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New Mod in Development: Unique Skyrim Overhaul - Immersion Module


MisterB1969

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Once I am out of the hospital and have access to my computer, I plan to work on a new mod which will be a gameplay/Immersion Overhaul. For now I'm calling this USO (Unique Skyrim Overhaul). So I thought I would start a thread about it here in the Mod Talk.

The main core function is to enhance game play, and Immersion through the use of all the mods I've ever made
The Immersion Module, will include the following mods merged:

  • Magic of Food and Drink reborn (using the vanilla patch) - Link
  • Lootable Things - Link
  • Magical Tweaks - Link
  • Essential Dogs of Skyrim - Link
  • Improved Courier - Link
  • Unique Harvest - Link
  • Rebalanced Economy - Link
  • Priestly Things - Link
  • Unique Loot - Link

 

Other Things I want to add

  • I also want to tackle certain creatures in Skyrim, and modify them through my own vision. Mainly, Draugr, Skeletons, and Spiders. And possible Giants,Dwemer Constructs, and Dragons.
  • I'm implementing my own lock picking difficulties, so lower tiers are harder but the higher tiers are untouched.
  • Placing cooking pots, butter churns, and ovens inside Inns where needed.
  • Placing smelters in bandit controlled mines.
  • Expand the functionality of lootable things.
  • add a blacksmith's barrel at forges, which contain crafting materials.

 

 

INDEX of TOPICS

  • Enemy Scaling - Link.
  • Food & Skooma - Link.
  • <blank>
Edited by MisterB1969
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Thank you ladykonalea. This will be a solo undertaking, and honestly the implementation will be easier than you think. This will be a mod for LE, however if I can get someone willing to do the uploading, converting, and page maintenance then I could support SSE. Since this mod is not using scripts, or major landscape changes the converting process to sse is relatively easy. My computer however can't handle special edition, and I honestly don't have the energy to keep two versions up to date.
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ENEMY SCALING

I thought it was time to start talking about some of the Enemy Scaling I wanted to do USO. I usually play normal skyrim on Adept - If I'm not playing a magic based character. Journeyman - If I am playing a magic based character. And I will bump up my difficulty by 1 if I start using a follower. I generally limit myself to no more than 2 followers and 1 pet when I am playing. So I'm usually playing Master difficulty with my warrior and 2 followers.

 

 

WOLVES

- Wolves aren't too bad for me at adept, but I feel they should have a slightly improved health.

- I want to give wolves a weakness to fire damage.

 

 

MUDCRABS

- Mudcrabs are a joke, I want to improve their health slightly and increase their armor rating.

- I want to make them weak against shock.

 

 

GIANTS and DRAGONS

- I think generally Giants and Dragon health and defenses should be reversed. Because I think a Dragons should be tougher than a Giant in the end.

 

 

SKELETONS and DRAUGR

- SKELETONS and Dragur are a joke really. I don't think I rarely see Skeletons and Draugr scale with the player, so I think if Increase the scaling for Skeletons and Draugr they might feel more dangerous and terrorfying.

- I want to make Skeletons have a Huge resistance to bows and crossbow damage. To counter this, make them weaker from warhammers and maces.

- I want to impliment blessed weapons, so the perk i design will either attack to the weapon itself or the monster. Might be easier to perk them with a weakness.

 

 

DWEMER CONSTRUCTS

- Did you know all dwemer constructs have a 25% reistance to all forms of magic? I' want to give them a weakness to shock damage.

Edited by MisterB1969
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Food and Drinks

One of the biggest overhauls will be about Food & Drink, as well as Skooma. The basis for these changes can be seen on my mod page, f" Magic of Food and Drink Redone". I go under the assumption that most players are using a timescale of 12:1 (12 game minutes for 1 real life minute). So an hour of game time passes for every 5 minutes, or 1 game day for one real life hour. It makes things nice and easy. I'm not sure how to automatically set this for players with the mod yet.

 

The food and Drinks will have one minor change to how you see it on the mod, all the foods will have their instant health restore removed. Magicka and Stamina restore remain, because those values are more nebulous as opposed to health. So foods will have a buff and a long term heal over time. Though soups, stews, and drinks will generally be a bit more complex. And I'll be using the "Vanilla" patch version of the mod.

 

 

Skooma

I'm going to make specific effects for skooma, along with the danger of getting "hooked" on it.

"Feeling Unstoppable" will be a "x" % health regen bonus for about 90 seconds, based on the type of skooma it is. This effect will also include a "X" buff to damage resistance.

"Feeling Wonderful" will be a "x" % Stamina & Magicka regen bonus for about 90 seconds, based on the type of skooma it is.

Edited by MisterB1969
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  • 2 weeks later...

I had an idea last night, since I'm merging both unique loot and lootable things. That I would like to make containers that will have loot based on the occupation of the owner of that station. I, blacksmiths would have a chest full of smithing goodies.

 

Ah, the other idea was a thought on a idea for my smithing perk tree overhaul. Smithing would be broken into a smithing perk line, a prospecting/jeweler line, and survival line. The survival line would include skills to craft and treat items made of wood or leather.

Arrows, bows, hide/fur/leather armors.

The prospecting line would help with foraging for more ore, smelting, and learning hgher tiers of jewelry craft.

 

The main lsmithing line I want to split intro three branches. Nordic, Meric, and a then a branch that let's you work on magic smithing, dwemer, daedric, and dragon bone. The Nordic branch will include: iron, steel, plate, sky forge, ancient Nordic, and then stahlrim.if I got my progression right.

 

The meric branch would split so you can learn elven, and or orcish crafting techniques what do you think?

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  • 7 months later...

I agree with your stats on Giants versus Dragons. Good idea and makes more sense to change how hard they are to kill.

 

Your loot container idea is not only more rational but carries an implied incentive - using traditional loot rewards is BORING and ultimately DISAPPOINTING - households have at least one potato tucked away in most cases ;-) [something Bethesda still has yet to figured out]. On the other hand, you would expect bandits [ i.e. "the OTHER looters" ] to have a decent amount of expensive goodies or plain high-end raw materials and ingredients. So yeah, I definitely agree that the territory should reflect the best or worst of a vocation or location in the contents to be gained.

 

Your jeweler line sounds much more fleshed out than basic in-game mining.

DIviding Smithing into the sub-categories as you have suggested makes a lot more sense, rather than keeping it in the generically simple upgrade system that we have now.

 

Love the time and thought you put into these ideas and would certainly get into playing your mod when you decide to release.

Edited by LadyKonalea
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Well thank you, alot happened. Suffice to say I lost my pc after my operation. However in the next few weeks I'll have a new one. Then I might be able to start on this. For the time being however, I want to actually get some time playing for awhile and finish my last update for unique loot. Then I can perhaps start on this, which will take up all my time and energy.
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