Jump to content

LambLotion

Premium Member
  • Posts

    12
  • Joined

  • Last visited

Nexus Mods Profile

About LambLotion

Profile Fields

  • Country
    United States
  • Currently Playing
    Creation Kit

LambLotion's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. day 8 of my project, i have added several perks to it but i need to figure out a name... im the worst at thinking of names.
  2. --EDIT 4/10/2014-- - Combat Effectiveness is a new skill tree that requires you to be in combat to increase, its goal is to increase speed in different areas, stamina usage reduction, and many other passive attributes. - Combat Effectiveness currently has adrenaline, conditioning and agility perks. adrenaline - speed while in combat increased (10 or 15%, havent decided yet) conditioning - reduces the delay of stamina regen by 1 sec per point (up to 3 sec) agility - increase base move speed and increase dodge chance. (max speed buff = 5% max dodge chance = 10%) - Stamina regen delay increased to 10 sec (vanilla was 5 sec) this will make adrenaline and agility perks more important allowing you to move a wee bit faster without using stamina. - Stamina usage across the board was increased, except blocking a blow. - Penalties for no stamina [WIP]: slowed movement, slowed bow draw and weapon draw, weapon speed also slowed, unable to shout (out of breath) - I made these changes to stamina because i felt that if you didn't manage your stamina very well you should be penalized. I always felt it was immersion breaking in vanilla, im fatigued but yet i moved normally and could perform all my actions as if i was not even fatigued O.o let me know what you think so far and if you have any ideas let me know! --END EDIT 4/10/2014--
  3. Also, maybe if you want to learn how to mod it seems fairly simple considering the vampire lord in vanilla skyrim can toggle a floating effect. maybe all the pieces are there in the vanilla game someone just needs to put them together? my last two cents on the subject :)
  4. i see... well maybe try and get in contact with the mod author of Hover Animation and see if he is still working on his mod. he says in his description that he wants to add combat to it. i cant offer my services on this one sadly :( :(, im losing some of my free time and i currently want to work on my mod with what free time i have. I wish you luck! and apologies for not being of any help
  5. yea i was actually thinking about making an entirely new skill tree for crossbows but it may be a bit of a stretch. ive decided to take things into my own hands and begin to learn to script and get this idea of mine rolling. i made a post in mod talk about where i ROUGHLY (emphasis on roughly lol) want to go with my first class mod, here is the link to it: http://forums.nexusmods.com/index.php?/topic/1582450-does-anybody-want-this-mod-im-working-on-just-wondering/&do=findComment&comment=13632520 so far i setup a proccer to kind of patch new keywords to things and fiddled with a combat reflexes tree. so far so good feel free to leave some ideas there if you have any and if you want to colab just let me know :)
  6. i can look into it tomorrow, i think that would be pretty cool. no guarantees though, busy on my own mod :D keep searching around. i dont want to make something that has already been done, and if you have found one let me know.
  7. Day 4 of modding: combat reflexes seems to be working correctly, the leveling aspect at least.
  8. Thanks! the double arrow thing could be pretty cool to try and do, i have zero idea how to do it though lol. and i will definitely add the sheath/draw speed on combat reflexes, didn't even think of that :D
  9. i was just gonna make this for myself at first but i thought id just ask around to see if some people would want it or better yet wanted to help me. it wasn't my main goal to make the hotlist :blush: i just needed something to do with my free time. thanks for the insight though! much appreciated
  10. I knew nil about scripting and modding a couple days ago, but i needed a hobby so i dove right in. **ITS AN AMAZING FEELING GETTING SOMETHING TO WORK** the feeling is addicting for mee....
  11. currently making a mod that re-does just about every skill tree to fit an archer/ranger playthrough. im new to creating mods, but boy is it fun! im also open to perk ideas and what not :D ill give an example of something i've done and want to do NOTE: im still in the brainstorming phase. Most things listed are just ideas floating in the air: -first thing is to move all magic skill trees to one to make room for more archery/ranger skills, this is a HUGE task. this would free up 4-5 skill tree slots. -having a magic skill tree is still necessary if you decide you want to throw some magic into the mix later. this way your not having to level each skill separately, which is a pain late game in my mind. doing this alone will take a while. --EDIT 4/10/2014-- - Combat Effectiveness is a new skill tree that requires you to be in combat to increase, its goal is to increase speed in different areas, stamina usage reduction, and many other passive attributes. - Combat Effectiveness currently has adrenaline, conditioning and agility perks. adrenaline - speed while in combat increased (10 or 15%, havent decided yet) conditioning - reduces the delay of stamina regen by 1 sec per point (up to 3 sec) agility - increase base move speed and increase dodge chance. (max speed buff = 5% max dodge chance = 10%) - Stamina regen delay increased to 10 sec (vanilla was 5 sec) this will make adrenaline and agility perks more important allowing you to move a wee bit faster without using stamina. - Stamina usage across the board was increased, except blocking a blow. - Penalties for no stamina [WIP]: slowed movement, slowed bow draw and weapon draw, weapon speed also slowed, unable to shout (out of breath) - I made these changes to stamina because i felt that if you didn't manage your stamina very well you should be penalized. I always felt it was immersion breaking in vanilla, im fatigued but yet i moved normally and could perform all my actions as if i was not even fatigued O.o let me know what you think so far and if you have any ideas let me know! --END EDIT 4/10/2014-- - combining lockpicking with pickpocketing kind of like SkyRe by T3nd0 (kick ass mod btw, and i have approval) with different perks than his, basically the same idea though. -turning block into defensive stance, has perks from block but adds counter attacking ability and with bow active i was thinking of changing it from a bash to dash backwards and fire. -Heavy armor has negative effects (such as slowed movement, slowed bow draw speed) in the beginning but once you invest in it will have its benefits, archers generally dont wear heavy amounts of armor so i wanted to kind of give that feel but if you want you can still use it. -Light armor doesn't start with negative effects like heavy does, it will have general armor benefit perks right now because i haven't given much thought in this one YET :tongue: -I would like to split the alchemy tree into two separate trees, poison making and potion making. the reason for this would be to make poisons actually VERY useful. -Have the marksman tree have two separate paths for crossbows and bows (separate skill trees if i can manage it) -i didnt want to make magicka completely useless so thats where these ideas came from. for the 4-5 freed up skill tree slots i was thinking of adding things like (the names could use some work, i know): - Destructive Archer: use magicka to deal AoE fire, frost, and shock damage with your arrows. - Righteous Might: use magicka to infuse your arrows/bolts with diseases and things to smite the undead - Conjured Massacre Archer: use magicka to make your bow rapid fire magical spirit arrows, or summon a HUGE arrow that pierces through enemies. - Phantom Archer: use magicka to teleport yourself to safer distances. this one i literally just came up with lol All in all i want is to basically redo skyrim, give it a jolt of life, add different ways to play. so far im working on this all alone and if you want to help me id be more than happy to accept it! even if its just ideas! :smile: what i really need right now is scripters who can help a novice through this dark and gloomy forest of code that lies ahead. Im pretty excited to start such a huge project since i have 7 MONTHS of free time, literally almost everyday i will be working on this lol. After this project is done i want to maybe make a mage and warrior one. we'll see. anywho just let me know what you think and if you have ideas and or want to help just post here or pm me! Thanks for the time LambLotion WILL BE UPDATING PERIODICALLY WITH PROGRESS
  12. i dont really feel like manually changing ALL the armor weight classes and keywords in the ck (But i will if theres no other way), is there a faster way to do this? could i possibly write a script to check for all this and have it change it for me? thanks in advance! ;)
  13. This is an awesome idea! Im currently working on revamping all the skill trees so they are all archer related, and this would be pretty cool to have for that play-through! If you want some help i may be able to, tho im not that good at modding either lol
  14. im new to modding and i'm coming here for some help/advice on my idea. from what i have researched on the interwebs, adding entirely new skill trees is not an option atm. so i came up with this idea right here: i would like to make a "Class mod" so that you can pick a mage for instance, and instead of having a ton of useless warrior and thief perk trees we add in more mage related perk trees. I also would like to know if its possible to change the perk trees ingame, for instance before you start a new game it asks you if you want to be a mage, thief or warrior and then completely alters your skill trees to what was picked. the other way i thought was that you download a certain class and can only make that kind of class unless you deactivate the mod and reactivate a different one from NMM. we could keep like 3-4 perk trees universal between them all but change the rest. in my mind a mage isn't gonna be able to pick locks very well but instead can use a spell from alteration for example to open locks. Or instead of the current smithing, the mage has something like magic smith. idk im still in brainstorming mode lol. im really just putting this out there to see if anyone is interested and wants to collaborate this with me or if something out there already exist. keep in mind, you would be working with someone of NOVICE skill in this field :D but i would really like to learn how to script and what not so if someone wants to be my mentor that would be awesome too!
×
×
  • Create New...