level 15 (real
easy) to around level 50 (maybe even 60). Each group of enemies should
probably correspond to a range of difficulty levels, such as 15-25 for
brigands (by that I mean 15 for the lowest ranked members and 25 for
the bosses, not scaling through those levels.) and so on up to the
hardest group.
It would probably be worth splitting each group into an easy and a
harder variety. The difficulty of the mod will vary by region (it gets
harder the further from large cities/towns), so we will likely need to
have factions of enemies that overlap each other in turns of
difficulty, as we don't want each area to be dominated by one specific
type of enemy that matches the ideal difficulty for that region. Having
separate clans would be an ideal way to squeeze different difficulty
levels from one group of enemies.
That said, I wouldn't go overboard with the number of clans. Two or
three would likely be plenty, and they shouldn't vary that widely in
terms of difficulty. Having a group of level 15-20 berserkers and then
a group of level 40-50 ones would be a little weird. We also want to
avoid the MMO cliché where each enemy comes in a zillion granular
varieties for each level.
Sadly I wouldn't count on WAC being released before our beta, so we
will likely need to implement some creature leveled lists with what we
already have. Still, we should probably just start by doing these ones
and hope waalx releases it soon... |
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06.07.2008 03:54 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Well about a week and half ago waalx mentioned he was stopping modeling
for the time being to prepare to release his critters for testing
purposes, so since then I've had my hopes up.
Also, what level range are we going to have for the region in the beta? I like the sound of 25-35 personally.
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06.07.2008 05:11 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Right now I'm setting up the Berserker leveled lists for the teasers.
They are for the Wild-Claw Berserker Clan. I'm setting them up so that
they are allowed to level and offset, but within a small margin (7
levels). Is that alright, or should I make them completely static? |
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09.07.2008 02:36 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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A small margin would probably be best.
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09.07.2008 02:38 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Alright, that makes things easier for myself and dungeon modders to
balance. For the different groups of NPC enemies around Skyrim, I'm
planning on making unique items such as a "Wildclaw Clan Ring" that
they will carry. For the most part they'll just be renamed vanilla
items-- I might do some recolored weapons or shields for a few of the
groups (icey daggers would be easy for the fryse hags). My thought
behind this is that they can potentially be used for repeatable quests
if we ever need them. If not, we just have some baddies with unique
items running around. |
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09.07.2008 02:54 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I remember reading about those fellas, I'll get to work on adding them.
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09.07.2008 03:23 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I was playing with some leveled lists for undead yesterday. I created
the following enemies, splitting them into leveled lists for easy
dungeons (15-25), medium dungeons (25-35) and hard dungeons (35-45).
Each dungeon has a leveled list that can be used to place 'boss' actors
suitable for that difficulty level.
Ghost - Easy
Skeleton - Easy
Skeleton Berserker - Easy/Medium
Hreinn-Hauss - Easy Boss/Medium
Hreinn-Hauss Berserker - Medium Boss/Hard
Hreinn-Hauss Champion - Hard Boss
Lich - Hard Boss
I still need to create archer variants and Ice Wraiths. The lich is
annoying because all his summon spells create vanilla OB monsters, if
we want him to use summons we will need to script our own - currently
he just uses powerful frost spells. I retexed the lich to wear more
rugged fur robes, and his necklace now sports runic symbols. I don't
know if WAC will have any suitable undead but it should be easy enough
to add new enemies. Please let me know what you think.
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10.07.2008 18:59 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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It all sounds good. From what I've followed of WAC, waalx isn't even
touching any undead. He does some Daedra, but other than that nothing.
All wild animals. Do we have Hreinn-Hauss created yet?
So far I've completed the Wild-Claw Berserkers and I'm in the process
of setting up the Horme Bandits. Should I create Riekling leveled
lists? |
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10.07.2008 19:37 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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About the Horme: they believe that Potema's son Uriel Septim III was
the last of the Septim bloodline, and that's why they launch raids on
Imperial interests. However, it's worth noting that most of Potema's
allies left her. Those that remain today must be pretty hardcore
followers...
quote: |
From The Wolf Queen, Book 8
Potema continued to fight a losing battle, her area of influence
dwindling and dwindling until only her kingdom of Solitude remained in
her power. She summoned daedra to fight for her, had her necromancers
resurrect her fallen enemies as undead warriors, and mounted attack
after attack on the forces of her brothers, the Emperor Cephorus Septim
I and King Magnus of Lilmoth. Her allies began leaving her as her
madness grew, and her only companions were the zombies and skeletons
she had amassed over the years. The kingdom of Solitude became a land
of death. Stories of the ancient Wolf Queen being waited on by rotting
skeletal chambermaids and holding war plans with vampiric generals
terrified her subjects. |
Potema's evil was so great that it caused the madness of Pelagius, and
all he did was simply live in the castle in Solitude. The Horme must be
a pretty twisted bunch of people...
BTW Riekling leveled lists would be great!
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10.07.2008 20:06 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Alright, that's an interesting bit of lore. I made them predominantly
Nordic with a few odd Imperials and Orcs mixed in. Should I add any
more Imperials to the group?
They're level 20-26 range, wear light armor, and generally carry a lot of poisons.
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10.07.2008 20:22 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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The racial mix sounds about right, but maybe you could add a few
mages/hedge wizards (if you haven't already). Poison is good though,
makes them a bit more sinister.
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10.07.2008 20:30 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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- Alright, the interfaction relations is easily fixed; I was wondering
why I had done that way back when I originally created the Berserkers
(and subsequently deleted it), now I know.
- Strange, I recall specifically setting up a robe leveled list for them, I must have forgotten to add it to their inventories.
- I don't know why the seers are wearing cuirasses, must be
another leveled list hiccup on my part. I don't ever recall even
touching cuirasses for berserkers though. |
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11.07.2008 01:02 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I had a look and the leveled item list 1SKWildclawBerserkerLVLarmor2
has a cuirass in it, I'm pretty sure that's what caused the problem.
The robe list is just missing from their inventories like you said. |
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11.07.2008 01:12 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Got the bugs fixed. I'm going on to make Fryse Hags. How does "Pagran Fryse Hags" sound for the group in the beta area?
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13.07.2008 03:49 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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Well I can't think of anything else, so Pagran Fryse Hags it is.
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15.07.2008 02:53 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Here's an update with fixed bugs and enchanted versions of the Nordic Silver Weapons.
I started playing guild wars again early in the week and it ate my soul
for about 4 days, otherwise I would have the Fryse Hags ready as well.
I'll be out of town from Monday until late Saturday, so just a heads up there too.
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21.07.2008 02:38 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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I'm back finally.
I can go ahead with another file, only downside to that is that you'll
have to set up relations with the already added in factions yourself.
Also I won't be able to include the newly enchanted weapons in the
leveled lists of the Fryse Hags. If you've already merged it into the
master I can do a new esp, though on that note why not upload a new
patch for the master with the added content. |
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29.07.2008 01:10 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I'm going to have to add in faction relationships for the Skyrim undead
faction anyway, so I don't mind updating them all. It's whatever you
would prefer to do really.
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29.07.2008 18:27 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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How soon are you going to update the master again? If its not in the
next couple weeks, then I may as well keep working with the same file. |
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29.07.2008 19:36 |
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Alasdair
Jarl of Skyrim
Registration Date: 29.08.2006
Posts: 1,169
Location: Somerset, England
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I'll probably update it within the next couple of weeks, but you can
continue in the same file if you want. We can always wait a bit longer
to populate the dungeons. |
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30.07.2008 22:33 |
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Siegfried
Archduke
Registration Date: 07.03.2006
Posts: 2,598
Location: With Your Mom...
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Finally got off my butt and wrapped up the Fryse Hags today. Next is either Redoran Raiders or Reavers.
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03.08.2008 02:16 |
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