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Mod Ideas: Realistic Magic mods, Realistic Crime mods, Realistic Creature mods,


TheKenTsTer15

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LIST OF MOD IDEAS

these are concepts and ideas for mods, or parts of mods that i have looked for everywhere but haven't found, some of the mods are easy to make, some of them are much harder, the list somewhat messy, not complete and will have some flaws here or there, i will update this to polish it and add more ideas later.
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Frostbite spiders improvements:
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-make them be much rarer, much deadlier, and spawn outside caves and only at nighttime (they live in dark caves so it makes sense they are nocturnal)
-make every animal and humanoid appropriately scared of them, undead and supernatural creatures are the exception.
-make them vulnerable to fire and scared of it.
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Magic Realism and improvement mod(s):
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TLDR: the basic idea is to make magic, wizards, and the supernatural a lot rarer, powerful, and harder to obtain.
-the player starts with 0 spells and all magic skills start at level 1, perk trees for magic schools are hidden and will only be revealed once you reach the skill levels required to pick them.
-leveling magic skills are a lot slower than other skills, they are also very dangerous, even restoration skills can backfire.
-spell tomes are untitled by default, are a written in daedric, dwemer, dragon, falmer or ayleid, and you have to have to decipher them and type into a messagebox a certain phrase written in them in order to learn their spell. some spell tomes have riddles, are tattered, grimy, dusty or are otherwise difficult to read. once you learn a tome's spell the tome's name will be revealed.
-spell teachers do not sell tomes, instead they will give you new tomes and teach you new spells over time, you can also steal tomes if you are a very good thief.
-All spells cost stamina and magicka at all levels, and health at the lowest levels, certain spells cost health at all levels, the higher skill level you have the less spells cost.
-the player has to apprentice at a court wizard, which he can get for free if he becomes friends with them or the jarl, or he can pay for it, then he can learn the basics of magic over the course of 1-4 in-game weeks which he will need to do to enter the college of winterhold, he also has to pay a tuition fee and have a clean criminal record to enter, if you are in the thieves guild or have a good friendship with a jarl or wizard you are apprenticing under you can forge documents or be given special permission.
-you can practice restoration magic at temples and conjuration magic at most daedra shrines.
-entering the college requires a day pass if you are not a member.
-you can choose a familiar once you join the college, the familiar will level and grow over time.
-make summons permanent by default, require a ritual, require reagents, drain your magicka while controlled, and attack you if you run out of magicka or if they outlevel you when summoned.
-add more possible summons:
EASY: Critters: Fox/Chicken/Rabbit/Deer/Elk/Dog/Cat/Rat/Cow/Horse/Goat
MEDIUM: Nature: Wolf/Sabrecat/Bear/Skeever/Spriggan/Slaughterfish/Horker/Mudcrab/Troll/Spider/Dreugh
HARD: Dwemer: Centurion/Spider/Ballista/Sphere
HARD: Undead: Flesh Atronach/Bonewalker/Bonelord/Ghost/Wraith/Mummy
HARD:Daedric: Golden Saint/Dark Seducer/Winged Twillight/Daedroth/Clannfear/Hunger/Scamp/SpiderDaedra/Xivilai/Ogrim/Imp
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Crime Overhaul mod(s):
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TLDR: Make crime as realistic as possible and actually have consequenses.
-improve the reaction sounds for crimes, make guards be a lot more similar to oblivion guards. make citizens scream in terror or anger in reaction to murder, and be much more prone to scream "THIEF" "STOP" etc. in reaction to theft
-improve the punishments for different crimes, examples: killing a jarl has death sentence, killing children has a death sentence, killing any important character has a death sentence.
-make picking up items to move them a crime.
-make a disguise system where you can infiltrate and have guards react to wearing certain outfits EG: Stormcloak, Imperial, Dark Brotherhood, Thalmor, Dawnguard, Volikhar.
-summoning daedra or undead are a crime unless you have a permit from the college of winterhold, and present it to the hold ruler.
-carrying a disease inside a city is a crime and guards will deny you entrance to a city if you carry anything worse than a common cold. EXCEPTIONS: thane, high Stormcloak/Imperial Rank
-entering a city requires a temporary pass, which can be obtained from village leaders, military officers belonging to a hold, or forged by a thieves guild member.
-upon entering a city you will be searched for contraband, for example carrying skooma is a crime.
-permanent entrance to a city and buying property requires citizenship documentation. EXCEPTIONS: thane, high Stormcloak/Imperial Rank
-citizen documentation can be aquired by joining the companions, bards, becoming apprentice to a wizard, becoming thane, joining either stormcloak or imperial, forgeries can be aquired from the thieves guild and dark brotherhood.
-drawing or swinging/shooting weapons or destruction magic inside a city a crime, in a neutral camp/fort/village a provocation.
-removal of the payment of fines for crimes, instead; as long as you have commited any crime except murder, the guards will enter dialogue with you once like normal, and a second time your health drops low, if you resist arrest after this they will try to kill you.
-in order to make guards not instantly kill a squishy player for stealing a bread, give guards blunt weapons similar to batons which has a stagger/stun bonus but lower damage, they will equip this if your crimes do not include murder, assault or drawing/swinging/shooting with weapons or magic, in a settlement and outside of a combat state.
-make it possible for the player to appear in different prison cells.
-improve the jailcells by removing most furniture from all except 1 player used cell per hold, the only one with furniture is a luxury cell used by players if they are not a magic user and favored by the jarl.
-the guards will deliver you a meal once a day, if you are a thieves guild or dark brotherhood member you can find a key inside the meal.
-once you are sent to jail you spend a day in jail afterwards your sentence is declared. you then have to choose if you want to try escaping jail, pay your fine, or accept your sentence.
-you can be sentenced to death in different ways depending upon the hold:
sent to a mechanical dwemer gulliotine in markarth
sent to a "moon door" in solitude to be fed to the slaughterfishes in the water below.
sent to an arena to fight for your freedom in windhelm
sent to be publicy tortured to death in riften
sent to chopping block in the smaller holds. sometimes in the larger holds.
-if you are a companion, stormcloak, imperial, mage, bard, blade, dawnguard, volikhar, thane, or dragonborn, or if you otherwise have powerful friends they will pay for your bail, but only if your crimes are not excessively high.
-the amount of guards surrounding your cell depends upon your bounty and character level, if you are a mage, werewolf, vampire, or dragonborn you are sent to a anti-magic prison cell to stop you from using spells, shouts or transformations.
-followers you have with you when you get sent to jail will also be sent to a adjacent jail cell, and if will be given the same sentence as you, so you have to rescue them if you try escaping jail.
-there are two cells dedicated to followers, one for magic using ones, one for nonmagic, each one will be sent to one of the two, and put in links to the walls.
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