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VorlaHusian

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  1. Here is an idea for a mod: Upon death, the character is reborn as a completely random race, with random characteristics, and a random, related, background. When you die you get a brand new character, but instead of making the character yourself you are given one of the races, with one of the presets for that race, and a set of that race's starting gear. Your past life is not wasted, though, as you get bonuses based on your previous lives. Eventually, after dying a number of times, your soul gains abilities, lesser powers, and powers, also based on your previous lives. Another part of this mod would concentrate on past spells adding a small percentage of their effects to your attacks. Each spell would add one tenth of a point of that type of damage to melee and ranged weapons, and other spells of the same effect. So, if you had 10 fire based spells in all your past lives, added together, you would do 1 point of fire damage with a weapon, and an extra 1% fire damage to all fire based spells. The only time you would forfeit all past life bonuses is if you become an undead character: Vampire, Zombie, or Lich. Then you would have to start all over again. There would be a down side to this past life idea. Any bad experiences you suffered in your previous lives would cause weaknesses to the same type of bad experiences in your current life. So, if you died of a disease, or poison, you would be one percent more susceptible to diseases, or poisons. If you died of physical trauma your health would be effected, etc. This would balance the sheets, so to speak, and make the experience of dying less attractive. All in all I think this would be a really good, and immersive, alternative to the current death choices.
  2. If anyone makes this, don't forget the Docents.
  3. Hi guys. First, what is Reverse Adventuring? Well, simply put, its where you are a resident bad guy protecting some treasure hoard for a more powerful bad guy. You want a longer description? OK. Imagine you are a resident Necromancer. You wander round your dungeon, inspecting your minions, making sure the traps are set, and every so often an adventurer wanders into your lair to try and steal the treasure. Reverse Adventuring puts you in charge of placing traps and minions, resupplying the stored supplies for mercenaries, hiring mercenaries, and a whole plethora of other options at your disposal. Your bosses are always watching, so the more adventurers you kill, looting their bodies for food and supplies, the more promotions you will get, and the bigger the dungeons you will have to defend. And also the more adventures will come and try to take your bosses loot. I'm not sure it anyone wants to take up this challenge and make a mod in this style. But if you do, please credit me with the idea, at least.
  4. Hi guys. I have a mod request and I think you are all going to like it. Basically, the idea is to create an elemental aura that shoots bolts, beams, and blasts of the element it is made from. The elements, and effects, are as follows: Air - An aura of electricity that has three effects 1. Lightning balls: 10 per second for 1 point of shock damage to random enemies 2. Lightning bolts: 1 per second doing 10 points of shock damage to random enemies 3. Lightning: A constant stream of lightning to all enemies within range doing 1 point of shock damage per second Earth - An aura of poison that has two effects 1. Sickness: A palpable feeling of illness that causes all within range to become sick and eventually die, -1 per second to everything while within the aura 2. Toxic bolts: 100 small orbs of poison shoot outwards in all directions, if anyone is hit they suffer 1 point of poison damage for each bolt that hits for 10 seconds Fire - An aura of heat that has three effects 1. Furnace's Heart: An aura of heat that gets hotter as you get closer, at ten feet a body takes 1 point of fire damage per second, increasing by one point per foot as you get closer 2. Heat Wave: A blast of heat that emanates outwards every second doing 10 points of fire damage, the wave reaches 10 foot and dissipates 3. Fire bolts: 1 per second doing 10 points of fire damage to random enemies Water - An aura of cold that has one effect 1. Everything within a 25 foot range freezes taking 1 point of cold damage per second for as long as you are within range Positive - An aura of health that has two simultaneous effects 1. All allies and neutrals within 100 foot are healed for 1 point per second 2. All undead within 25 foot take 1 point of unspecified damage per second Negative - An aura of death that has two simultaneous effects 1. All undead within 100 foot are healed for 1 point per second 2. All living beings within 25 foot take 1 point of unspecified damage per second Metallic - An aura that has three effects 1. All metal objects are pushed away from the aura, if an object is within 25 foot range, even worn items, they are violently pushed away doing damage to anyone wearing or hit by them 2. All metal objects within 100 feet are pulled towards the 1 foot aura and held there as long as the aura is active 3. All metal objects within 25 feet explode destroying the object and doing 25 points of damage to anyone within 5 feet of them Protoplasmic - An aura of undead command with 1 effect 1. All undead within 100 foot consider the person with aura to be their master and will never attack even if the person attacks them I hope someone could take these ideas and run with them as is, or their own version. Just mention me as inspiration is all I ask.
  5. I was looking at all the races that are available, and it struck me: Why is there no In Game Race Creator / Maker? This would be an awesome mod, if it could be done. During character creation you could choose a base race for the look, including races from other mods, have a set number of points to spend on skills, health, magicka, and stamina, add a description, choose some starting equipment, powers, lesser powers, and spells, and then name the race. You would then go to the character creation to tweek your individual from that race, as usual. If anyone could make this mod, I know it would be really popular.
  6. I've had an idea that I think would be very simple to implement in Skyrim, by someone with the know how, and would love to see it modded sometime. This idea is: SPELL COMPONENTS Each type of spell effect would have a specific spell component, the amount you use would determine the power of the spell, and combining these would give you spell combinations, too. You could set up an MCM menu whereby you set up the components, the amount, and the duration of the effect. An example would be a fire ball, that burns in a 5 foot area, for 5 seconds, doing 5 points of damage, and soul trapping the target if it dies in that time, would take about 25 pinches of sulfur for the fire ball, 5 pinches of grave dust for the soul trap, and would be called Burning Soul Trap, and would be placed in a special magical bundle to be thrown at a later date. You could even apply them in a similar way as a scroll. Their range could be limited, as you are physically throwing them, or you could attach them to the ends of arrows and bolts for a greater range. Anything could be used as a spell component, flowers, powders, potions, as long as they have an effect in game, they would have the same effect when used as a spell component. Just an idea, but one I think is worth pursuing.
  7. I had an idea - What if you could lean a spell multiple times to make it one level stronger for each subsequent learning. Let me explain: When you read a spell tome for the first time you learn the spell at first level, then each time you learn the spell you increase spells level by one thereby increasing all the values by an extra 1 point. Example: You learn the Fireball spell. At level one it does 15 pts of damage over a 10 ft. area. At level two it becomes 16 pts of damage over an 11ft. area, and so on. For balance purposes you could make it so that you can only learn a spell level that you have the magicka to cast. So if you learn the Fireball spell nine times and the tenth makes the magicka cost of casting the Fireball too high you don't get the level of spell, but the tome would still be wasted.
  8. To get around the crime engine problem you could have internal and external missions. The internal missions would investigate local crimes: petty theft from neighbours, murder by locals, etc. And external missions would concentrate on sending you out of the jurisdiction to apprehend people on a bounty. All in all this would be a good addition to this game.
  9. Necromancy: The power to summon and control the undead. But why only one, or a couple, or a few? Why not an unlimited number? Apart from the problems with the PC not being able to handle thousands of undead all at once at your command, why can you not have an undead army at your disposal? This was the question on my mind for a long time. And so I came up with the answer: Why not have an army spawn point. Let me explain: Basically, you cast a single spell on the ground and a limited number of undead raises up to do your bidding. There would be a number of selectable options for the spell, as well as a number of limitations, which are as follows. Limitations The limitations would be 1. Can only raise undead humanoids - skeletons, spirits, zombies, vampires, etc. 2. Can have only a single spawn point at any one time, and this would be a fully permanent fixture - Like a container spitting its contents out at regular intervals. 3. If your magicka or health runs out the spawn point will disappear, though the undead summoned would still remain but become free willed and may attack the caster. 4. Can only be cast outside. Options There would be several options to determine the behaviour of the spell, the types of undead, and many other aspects of the spell. 1. Number of undead bodies: 1-10000 2. Number of types of undead: 1-5 3. Types of undead selection 4. Skill sets for each undead - Mage, warrior, rogue 5. Item sets for each undead - Weapons, armour, and spells, where appropriate 6. Aggressive or defensive - Aggressive would attack anything, defensive would attack only those aggressive to the summoner or themselves. 7. Speed of spawning - How quickly they replenish their ranks 8. Static or movable - If it is static then the spawn point cannot be picked up and moved like so much clutter. If it is moveable then it can be picked up and moved, but its function switches off until placed on the ground, outside, again. All of these options dictate the level of the spell, how much magicka is used, and how quickly the spell becomes available to recast should you need it again. And yes, the spawn point can be destroyed. Also, if you cast it, move out of the area, then come back again, the spawn point should still be there, replenishing your undead armies ranks as they are needed. Finally, all undead spawned in this way are permanently summoned and act like followers. If this mod could be made I think necromancers would be over joyed with it: This would be TRUE NECROMANCY.
  10. OK, I tried some of the follower mods, even tried a combination of a few, and though it opened up a whole world of follower interaction I was still left with that lack of party feeling. Don't get me wrong, they are some amazing mods that are well thought out, but I still wanted to have alternative characters I could look through the eyes of while playing. Plus non of them had a learning intelligence algorithm. You set the AI and that is it. No, with my mod idea you are the follower. Also I was thinking you could have followers for each character too so you get the best of both worlds. Can you imagine having eight characters, each with a follower. Can anyone say over kill. You would have to change the difficulty and give all the NPC's the same learning ability.
  11. Because I was going for the hunting planet like on the film Predators. I put that as the inspiration for this mod, so thought it was obvious. Maybe I should have spelled that out. Sorry. But yeah, have it compatible with other hunting mods and the Predator race mod too. Also weapons mods could be added, maybe some form of crashed spaceship with traps and dangers. The ship would have the technology to teleport/clone some form of predatory animal and is set to spawn them at a certain time of the day, or something. Another optional choice. With the weather mods and hypothermia mod being upgraded to make the planet a very inhospitable place. Perfect for the hard core hunter experience.
  12. Hello people. Oh My Life. I just finished watching Predators and it gave me an amazing idea. Get rid of every building, all the quests, all the actors, all the clutter, everything that says civilization, and turn Skyrim into a hunting ground filled with hundreds of naturally occurring creatures. Then set goals for the aspiring hunter to meet. You would start at a landing site with a selection of hunting tools, camping stuff, weapons, food, and then have to hunt a selection of animals as trophies. You also have to find your own food, get to an specific point by a certain time and day to receive your next hunting mission. Also other creatures could be made that hunt you on a random spawn set up, this could be an optional ESP to give it that added element of a challenge. Actors could be added as hunting quests that you need to hunt to get bonus items and/or weapons, and collect special trophies: Skulls. You would have some trophy tools that clean the skulls of the animals, a home base camp set up, and drop zones that give a VERY limited amount of supplies. All in all a Hunting Planet that you have free reign over to hunt and collect your hunting trophies.
  13. Actually playing as that follower as your character, so instead of just getting a follower with a fixed race, stats, and called Blah DeBlah, you actually make them like you would your primary character. I will download and try out the mods suggested and see how I get on.
  14. I was playing for a short while when my follower decided to do a random thing, give our position away to a large group of bandits, and then we proceeded to get our butts handed to us like a seven course meal. That was when I had a Eureka moment. What if you could swap to playing your follower? Then my seed of an idea decided to germinate over a few seconds into the mighty oak tree of intellectual brilliance below: The Party Mod The party mod would allow you to play as a whole party of adventurers. You create your first character, the Dragon Born, and start the game. Once you enter into a tavern you can look at a notice board and select an AI to hire. The AI, or Alternate Individual, would then go through the character design process, at the end of which you choose a behavioral pattern for it to follow when you are not playing as that character. You can have up to seven alternative players, and they all follow you into your adventures just like followers, the key difference is that the more you play each one the more they learn how you would perform in various situations. Mages would cast spells, rogues would hide and use small weapons, clerics would use healing spells and a sword and shield, and warriors would use heavy armour and bigger weapons, and each would tailor these traits to your style of play. The smart thing about this mod is that the basic actions: Hide / attack / defend / run away / cast spells, all would have a percentage rating that the more you use that trait the higher the percentage rating. So a thief would use the basics of hide and dagger use, but if you are always equipping a great big 2 handed weapon he will eventually start to select the big two handed weapon that you keep equipping him with. The same goes for all the party members. And you can swap between any party members and the rest would carry on adventuring, acting to the best interest of the group depending on the situation. You can even choose which members go on a quest with you and the rest will travel to your closest home and relax. The last thing about this mod would be the idea that you can send a party off to do a quest themselves if you so wished. If you want to get the golden claw for the umpteenth time but are sick of going through the quest again just send three or four of your party members off and they will complete the quest instead. Looting the bodies for the best equipment would be automatic, but they will not bring back all the rest of the junk, unless you told them to. The game mechanics, baring a few scripts, are all in the vanilla game, it's just a matter of someone putting it all together in such a way as to allow a party with interchangeable player characters. I hope someone reads this and thinks it is a good enough idea to create the mod.
  15. I've been looking too. If you find it post a link here and I will do the same.
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