Using glitches and bugs can be a fun and effective way to freshen up vanilla builds. However, they can easily break immersion since they usually don't make much sense. How can I fit these glitches into my builds without making them seem broken or fake, without it just being the "Uniquely powerful character who is special in every way" trope?
Examples:
True Atronach Glitch
5x Amulet of Talos
Vampire Lord Spells in Human Form
Fortify Restoration Loop
Absurd damage/potion values
Using glitches and bugs can be a fun and effective way to freshen up vanilla builds. However, they can easily break immersion since they usually don't make much sense. How can I fit these glitches into my builds without making them seem broken or fake, without it just being the "Uniquely powerful character who is special in every way" trope?
Examples:
True Atronach Glitch
5x Amulet of Talos
Vampire Lord Spells in Human Form
Fortify Restoration Loop
Absurd damage/potion values
Ok, coming back after a while. I've finished playtesting a build a while ago, but I'm stuck with the question as to what's the better way to write it up. The main concept is a spin on the druid archetype, and I tried it in both a modded setup that heavilly leaned on Apocalypse and Ordinator and a more vanilla one (I still used mods, but none of them were central to the build). Thing is, although the much of the playstyle doesn't differ much from one to another, the experience and the endgame does, and I'm torn as to how to write it. Is it better to do the modded guide, go with the vanilla, try to get both one the same write-up or split them as two separate, but twin versions of the same build? If this is not the most appropriate place to ask I'll transfer this question to the Workshop.
Ok, coming back after a while. I've finished playtesting a build a while ago, but I'm stuck with the question as to what's the better way to write it up. The main concept is a spin on the druid archetype, and I tried it in both a modded setup that heavilly leaned on Apocalypse and Ordinator and a more vanilla one (I still used mods, but none of them were central to the build). Thing is, although the much of the playstyle doesn't differ much from one to another, the experience and the endgame does, and I'm torn as to how to write it. Is it better to do the modded guide, go with the vanilla, try to get both one the same write-up or split them as two separate, but twin versions of the same build? If this is not the most appropriate place to ask I'll transfer this question to the Workshop.
@Xenla I think it depends much on the roleplay and vibe you are trying to achieve. One simple trick is to tie some glitches to specific milestones inside the build: for instance, only start using vampire lord spells in human form after killing Harkon. Also, some exploits and glitches are easier to justify than others: I think going with 100% magicka absorb with the help from Alchemy is great because it halts your magicka regen, meaning you have great benefits while also holding a significant drawback you can build around, while going with restoration and crafting loops not only tedious, but pointless, as it sucks all the challenge from the game.
@Xenla I think it depends much on the roleplay and vibe you are trying to achieve. One simple trick is to tie some glitches to specific milestones inside the build: for instance, only start using vampire lord spells in human form after killing Harkon. Also, some exploits and glitches are easier to justify than others: I think going with 100% magicka absorb with the help from Alchemy is great because it halts your magicka regen, meaning you have great benefits while also holding a significant drawback you can build around, while going with restoration and crafting loops not only tedious, but pointless, as it sucks all the challenge from the game.
Ok, coming back after a while. I've finished playtesting a build a while ago, but I'm stuck with the question as to what's the better way to write it up. The main concept is a spin on the druid archetype, and I tried it in both a modded setup that heavilly leaned on Apocalypse and Ordinator and a more vanilla one (I still used mods, but none of them were central to the build). Thing is, although the much of the playstyle doesn't differ much from one to another, the experience and the endgame does, and I'm torn as to how to write it. Is it better to do the modded guide, go with the vanilla, try to get both one the same write-up or split them as two separate, but twin versions of the same build? If this is not the most appropriate place to ask I'll transfer this question to the Workshop.
Nah this is definitely the place to ask this question, Ponte. So, now I might be a teeny bit biased because I'm a big fan of Ordinator Builds, but I do think that it'd be better to present it with mods in mind. Can I justify that? Not entirely, at least not with facts or anything, I just think that it's generally (by this point) easier to figure out how something works in Vanilla rather than Modded. I mean, take Restoration from Ordinator, depending on what paths you take the build can be incredibly different while with Vanilla there's only really...what two non-healing perks? There's a very obvious focus on Vanilla Restoration because it's pretty many Wards or Healing. Ordinator/Apocalypse though has a few different paths, different spell types, etc. that would make it really different.
Yeah, I dunno I'm just a fan of Ordinator Builds honestly so I'm always going to encourage them.
Ok, coming back after a while. I've finished playtesting a build a while ago, but I'm stuck with the question as to what's the better way to write it up. The main concept is a spin on the druid archetype, and I tried it in both a modded setup that heavilly leaned on Apocalypse and Ordinator and a more vanilla one (I still used mods, but none of them were central to the build). Thing is, although the much of the playstyle doesn't differ much from one to another, the experience and the endgame does, and I'm torn as to how to write it. Is it better to do the modded guide, go with the vanilla, try to get both one the same write-up or split them as two separate, but twin versions of the same build? If this is not the most appropriate place to ask I'll transfer this question to the Workshop.
Nah this is definitely the place to ask this question, Ponte. So, now I might be a teeny bit biased because I'm a big fan of Ordinator Builds, but I do think that it'd be better to present it with mods in mind. Can I justify that? Not entirely, at least not with facts or anything, I just think that it's generally (by this point) easier to figure out how something works in Vanilla rather than Modded. I mean, take Restoration from Ordinator, depending on what paths you take the build can be incredibly different while with Vanilla there's only really...what two non-healing perks? There's a very obvious focus on Vanilla Restoration because it's pretty many Wards or Healing. Ordinator/Apocalypse though has a few different paths, different spell types, etc. that would make it really different.
Yeah, I dunno I'm just a fan of Ordinator Builds honestly so I'm always going to encourage them.
I'll start with Chris and then move on to Lee. By this do you mean a way to manipulate it so that it triggers more often or to move it onto other weapons? Either way...nope I doubt it.
@Lee
Hah, right, gotta say this line of questioning has me super pumped Lee. Right let's break it down
1) So by aspects, I assume you mean that...for example. Levels 1-10 would be Aspect One. Levels 11-20 would be Aspect Two. Levels 21-30 would be Aspect Three, and so on and so forth. Or is each Aspect a completely different character with a new save game? I'll assume the former for now, and if you've got 5 I wouldn't recommend taking it beyond 10...maybe 12 Levels, I think any more than that is a huge stretch because you'd be looking at Level 60+ which doesn't tend to work for a build that well.
2) If I recall, the True Atronach is just modelling the Atronach of Skyrim off of Oblivion/Morrowind's so it retains the same positives but instead, you've got the 100% SA. I think it's done through one of the diseases but it's been awhile since I've read up on it. Here's Liss, Golden Fool and Karver's general ramblings and notes on the glitch, but I don't remember if they resolved it or not.
3) Uh, the Ultimate Atronach...as far as I know it'd only really restrict you from conjuring Atronachs and the Dawnguard (Mist/Bone/Wraith Men) summons but nothing else.
4) Huh, I've got no idea...I know you can buy Stalhrim Equipment from uh Baldar Iron-Shaper but I don't think they spawn in chests, and I'm not sure if Chaos Enchantments have a certain spawn rate or level. I could be wrong on all this since I don't have a source that'll back me up (bloody UESP doesn't have anything that covers any of these questions).
5) It does not respawn no, which makes all storage there safe.
Hope this helped Lee. First one might require a bit more thought and discussion honestly since it's a pretty good question, and of course, has different answers from different people.
I'll start with Chris and then move on to Lee. By this do you mean a way to manipulate it so that it triggers more often or to move it onto other weapons? Either way...nope I doubt it.
@Lee
Hah, right, gotta say this line of questioning has me super pumped Lee. Right let's break it down
1) So by aspects, I assume you mean that...for example. Levels 1-10 would be Aspect One. Levels 11-20 would be Aspect Two. Levels 21-30 would be Aspect Three, and so on and so forth. Or is each Aspect a completely different character with a new save game? I'll assume the former for now, and if you've got 5 I wouldn't recommend taking it beyond 10...maybe 12 Levels, I think any more than that is a huge stretch because you'd be looking at Level 60+ which doesn't tend to work for a build that well.
2) If I recall, the True Atronach is just modelling the Atronach of Skyrim off of Oblivion/Morrowind's so it retains the same positives but instead, you've got the 100% SA. I think it's done through one of the diseases but it's been awhile since I've read up on it. Here's Liss, Golden Fool and Karver's general ramblings and notes on the glitch, but I don't remember if they resolved it or not.
3) Uh, the Ultimate Atronach...as far as I know it'd only really restrict you from conjuring Atronachs and the Dawnguard (Mist/Bone/Wraith Men) summons but nothing else.
4) Huh, I've got no idea...I know you can buy Stalhrim Equipment from uh Baldar Iron-Shaper but I don't think they spawn in chests, and I'm not sure if Chaos Enchantments have a certain spawn rate or level. I could be wrong on all this since I don't have a source that'll back me up (bloody UESP doesn't have anything that covers any of these questions).
5) It does not respawn no, which makes all storage there safe.
Hope this helped Lee. First one might require a bit more thought and discussion honestly since it's a pretty good question, and of course, has different answers from different people.
Dragonborn1921 said:I'll start with Chris and then move on to Lee. By this do you mean a way to manipulate it so that it triggers more often or to move it onto other weapons? Either way...nope I doubt it.
@Lee
Hah, right, gotta say this line of questioning has me super pumped Lee. Right let's break it down
1) So by aspects, I assume you mean that...for example. Levels 1-10 would be Aspect One. Levels 11-20 would be Aspect Two. Levels 21-30 would be Aspect Three, and so on and so forth. Or is each Aspect a completely different character with a new save game? I'll assume the former for now, and if you've got 5 I wouldn't recommend taking it beyond 10...maybe 12 Levels, I think any more than that is a huge stretch because you'd be looking at Level 60+ which doesn't tend to work for a build that well.
2) If I recall, the True Atronach is just modelling the Atronach of Skyrim off of Oblivion/Morrowind's so it retains the same positives but instead, you've got the 100% SA. I think it's done through one of the diseases but it's been awhile since I've read up on it. Here's Liss, Golden Fool and Karver's general ramblings and notes on the glitch, but I don't remember if they resolved it or not.
3) Uh, the Ultimate Atronach...as far as I know it'd only really restrict you from conjuring Atronachs and the Dawnguard (Mist/Bone/Wraith Men) summons but nothing else.
4) Huh, I've got no idea...I know you can buy Stalhrim Equipment from uh Baldar Iron-Shaper but I don't think they spawn in chests, and I'm not sure if Chaos Enchantments have a certain spawn rate or level. I could be wrong on all this since I don't have a source that'll back me up (bloody UESP doesn't have anything that covers any of these questions).
5) It does not respawn no, which makes all storage there safe.
Hope this helped Lee. First one might require a bit more thought and discussion honestly since it's a pretty good question, and of course, has different answers from different people.
Hey Dragon,
1) That is exactly what I mean for the Aspects, having every 10 levels using similar items and different perks.
Here is what I mean;
Aspect 1- Level 1-10
Aspect 2- Level 10-20
And so on. I will be using 4 of the 5 Aspects each 10 levels, to show the Player the uses of each in the end game, but the 5th Aspect well... That is another story that will be near the end. I think I might actually take this one to Level 81 for a change due to the Aspects but perking every 10 Levels and using similar items.
2) Ah yes, I remember that one, they used the Atronach Stone, Witbane and the Necromancers' Amulet (something like that, found in Windhelm).
3) Ah yes, I remember now, I am just a bit rusty on certain Glicthes/Terms etc
4) I remember now, its been awhile since I have been to the Skaal Village, I can't even remember finding a Stalhrim weapon enchanted with Chaos Damage. Then again, I left the Skaal village alone after the end of Dragonborn Main Quest.
5) PERFECTION!
@Chris
Hey Chris, I might be able to help.
I remember Mason creating a build called the Kingslayer, and he used as a special move, Mehrunes Razor combined with Slow Time (Lvl 3) and an Fortify Alteration Potion (made via Alchemy Table). If that helps, I can't find the link as I am a bit short on time at the moment, but I will try looking for it when I get back. Too bad they changed the Razor enchantments from Oblivion to Skyrim as the enchantments from Oblivion were badass, (not that I ever used it, I liked collecting Daedric Artifacts, perhaps I will play Oblivion again and use it for a change...)
[blockquote][b][url=/profile/Dragonborn1721]Dragonborn1921[/url] said:[/b]
I'll start with Chris and then move on to Lee. By this do you mean a way to manipulate it so that it triggers more often or to move it onto other weapons? Either way...nope I doubt it.
@Lee
Hah, right, gotta say this line of questioning has me super pumped Lee. Right let's break it down
1) So by aspects, I assume you mean that...for example. Levels 1-10 would be Aspect One. Levels 11-20 would be Aspect Two. Levels 21-30 would be Aspect Three, and so on and so forth. Or is each Aspect a completely different character with a new save game? I'll assume the former for now, and if you've got 5 I wouldn't recommend taking it beyond 10...maybe 12 Levels, I think any more than that is a huge stretch because you'd be looking at Level 60+ which doesn't tend to work for a build that well.
2) If I recall, the True Atronach is just modelling the Atronach of Skyrim off of Oblivion/Morrowind's so it retains the same positives but instead, you've got the 100% SA. I think it's done through one of the diseases but it's been awhile since I've read up on it. Here's Liss, Golden Fool and Karver's general ramblings and notes on the glitch, but I don't remember if they resolved it or not.
3) Uh, the Ultimate Atronach...as far as I know it'd only really restrict you from conjuring Atronachs and the Dawnguard (Mist/Bone/Wraith Men) summons but nothing else.
4) Huh, I've got no idea...I know you can buy Stalhrim Equipment from uh Baldar Iron-Shaper but I don't think they spawn in chests, and I'm not sure if Chaos Enchantments have a certain spawn rate or level. I could be wrong on all this since I don't have a source that'll back me up (bloody UESP doesn't have anything that covers any of these questions).
5) It does not respawn no, which makes all storage there safe.
Hope this helped Lee. First one might require a bit more thought and discussion honestly since it's a pretty good question, and of course, has different answers from different people.
[/blockquote]
Hey Dragon,
1) That is exactly what I mean for the Aspects, having every 10 levels using similar items and different perks.
Here is what I mean;
Aspect 1- Level 1-10
Aspect 2- Level 10-20
And so on. I will be using 4 of the 5 Aspects each 10 levels, to show the Player the uses of each in the end game, but the 5th Aspect well... That is another story that will be near the end. I think I might actually take this one to Level 81 for a change due to the Aspects but perking every 10 Levels and using similar items.
2) Ah yes, I remember that one, they used the Atronach Stone, Witbane and the Necromancers' Amulet (something like that, found in Windhelm).
3) Ah yes, I remember now, I am just a bit rusty on certain Glicthes/Terms etc
4) I remember now, its been awhile since I have been to the Skaal Village, I can't even remember finding a Stalhrim weapon enchanted with Chaos Damage. Then again, I left the Skaal village alone after the end of Dragonborn Main Quest.
5) PERFECTION!
@Chris
Hey Chris, I might be able to help.
I remember Mason creating a build called the Kingslayer, and he used as a special move, Mehrunes Razor combined with Slow Time (Lvl 3) and an Fortify Alteration Potion (made via Alchemy Table). If that helps, I can't find the link as I am a bit short on time at the moment, but I will try looking for it when I get back. Too bad they changed the Razor enchantments from Oblivion to Skyrim as the enchantments from Oblivion were badass, (not that I ever used it, I liked collecting Daedric Artifacts, perhaps I will play Oblivion again and use it for a change...)