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LotR - The Nazgul


theundreaming

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http://i1371.photobucket.com/albums/ag308/CelestialVengeance/lotr_naz_logo_zps783e6fd6.png

ATTENTION:

This mod is receiving an overhaul and will not include the other 8 Nazgul or the horse from Mordor. Mostly focusing on the previous issues with the hood, double race appearing on race menu, and so on. First release will still contain the armors, weapons, ring of power (of Men, NOT the One Ring) and the powers with some stat changes reflected below. Please bare with me, shouldn't be much longer. First release should be this week, with an update in the near future.

 

Description:

 

Play as one of the Nazgul - Ring Wraiths. Once great kings of men, blinded by their greed they took up the Rings of Power offered by the Dark Lord Sauron. Now they stalk the wraith world, wielding their abilities in swordsmanship and sorcery to seek out the One Ring and return it to their master.

 

The Mod:

 

WARNING: YOU WILL NEED BOTH DRAGONBORN AND DAWNGUARD DLC

LINK << CLICK HERE >>

 

Inspired from the Shadow of Mordor game to play as a wraith, I wanted to pick up the dead project (Nazgul Race Beta) which seemed (in my opinion at least) to be lacking a few things, and had an over abundance on other things. So that in mind, I have created a 3 Phase project (which may be too ambitious and may not see all of it done) to give to the masses and Middle Earth/LOTR fans.

 

PHASE I :: Create/Fix the Nazgul race with as little to no bugs as possible.

 

PHASE II :: Develop a quest-line that will remove the Nazgul race from start menu. Journey to craft a Ring of Power and be ensnared by it becoming (via scripts) a Nazgul - Ring Wraith - seek out the 3 word walls for the Undying Screech (see Powers below), your Black breath, summon a Horse from Mordor, as well as the 8 Nazgul which will trigger the 2nd part of the quest (to find and challenge the Witch-King himself! Defeat him, become the Witch King, and unlock the ability to forge his weapons and armor (Witch King's helm requires the mod in the links below)

 

PHASE III :: The over ambitious part to re-create Skyrim in a Middle Earth overhaul, replacing starting races, perks, skill trees, questlines, etc etc.

 

------------------------Statistics------------------------

 

+10 Two-Handed {~} Your primary weapon, the Nazgul Greatsword (lotr weapon pack) is your main line of offense

+5 One-Handed {~} Where your two-handed weapon fails, perhaps the use of a Morgul blade is more like it

+5 Light Armor {~} Traveling light is a key to success as you rely more on your supernatural protections

+5 Conjuration {~} You have the forbidden knowledge and practices of morgul sorcery to summon the dead and bind them

+5 Enchanting {~} Your knowledge of morgul sorcery allows you to capture the souls of victims for your artifacts needs

+5 Sneak {~} The Nazgul move swiftly and silently

 

------------------------The Powers------------------------

 

Black Breath - Envelope yourself with a poisonous aura that will harm and sicken mortals that get too close! (lesser power)

  • 5 points of damage for 20 seconds in 10ft radius

 

Undying Screech - Let out a terrifying nazgul scream, making your enemies flee in terror.

  • Enemies up to level 100 will flee within a 50ft radius for 30 seconds once per day
  • NOTE: An update should hopefully fix the soundFX (lets out an actual nazgul scream)

 

Wraith's Nature - Your unnatural abilities grant you a variety of positives and negatives

100% Resistance to Poison & Disease

50% Weakness to Fire

Waterbreathing

Nazgul Racial Resistance Perk (50% damage reduction from all sources except: Elven, Draugr, and Daedric)

 

 

Wraith Form - Enter the wraith world as a reprieve from the mortal world so you can regain some health and stamina. Also grants protection from physical and magical attacks for a limited time (1/day Power for 30 seconds)

Health Regen Rate (1.50) - Default 0.3

Stamina Regen Rate (10) - Default 5.0

Magicka Regen Rate reduced by 100%

Fortify Sneak (500pts)

Nazgul - Muffle (Muffled as the spell)

Spell Absorbtion (50%)

Physical Protection (80%) as Dragonhide spell

Wraith Visuals (Appear spectral to player, but invisible to NPCs)

Wraith World Visuals (Gray/Blue landscape with windy sounds and the voice of Sauron)

 

 

Ring of Power: - You can craft a Ring of Power which gives the following benefits:

  • Fortify Magicka (100pts) :: Gain 100 more points of Magicka
  • Fortify One-Handed (40pts) :: One-Handed attacks do 40% more damage

 

 

------------------------Equipment------------------------

 

Witch King's Sword:

  • Fiery Soul Trap Damage (100pts of Fire Damage for 3 seconds; Soul Trap for 5 seconds)
  • Absorb Stamina (75pts)
  • Damage Magicka (100pts)
  • Enchantment Capacity: 6000
  • Enchantment Cost: 150

Witch King's Mace:

  • Double the power of a Daedric Mace (16dmg 8critical; average 14dps)
  • 32 Damage; 10 critical; average 28dps)
  • No special enchantments or capcity/cost

Morgul Blade: Only changes made here are annotated with a **, everything else was same from original mod

  • Morgul Blade Damage - Health (100pts)**
  • Morgul Blade Soul Trap
  • Turns slain victim into a wraith under the Nazgul's command (Duration: 1 day)**

Screenshot:
http://i1371.photobucket.com/albums/ag308/CelestialVengeance/wraithvictim_zps29f4cd25.jpg

 

Nazgul Boots(Basic):

  • Armor Rating: 15
  • Weight: 4
  • Value: 220

Nazgul Boots(Witch-King):

  • Armor Rating: 18
  • Weight: 8
  • Value: 625

Nazgul Gauntlets(Basic):

  • Armor Rating: 15
  • Weight: 4
  • Value: 220

Nazgul Gauntlets(Witch-King):

  • Armor Rating: 18
  • Weight: 8
  • Value: 625

Nazgul Robes(Basic):

  • Armor Rating: 35
  • Weight: 15
  • Value: 800

Nazgul Hood(Basic):

  • Armor Rating: 12
  • Weight: 2
  • Value: 25

Nazgul Robes(Witch-King):

  • Armor Rating: 41
  • Weight: 21
  • Value: 1600

Nazgul Hood(Witch-King):

  • Armor Rating: 17
  • Weight: 4
  • Value: 240

Nazgul Faceless Mask:

  • Armor Rating: 1
  • Weight: 0
  • Value: 0

Recipes:

  • Morgul Blade requires : 1x Bloody Rags - 1x Ingot, Steel - 2x Leather Strips - 1x Black Soul Gem(Filled) - 2x Void Salts [And Steel Smithing perk]
  • Witch King's Sword requires: 1x Ingot, Steel- 2x Ingot, Orichalcum - 2x Leather Strips - 1x Black Soul Gem(Filled) - 3x Void Salts [And Steel Smithing perk]
  • Witch King's Mace requires : 1x Ingot, Steel - 3x Ingot, Ebony - 3x Leather Strips - 1x Black Soul Gem(Filled) - 5x Void Salts [And Steel Smithing perk]
  • Nazgul Greatsword (New) : 1x Bloody Rags - 3x Ingot, Steel - 1x Ingot, Iron - 3x Leather Strips - 3x Void Salts [And Steel Smithing perk]

Tempering:

  • Morgul Blade : 1x Human Heart - 1x Ingot, Ebony - 1x Black Soul Gem(Filled) - 1x Void Salts
  • Witch King's Sword: 1x Daedra Heart - 2x Ingot, Ebony - 1x Black Soul Gem(Filled) - 2x Void Salts
  • Witch King's Mace : 2x Ingot, Ebony - 1x Black Soul Gem(Any) - 2x Void Salts
  • Nazgul Greatsword : 1x Ingot, Ebony - 1x Void Salts
  • All require Arcane Blacksmithing perk (As all items come with enchantments) - except for the Nazgul Greatsword

------------------------NOTES-------------------------

 

This mod is a Work In Progress, and when released, I would appreciate any and all feedback (plus bug reports) so that I can flesh out the mod to full perfection ^_^. The following will NOT be done - or at least not currently planned::

  • NazgulRaceVampire (while important for Dawnguard quests, this race was not made in mind for storyline quests other than its own. Plus an undead wraith becoming a vampire doesn't make sense)
  • Modeling/Textures - I don't know how so please don't ask

 

-------------------LINKS--------------------

Nazgul Race Beta:: http://www.nexusmods.com/skyrim/mods/17036/? (this is the original mod, not the current mod in progress)

 

Recommended mods to complete the set (not sure if I can post these, but will put in anyways just in case I can):

LOTR Weapon Mod: http://www.nexusmods.com/skyrim/mods/5727/?

One Ring mod: http://www.nexusmods.com/skyrim/mods/35920/?

Witch King Helm: http://www.nexusmods.com/skyrim/mods/24124/?

Alternate Start - Live Another Life (to avoid many bugs of the vanilla skyrim starting scenes): http://www.nexusmods.com/skyrim/mods/9557/?

Edited by theundreaming
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Well I keep messing up on some of the effects, and my OCD to go back and start over keeps kicking in >.> I have just finished refining the Morgul Blade's enchantment; Created the Witch King's Sword & Enchantment, the Witch King's Mace & Enchantment (all other weapons should be acquired via the LOTR Weapon mod above for the complete experience which includes a Nazgul's Greatsword) - I am also offering a "patch" of sorts so that the weapon recipies of the LOTR Weapons mod include more requirements, and fixes for arcane smithing, etc.(if there are any).

As to your question, I should be expecting to release it's first "trial" by next week at the latest. (no later than friday of next week). :)

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why are the three shouts separate? these basically sound like how the force Shout starts with one word, but then you learn the second word from the elders, and then a third later one. These two extra words build off of the first, increasing its power

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If you take a look at most shouts, that's pretty much what they do. More words = stronger version of that shout. This shout is no different, in fact it shares a lot of similarity of the Dismay shout (only a lot stronger, and a wide area of effect.... and with the Nazgul screech sounds of course ^_^)

 

It is also planned to be implemented into a quest system (just updated the OP) in the 2nd Phase of the project.

 

EDIT: I would also like to add, what you see here is not the final product of the project, as powers may (or may not) change accordingly. The Undying Screech will also (if I can figure it out) will also include a same area of effect to inspire courage in allies as the secondary effect from a Fury/Hysteria spell would do. Which should play a large part in PHASE II of the project with an orc army <3

Edited by theundreaming
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:: QUICK UPDATE ::

 

Things are actually progressing faster than I thought I could do, so we're looking at early next week (Possibly Mon, Tue, or Wed at the latest) for the first release.

Excellent. Will you be updating this thread upon release?

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:: QUICK UPDATE ::

 

Well crap, I'm actually having a problem with the shadowed (faceless) hoods. They're no longer faceless (at least in the CK when I preview them) when they were before... Still going to try to push the mod by tomorrow (maybe late in evening) but will attempt to fix issue before release.

 

Already fixed ^_^

 

 

:: UPDATE 11/12/2014 - 8:09pm CST ::

 

Well there were a few hiccups that I'm still shifting through and sorting out (good thing I went in and tested it first before releasing, eh?!) but the mod should still be released this week at the latest, but unfortunately I am not going to be able to release it tonight as I thought I would be...

 

I sincerely apologize for the delay but it will be up this week! :) I thank you for being patient and bearing with me so far.

Edited by theundreaming
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:: QUICK UPDATE ::

 

Ugh I'm sorry everyone, it's been a real hectic week, and I hate being a liar, but I can't publish this out today (as promised) :(

 

So many things still wrong with it that I'm trying to fix and be "presentable" at least. I would rather publish a near complete product than a half-assed one (*coughs* AC: unity*coughs*) So I hope ya'll can be patient some more with me, I'll TRY to have it up by next week... if nothing else pops up >.>

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