Tytanis Ultimate Mod - Idea Thread
#51
Posted 03 December 2011 - 05:38 PM
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
Posted 03 December 2011 - 07:58 PM
possibly crossbows???
Edited by ArchangelWulf, 03 December 2011 - 08:01 PM.
#53
Posted 03 December 2011 - 08:18 PM
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
Posted 03 December 2011 - 09:07 PM
#55
Posted 03 December 2011 - 09:47 PM
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
Posted 03 December 2011 - 10:51 PM
#57
Posted 03 December 2011 - 11:57 PM
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
Posted 04 December 2011 - 12:02 AM
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
Posted 04 December 2011 - 12:32 AM
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
Posted 04 December 2011 - 01:01 AM



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