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johnwalker60

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  1. Hey, so I've released an experimental mod call NoQuestRim, which aims to make all Vanilla content accessible while removing all quests in-game. Blocked areas are easy enough, it's simply a matter of removing blockages or unlocking doors, but one thing I do want to do is enable dragons at Word Walls, and at Dragon Points, from the very beginning of the game. Without quests, they don't spawn at word walls, and a third party mod is required to have them spawn randomly (It does not enable them to spawn at Dragon Points). As I have no idea what I'm doing with the CK, I was hoping someone could help me figure out how to do both these things. Thanks
  2. An idea I had a while ago was to have a mace which launched an enemy on power attack. With the Dawnguard Rune Hammer, a new idea occured to me: A sword that casts a 'wave' on power-attack: Something akin to a 'firewave', or one of those abilities from 'mythology-based' Chinese martial arts epics.
  3. So due to my inability to script I shelved this idea. Basically, the idea is to have 'shout' magic - ie, no hands required - that a warrior can use. Nothing destructive or over-poweringly manipulative (though that's always a possibility) but more like the Warcries of the Barbarian from Diablo 2. Use a warcry and all nearby allies recieve a 'courage' effect, maybe shout to knock back enemies in a small radius, or add a one second fear effect in case you get swarmed, shout to increase damage, recover stamina and health... you get the idea. The warcries should also use a "large" (For a warrior, anyway) amount of magicka (From about 40 at the lowest, to about 80 at the highest). They also wouldn't be linked to any magic tree, despite requiring magicka to cast. The mod should also increase magicka regen under the assumption that a warrior isn't going to waste points on magicka because of how important health and stamina is to him. The warcries should not have level restrictions like traditional fury effects - they won't level up with levels or perks. At the same time, they have to remain useful at all levels without being over-powered. To that end, I would recommend either an entirely new perk tree that does level up with them (Unlikely) Or some way to naturally level the abilities up. Maybe stones scattered throughout Skyrim that can only be activated when you're at a certain level... or activated as soon as you find them.
  4. One thing that's always annoyed me about Vampirism is how quickly the stages of vampirism kick in. I was wondering if someone out there could help me with a simple fix - extend the stages of vampirism so that rather than an individual day (and, effectively, requiring you to feed every time you fast travel) it took a week for a stage of vampirism to kick in. A couple of secondary features (But not necessary) are the removal of sun damage for stage one, degeneration over time instead of strengthening over time (Reverse the effects of stages, minus bloodstarved which remains at stage 4), and a night-vision feature that kicks in at night or in dungeons. Thanks
  5. I was wondering if someone might be interested in tapping the potential of the ROTK era styles, seems to me that it's a much under-appreciated setting with a lot of potential for variety. The swords, the spears, the polearms, the armor, the clothing. There are very distinct and unique styles - not to forget the popular depictions of famous weapons which could be used to create a whole slew of unique weapons, adding more to the barer dungeons.
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