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ThatOneAssassin

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  1. So like anyone who's played FO, you've come to know the cosmetic system. Lightsaber skins, ponchos and outfits have no real purpose despite having unique names - looking through the nexus, I noticed (not only the ungodly amount of NSFW content for this game) there were no real gameplay overhauls. I was thinking of a mod concept that turns FO into more of a rouge-like, allowing for variety in playstyles and more difficulty depth. Here's what I came up with: 1. Ponchos, lightsaber skins and outfits will no longer carry across saves - and will randomize each save. 2. Lightsaber skins will add more depth to combat, providing Cal with unique buffs/de-buffs in order to encourage more variety in playstyles. 3. Ponchos will grant Cal unique damage resistances, affecting survivability as well as combat. 4. All outfits (except for the "Scrapping Guild" outfit) will provide call with unique abilities affecting health, and will raise or lower it depending on the stats provided. 5. BD-1 Skins will provide the droid with more utility - both in and outside of combat. 6. Dying to enemies will reset all items, removing them from your inventory - and all chests will reset and randomize with new items, and force Cal to restart from the Mantis. Dying to the environment, will only reset the last items you obtained prior to your last save. (exploration and shortcuts will remain unaffected) This is just a rough idea of what I envision, for a gameplay overhaul - I'm not asking for a commission, or expecting anyone to make it. (If someone does want to create a mod using this concept, all I ask is that I'm credited for the original idea - linking to this thread)
  2. First - I wanna say, I'm not looking for anyone to make this mod. I'm just suggesting it as an idea if any authors are bored and want something to do, I don't expect anyone to take this. Secondly, I was thinking of how the magic system works in skyrim. So I've compiled a list of what this mod would do: 1. Upon starting a new game, the player will be given the first novice level spell of each school of magic regardless of race. 2. Each spell will start off weak and will progressively get stronger the more that spell is used. 3. Upon hitting a certain level with a spell, the player will automatically learn a new spell within that subset (will be explained below) 4. Spell tomes will still allow the player to instantly learn a new spell, however upon doing so will cause the learned spell to be significantly weaker and will take longer to level up. Certain spell tomes will be level/perk restricting - forcing the player to be a certain a level in a field of magic before being able to learn the spell. 5. Spells will level with the character and cap at the same level as the player (level 81) Example Spell Tree
  3. anyone have a game extension for Cities: Skylines? or know of one?
  4. So I just thought of something, the skeleton key is supposed to be able to open any door (both physical and non). Is someone able to make a mod that makes it so that the skeleton key can open these: - Any locked door with a "Requires Key" level lock. - Nordic Puzzle Doors - Doors that require a pull chain or lever to open - Barred doors. What the mod would do is ONLY when the player has the skeleton key in their inventory - they get the option to open or unlock doors with the skeleton key. Of course to make sure this isn't overpowered, the option would be an additional branch to the lockpicking tree. This branch can still be unlocked without the skeleton key in the player inventory however, its skills will be locked until the player obtains the item. Skill Branch Layout: Nocturnal's Knowledge - first stage, able to obtain when player lockpicking skill reaches 50 or higher. player is only able to open doors with "Requires Key" locks with the skeleton key. > (Stage 1) Escape Artist - allows player to open any gate that requires a lever, puzzle or pull chain to open. (unlocks at level 51+) > (Stage 2) Dungeon Delver - allows the dragonborn to open hidden entrances/doorways. (unlocks at level 51+) > (Stage 3) Nordic Knowledge - allows the dragonborn to open puzzle doors/switches that require a key claw. > (Stage 4 - Optional) Explorer Experience - an active effect only active when the dragonborn has the skeleton key in their inventory. while in any dungeon, will highlight hidden entrances. (this could be a secondary branch off Dungeon Delver)
  5. So I don't know if anyone is willing to do this for me - but can someone make me a vampire follower mod? (with HD textures if possible) The follower I had in mind is something I wanna dedicate to my girlfriend, she's loves vampires and I want to give her a gift for our anniversary. Name: Cindy Gender: Female Race: Breton, Vampire Eye Colour: Blood Red Hair Colour: Dark Brown Hair Length: Shoulder Length Essential: Yes Marriable: Yes Base Level: 25 Base Health: 200 Base Stamina: 200 Base Magicka: 200 Levels w/ Player: Yes Starting Spells: Vampiric Drain, Vampiric Seduction, Sparks, Bound Bow Starting Weapons: Dragon Priest Staff, Glass Dagger Starting Clothes: Anything Gothic and Moderately Skimpy/Revealing Found at: Castle Vokihar
  6. So I was thinking, the dwarves were the most advanced race to ever exist in tamriel. But how did they build their automatons and weapons, the atherium forge certainly wouldn't have the capability or the hardware to construct anything beyond simple weapons. I mean, when you think about it - the dwarves must have had a few facilities where they constructed automatons and other equipment in mass, enough to build and raise an army more powerful than the legion or the dominion. I'm not much of a mod maker myself, I haven't touched the creation engine at all. If any authors are looking for ideas for any large projects, this might be it. I know it sounds a bit ambitious and quite large of a request, I'd be willing to help write story for quests if anyone is interested. Here's the premise of what I was hoping for, if anyone is interested - do send me a PM. Forgotten but Not Lost Centuries after the dwarves disappeared, their advanced civilization was abandoned but not lost. Numerous dwarven ruins dot the landscape of Tamriel and more are being discovered, research being expanded upon. The dwarves were legendary craftsman, able to construct complex mechanisms and defenses - the method of construction of how they were built lost... until now. Sometime after the Dragon Crisis in Skyrim, Calcemo - the court wizard residing in Markarth, had advanced his research and found evidence of a lost uncharted island containing a large dwarven facility rumored to be the last remaining factory used by the dwarves for constructing their technology. After being abandoned during the dwemer's disappearance - you, the dragonborn and Calcemo gather an expedition team and travel to the lost island where the facility lies waiting for their masters to return. The discovery of the ancient dwemer construction site brings the province of Tamriel out of the stone age and starts the beginning of an industrial revolution. Your Choice After the initial discovery of the site, the dragonborn must make the ultimate decision - either kill Calcemo and the research team and harness the dwemer power for themselves or work with Calcemo and create a heavily regulated supply of dwarven constructs, blueprints and materials to the rest of Tamriel.
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