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peterfaj

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  1. I just thought of an enchantment that might be cool. Conveyance. Or conductivity. It could be made for one-handed weapons only and it would take the power of the spell in the other hand. When hitting an enemy it would have the same effect on him as hitting him with the spell (swords of healing!... all right, maybe just destruction spells). The power would probably need to be scaled down for balance reasons. What about two-handed weapons, though? Maybe instead of basing the power on an equipped spell, something else should be used. Scaled down shouts? Or something else. Maybe it shouldn't be spell-based, but just take the element of the spell (fireball -> fire damage; ice shard -> cold damage, etc.). How about charging it with incoming spells when you are hit by an enemy mage? It would take part of the damage from damaging you and it would temporarily have the effect that hurt you. Like poison, but it would by applied by your enemies. Buuuut, if you would sheathe it without using it, it would hurt you for as much as it protected you earlier. Would that be a good idea? When you sheathe the weapon the battle is probably over already. And that would cause players to run around with their swords up. The solution is a timer instead of sheathing. A timer would be a better idea. It would hurt you after the timer runs out. That would also dictate the way you play, a bit. I think that would be cool. The first idea, the take-spell-from-the-other-hand one, should use charges like a normal enchantment, but the other idea, the absorb-incoming-magic-damage one should not. I don't really have a real mod request, just some ideas that, as it is probably obvious, were developed while typing. Maybe someone will like them. The short description says "Weapons get their effect from the spell in the other hand," but I'd like it to say "Weapons get their effect from an outside source." I wish I could change that, because I like the absorb-incoming-magic-damage idea better now.
  2. Looks very awesome and very Nord-like. Except for the toe and fist claw/horn things and the cape.
  3. Actually, if you don't consider player's armor, armors are pretty much like they're supposed to be. Most of the people of Skyrim wear fur/leather/scaled/iron/steel armor. And I don't recall seeing anyone wearing any fancy armor, except the Thalmor (the golden elven armor suits them, because they're pricks). Most of the other armor is just available to the player (even orcish armor; I don't recall ever seeing an Orc in orcish armor). If you play a Nord and want immersion you can just make yourself some Dragonplate armor. If you ignore the unusual fanciness of higher grade armor for the setting, though, Bethesda made a pretty good job with armor. Especially when you try to compare it with the armor in TES:Oblivion. And even the fancy armor, like ebony armor, does make sense, because you are getting increasingly wealthy and wealthy people probably wear fancy armor, you also need to be a skilled blacksmith to make it and you get a little showy with your skill. Fancy armor is also very rare in Skyrim (why you can find it ruins is another mystery altogether), I hated how everybody eventually wore daedric armor in TES:Oblivion. But the fancy armor could fit the theme a bit better if there was some visible fur stuffed in it (like steel plate armor) and/or some fur around the neck area like graavigala envisioned. tl;dr: I don't think armor hurts immersion very much. NPC armor not scaling with player is a big improvement in this field.
  4. [impatient]Someone at least do this for ebony armor. It can't be that hard.[/impatient]
  5. The simplest way would probably be to edit the armors' meshes and textures. If you do that, then it would be pretty simple to put it in the game (I'm assuming replacing meshes with custom ones is as simple as it is with textures).
  6. This would be great. The mock-up by OP looks extremely awesome and nordish.
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