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Tytanis Ultimate Mod - Idea Thread


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#51
VanguardVis

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Thanks for accepting my idea. I know I may be getting ahead of myself but I have some new ideas I'd like to submit and see if they're picked up. Here's another list

Spell Tome: Conjure Ice Wraith
Requirements: 4 Ice Wraith Teeth, 8 Ice Wraith Essence, 2 Rolls of Paper,
The title is as simple as it sounds. There could probably be more reagents but I'm not sure which ones should be added.

Slaughterfish Scale Armor Set
Rather weak set mainly for RP styling or decoration. Right now I'm imgaining a retextured hide armor set to appear to have a scaled quality to it with the same colour as the Slaughterfish.

Slaughterfish Scale Helmet
15 Slaughterfish Scales, 3 Leather, 2 Leather Strips

Slaughterfish Scale Armour
20 Slaughterfish Scales, 5 Leather, 4 Leather Strips

Slaughterfish Scale Gloves
12 Slaughterfish Scales, 4 Leather, 6 Leather Strips

Slaughterfish Scale Boots
14 Slaughterfish Scales, 6 Leather, 6 Leather Strips

Slaughterfish Scale Shield
20 Slaughterfish Scales, 4 Leather, 4 Iron Ingots, 6 Leather Strips
The stats would probably be very similar to the Hide Armor set and the Hide Shield. This would be a light weight shield.

Mudcrab Chitin Shield
20 Mudcrab Chitin, 4 Leather, 2 Iron Ingots, 4 Leather Strips
This shield would probably be close in stats to the Iron Shield but if possible I think it should have an enchant to better block against arrows. The reason for this enchant is because if you actually shoot mudcrabs with arrows the arrows bounce off their shells which could serve as a good shield material.

Warhammers: Major difference is that the head of the warhammers are tusks wrapped around a central axis pointing outwards to serve as the attacking surface.

Horker Tusk Warhammer
6 Horker Tusk, 2 Iron Ingots, 4 Leather, 3 Leather Strips
Equivalent of the Iron Warhammer in stats.

Mammoth Tusk Warhammer
4 Mammoth Tusks, 2 Steel Ingots, 4 Leather, 12 Leather Strips
Equivalent to the Dwarven Warhammer in stats, uses a lot of leather to hold the tusks in place.

That's about it for now. I don't know if any ideas will be accepted, especially the armor set, but thanks for reading and accepting my previous submission.I look forward to whatever you decide to accept and work on.

#52
ArchangelWulf

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not sure if you plan on adding them but what about the rest of the two handed weapons having the warmaster versions like the elven warhammer and great sword???

possibly crossbows???

Edited by ArchangelWulf, 03 December 2011 - 08:01 PM.


#53
Juin1987

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lol i have a great idea!
i dont know if somebody tells before me but.....

pls add a weapon enchant with the optical look of that summoned weapons!
and the effect could be maybe something like +10% Attackspeed! or something like that^^

i dont know^^ but i want that optical enchant^^

oh and if you can pls add sone new 1 and 2 hand weapons!
much greater, like more katanas or REALLY 2 handed weapons^^ like the swords from Cloud (Final fantasy 7)


Edited by Juin1987, 03 December 2011 - 08:20 PM.


#54
gretzky99

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I just thought of another substance you can get when you kill a creature...BILE....or maybe you could find it in a necromancer dungeon, in a jar.

#55
treaka

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Just a suggestion,

Could you mix up the alchemal properties of the dragon brain/eyes/flesh, etc.

As it stands now just mixing two of them together gives you a potion with each of the four effects, which may or may not be unbalanced, but sorta takes the fun out of doing combinations.

Love this mod, keep it up!

#56
Marth123456

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i believe it might be the same with the gem dust but I have not eaten them all yet.

#57
Turmelion

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I was wondering if you were thinking of tweaking Smithing to be less.... broken.

I played extensively on multiple characters and I really got disheartened when I realized perks and Smithing/Enchanting were so overpowered, even on Master difficulty the game poses absolutely no challenge whatsoever and Smithing in particular is so easy to level. In the end I forced myself to play a very gimmicky character (Monk with Hide armour/boots, heavy armour gauntlets with Fists of Steel and no helmet whatsoever) on Adept difficulty to have any semblance of challenge.

This would be easy to fix I think: Merely make smithing items give you varying amount of experience based on what you create and how many ingredients it took to make.

Example: Making an Iron Dagger or Leather Bracers (the two most abused items to powerlevel Smithing to 100) give you very little experience. However, making something like a Steel Breastplate gives you decent experience. This experience gain would wane the higher your Smithing skill goes so you always have to make bigger and better things that need you to hunt down many ingredients. It would also help to make shops sell limited amounts of crafting items and making them not replenished as easily as well as having shops simply not stock anything higher than Steel Ingots.

I think this way goes very well with your mod as you have added so many awesome crafting recipes that need many ingredients, making such things feel like decent rewards to adventuring.

#58
Marth123456

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I was wondering if you were thinking of tweaking Smithing to be less.... broken.

I played extensively on multiple characters and I really got disheartened when I realized perks and Smithing/Enchanting were so overpowered, even on Master difficulty the game poses absolutely no challenge whatsoever and Smithing in particular is so easy to level. In the end I forced myself to play a very gimmicky character (Monk with Hide armour/boots, heavy armour gauntlets with Fists of Steel and no helmet whatsoever) on Adept difficulty to have any semblance of challenge.

This would be easy to fix I think: Merely make smithing items give you varying amount of experience based on what you create and how many ingredients it took to make.

Example: Making an Iron Dagger or Leather Bracers (the two most abused items to powerlevel Smithing to 100) give you very little experience. However, making something like a Steel Breastplate gives you decent experience. This experience gain would wane the higher your Smithing skill goes so you always have to make bigger and better things that need you to hunt down many ingredients. It would also help to make shops sell limited amounts of crafting items and making them not replenished as easily as well as having shops simply not stock anything higher than Steel Ingots.

I think this way goes very well with your mod as you have added so many awesome crafting recipes that need many ingredients, making such things feel like decent rewards to adventuring.


for unbroken leveling on items not included in this mod http://www.skyrimnex...ile.php?id=1992
(and if you wish do not make these items until u reach 100 smithing)

#59
Turmelion

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Marth, I thank you for the link but I have to say it won't really fix anything, sadly.

Method 1 is the rebalancing of skill exp gain (for Smithing this is 0.4x). This doesn't fix the problem, it actually makes it worse cause you still gain the same exp for any item crafted, it only makes it slightly more than twice as tedious (especially considering you can still buy all the stuff from most merchants willy-nilly).

Method 2 is the Linear exp gain for levelling up. It doesn't fix the problem either, if anything it also makes it worse cause you'll end up with things like Ebony armour at level 3.

My point is to balance the skill itself so you HAVE to go out and adventure to gain all these ingredients, not having them waved in your face by 6 merchants per town at a pittance.

#60
Marth123456

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you forget the cost of the so called items, it does cost quite some money, not as much as alchemy and it take 2 days for them to restock, of course unless you are using the instant restock mod or the 1 day restock mod, then even ebony is still crap if you do not have the heavy armor levels or perks to go behind it, also where do you get the initial money from? Cutting wood? Stealing from unsuspecting town folks? Begging for coins in front of the gates? Or selling stuff you get from adventuring? And to your second point is untrue, you will be at least level 5-8 if you solely train only smithing from level one. And most of the ingredients of this mod you will not find in the shop and unless you speech level is 100 with related perks you will have to pay at least over 2x the amount that they are worth. If you are indeed that much of a god like character do share your secrets on how you get to do so w/o cheats that is, or mods. now if it is with mods and console command then think about what you are asking and what you are doing, using the console commands is already capable of making you godlike even w/o this mod. and if you do not like it, simply do not use it. It is that simple.




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