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tomislawus

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  1. Dying makes you drop all items on the spot and teleport you to the nearest town wearing only some random plain clothes. Your dropped items should disappear if you die again before picking them up. Obviously save scumming would be a huge problem for this mod to work. What do you guys think?
  2. Dynamic timescale is a must. Otherwise you get 7 times hungry in one dungeon or travel from across the land without getting hungry at all. You should get hungry quite often while in the mountains traveling (survival), but not in dungeons or cities where you might spend much more real time than while travelling.
  3. Actually I already did that with my Ember spell. Look up my mod for it. Creating a fire wall would be just a matter of creating your own hazard with longer life. In my mod I made all fire hazards much more deadly and including a firewall spell would be great, but on one condition: AI has to mind the fire and try to avoid it because without this behavior its either OP (as in my mod) or completely useless (as in vanilla).
  4. I'm sorry for spamming your thread Manashota, but have you thought about somehow enabling friendly fire from spells and hazards player creates himself? I really like how my Ember spell work (it sets on fire people only if they step into the actual ember), but it bugs me unbelievably that it will never set on fire the player. I won't even mention retarded things like casting fireballs in a tight cave. I would imagine it would require some kind of an epic script only someone like you could cook up:D Also, I looked into the possibility of making a oil puddle spawning spell and it seems its another thing only you can do:D It would require a script that spawns an activator (oil trap). It would be epic if we could have combo-spells like in DA - first you create a puddle of oil and then set it on fire with a basic fire spell (or maybe even a torch) and watch your enemies burn.
  5. http://skyrim.nexusmods.com/mods/23341 This mod has some of your ideas implemented.
  6. Writing such a long post about a mod you haven't actually played seems like waste of time. Why don't you download it, start a new game and see for yourself how the magic works? Only expert spells cost 400 magicka and you can cast sparks at level 1 and kill most of people even though it has a cost of 200 magicka.
  7. Thanks for the feedback! I have to admit I might have changed some other things... like basic stats for all races:D Anyway, you can remove those changes with like 5 clicks in Details window, before you load a plugin in SCK. Casting a thunderbolt takes 4 seconds because the spell deals 400 damage and you are not supposed to run only with it equipped - you need to use a support spell like flash, trick or flames for some initial CC and only then you will be able to kill your enemy with the main spell. Novice spells are supposed to cost that much because you are supposed to take the novice perk if you want to cast them - if you want to be a mage you should invest in it first. I updated the mod with several new spells.
  8. http://skyrim.nexusmods.com/mods/23341 WIP Overhaul of all spells to be more balanced and visually adequate. Goal of this mod is to make Skyrim magic sytem more realistic and balanced. What do I mean by visual adequateness? Ever wondered why Ice Spike that clearly just went through that bandit head and is now stuck in his brain dealt only 25 damage? Well, that spell damage is not really adequate to its visuals. This mod is aimed to fix things like this. This mod makes all spells much more powerful, but also cost much more magicka. Almost all spells now require time to charge (up to 5 seconds). Most spells work just like in vanilla and only their numbers have been changed. Couple of spells have been completely overhauled. Illusory Flames (Flames)- creates a small explosion of illusory flames from caster hand that will frighten the shiit out of most inexperienced people and the less savage beasts. Frostbite (Frostbite) - this spell will deal only minor damage, but will briefly stop in its tracks even the most badass motherfuucker out there granted you soften them up first. Flash (Candlelight) - a magical flash of light that briefly stuns people. Need someone to check if it works against Falmer. For now only destruction and restoration spells have had their numbers completely changed. Scrolls and staffs also await their turn to be changed. Meanwhile, what other things about Skyrim magic and spells bother you? What other spells seem useless or inadequate in means of damage to visual presentation?
  9. I overhauled Candlelight into Flash spell. It staggers target nearby enemy with flash of light (but will it work on Falmer?). Here is the file: http://skyrim.nexusmods.com/mods/23341
  10. I overhauled most of the spells to be much more powerful, but now they require much more magicka to cast and almost all spells now have to be charged - for example fireball takes 4 seconds to cast and costs 400 magicka, but will kill almost anyone. I also changed Flames to be an illusion spell that does not deal damage, but instead frightens people. Is this the right direction? Any other ideas? Note, I have a strong rule not to create new spells (its feature creep, nooooooooo!).
  11. Because they sweeten their morning coffe with tears of small children?
  12. Also, Manashot have you looked into Script Dragon? It seem to be less cumbersome for the user (you just copy two files and play normally) than script extender and still its pretty sexy extension.
  13. I've made a really quick and dirty overhaul of destruction spells (only changed some numbers) because I had the same awful feeling of complete inadequateness of spells like ice spike. Now, playing a mage is more like playing a nuker mage than lame dps mage. Please report back if you decide to check it out. dl.dropbox.com/s/sdkwsc159c31qjd/real_magic.esp
  14. :ohmy: I got meme-zoned! I was thinking more about releasing my own magic overhaul focusing on pure utility and synergies between spells, so it would take careful planning and strategy to play a mage, not this "zap, zap, pew, pew" we have now. I just wanted to make it as compatible with your mod as possible or even a part of your overhaul... Well, I guess I can work with what can be found in this thread for now.
  15. Hey Manashota, why don't you send me whatever you have already done in the magic overhaul (even if its only your own notes) and I will look into it when I have some time. Even if you won't like some of the changes I make, maybe you could still use something from it or someone else would enjoy it along your combat overhaul. I feel you are really overwhelmed with this project, have too little time for it and you desperately need help:D Note that I'm not promising anything - I have my own projects and I just got new job where I work with UDK so I'm not sure I will have the strength to work with another creation kit after 8 hours in the office.
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