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Basaltface

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Nexus Mods Profile

About Basaltface

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    Austria
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    Skyrim.. what else?
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    Skyrim.. what else?
  1. *sits rocking in the corner*..its still not here.. ITS STILL NOT HERE
  2. well.. whoever painted that awesome pictures is a god with the brush. It shows pretty much my idea how such an armor will look like. Basically centurio like arms and legs that are mounted on an armor..or clothing set...or better lets say "build arround" I got a few versions in mind already, a heavy one, a light one and one that is basically "unarmored". I guess i dont need to explain the heavy and the light one very close. But i feel like i would need to explain the "unarmored" version. Basically its only the "exo skeleton" without any armor plates. So how could this be usefull? Easy to explain because without extra weight or other restrictions it would be perfect to make the user far faster in running, make the hand to hand skill better and let the user also carry more stuff. I also thought about to let the user jump higher.. but basically all dungeons that are in the game are build arround the players limited jumping height..so i guess i will keep it that way. But i guess it could grant a perk that lets the user ignore fall damage to a higher degree, what dont means that to jump from a mountain will not harm the player lol. But to jump from a watch tower without to take damage would be fitting. Well..and im sure i could script there something together that causes extra damage to the players backside (because there will be the engine that powers that thing up) so it would be "realistic" (that word sucks in tes a lot XD) enough i guess.
  3. hmm.. that sounds like a plan then.. *saves that pic down*
  4. @ Meatbomb: Well.. ill explain you how i got that summoning in mind. As it was mentoned already.. dwemer stuff is magical. So i thought about to simply "bind" the centurion summonings on a lexicon cube. I´ll explain closer. I got the idea in the main questline as i got one of those cubes and needed to use it as "hard drive" for that insane guy. So i decided that those cubes will serve me well as "spell container". So but how will that work? You will need to build a centurio on a regular way, then you will need to kill your centurio and remove the power source that will be a soul gem that mated with a small engine. I call it "centurio heart piece" for now. With those 2 components you go then to a special machine where the cube fits in and also the heart piece, you put both in that device, pull the lever and "zap". The cube is charged and you got a new spell to learn. But to build such a cube will be a difficult thing. I dont got a blueprint for that so far.. but i got a bit time for that lol. Anyways.. there will be still a lot of mana needed to use those spells then. But that will not be the only way to summon something... Lets talk about sigil stones lol. Im sure we all know what those things did in oblivion, so why they should not do the same in skyrim? An oblivion portal is a physical frame that focuses the energy of a sigil stone and creates a rift between the plane of merunes dagon and the world here. There is not really much rocket science in that system. So lets create a handheld oblvion portal.. a staff that uses such a sigil stone as energy source, or maybe a bigger portal that summons daedra like it would go apeshit. I talk about dremora and atronarchs of all kinds. Very usefull for summoners that prever to stand back and watch hordes of non machinated creatures storm a fortress. And "lore friendly".. i guess we can skip that in this point guys.. You can summon beeings from this plane too, such as wolves, those tree demons and stuff. And i dont think they come from another plane lol. Anyways.. to summon them will be optional. It dont means you need to summon them. If you dont want it, then simply build a perma centurion and you should be fine. Of course they will have all things of a real companion (carry stuff, can be ordered to do stuff..etc) and they will take a lot more damage until they are destroyed . But the summoned ones will only follow and fight until the time is over.. then they fade away (or blow up) like a usual summoned beeing. @ Adolon: And thats pretty much the same i got in mind lol. I plan to make 2..or 3 versions of those "mule centurions" (like i call em). 4 legged machines with a saddle. an engine, some bags and a ranged weapon (flamethrower for now)..and of course their legs and body itself to tackle foes down. They will be slower then horses but take a lot more damage (and dont go into fights except attacked by a beast). And they will be able to carry your stuff... (of course)
  5. @ darthmomis: Well.. dont worry. Every piece of equipment, every spell and every companion...and what else could be crafted actually needs to be crafted. Course you need blueprints and\or recipes + parts and skills in crafting, enchanting and alchemy (maybe also speechcraft cause i think about to use that skill to be able to read dwemer books ´n stuff) and also a fitting work bench (in case it is possible to create new work benches without to rewrite the whole engine or stuff) to piece together everything. I can ensure that there will be weapons and armors that for sure no dwemer ever invented, but where would be the fun if you could not build some more...lets say crazy and unique contraptions. I will display what i mean in the first mod that im going to upload, thats basically the only mod i got in mind without any questline cause it will only add my personal armoury and spellbooks in a chest..somewhere. Here some facts what you can expect in every mod (except the one that adds my personal armoury): - To build a new contraption\armor\weapon\spellbook you will need recipes, blueprints, fitting parts and skill - Some of the parts\blueprints you will be able to find in locations of the questlines, and some will be added to random containers in dwemer ruins - Some contraptions can be crafted without blueprint, i call them "common sense items" (extra spikes on armors, stick with some cogs on it as mace...etc) - There will be "crossover contraptions" that use magical artifacts or potions and machine parts - There will be many different types of companion centurions - The centurions can be crafted like equipment and serve then as perma companions (until they are destroyed) - For summoners (like me) there will be the option to craft spellbooks (or lexicon cubes) to summon each centurio for a timespan..like any usual summoning - Same counts for some weapons and contraptions (like the sigil stone staff or the portable oblvion portal) - Smaller centurions (like spiders) can be carried in the inventory and deployed at need (good for non mages) - Big contraptions (like portable ballistas) can be summoned or constructed with fitting "part sets" (basically a drop and build thingy.. like tose tents in oblivion mods) - "Mounts" can be destroyed, crafted and be summoned like centurions - Some items will grant special abilities if worn (like new spells) but if they get removed, then also the ability will be removed - There will be always a "i dont give a s**t" plugin included that simply spawns somewhere a chest with all new things (for those who dont want a quest.. only the stuff) - None of my mods will alter any in game location or enemie. - If an armor or clothing piece contains a mechanical limb, there will be always an optional nif that removes things like that (for those who think its lore killing) - There will be contraptions and equipment for every way to play (mage, warrior, assassin)
  6. falmers look weak compared to a centurio..true. But dont worry, that can be fixed. Falmers where once a very powerfull elfen kind, and even if they are now degenerated and crippled "goblins" (like i call em) i sometimes got a hard time with them, i guess with some additions like true shamans, warlords some chaurus based beasts (like chaurus swarms, big chaurus thingies or oversized chaurus beasts with some archer nest on the back), maybe some siege weapons (they got already traps that are similar to a catapult, so i guess they would have the intelligence to make some) and some extra thick chaurus plate armors + a few heros and champions would give a decent threat to any centurion army...if not an overhelming threat. And with a bit voice acting and some to the lore fitting falmer god, artifact or other powerfull thingie it would be also reasonable why a big hord of them gathers and defends...or attacks. It would be cool if it would be somehow...lets say lord of the ring style..like in helms deep. Simply replace the uruks through falmer..and the humans through some centurions, bring that into a dwemer ruin that borders on a (very) big cave. To spice that up put some nice scripting work in it to command the centurions to survive (daily) waves of the falmer army, some epic encounters where the player needs to face a falmer champ in a 1 vs.1 and decent load of falmer lore and speaking falmers (some rattling and whispering voice..i guess you get the idea). That there is already a script that makes it possible to have some nice team death match is already shown in the game.. and with some extra spice (like much bigger and longer battles, more troops and stuff) it would be entertaining enough..even over longer times. To that then some engeneering and superior dwemer equip + a very own and fully custom army of steam ,cogs and magic + the ability to use, build and grow the army also after the questline however the player wants should be quite enough for a good quest. The reason for the fight could be a misunderstanding of the falmer that still thing that they fight the dwemers. Well.. try to prove them that you arent a dwemer lol. So the base would be already there without any extra work or long lore that would lead to it. Simply put the player (maybe together with a dwemer researcher) into a ruin, let the ceilling collapse and the thing is rolling... all thats left to do is to build, to command and to have a good time.
  7. @ Lachdonin: Im not sure if you can recall that thing that almost destroyed bruma in oblvion, thats what i see as siege weapon *smirks* Imagine some huge spider legged "fortess" or why not a skyship dreadnought vs a fortress. I tell ya.. if i would need to decide between some werewolfs and a skyship armed with ballistas that spawns countless centurions then i guess my choice would be the skyship XD. As for the "glow" and colour details i guess the blue looks quite good huntsman2310. It fits very good to your awesome roller:) I decided to include more colour types in my mods.. fitting to the type of centurio. Like red glowing eyes, red steam and burning weapons for the pyro centurions, purple glowing eyes and steam for the "mage" centurions, black smoke and black glow for the posessed machines and assassin centurions, a shiny green for everything that works with poison..etc...
  8. well.. as long the ck isnt outhere there will be for sure no mod XD. And even after the release it will take a while until everything is done, the voices and stuff..and id like to show off some awesome scripts, specially for weapons and traps. And there should be also enough action.. even such "team death matches" like the stormcloak\legion quest displayed already. I love them a lot..and maybe this can be spiced up with siege weapons..who knows what the ck is able to do lol.
  9. exactly.. thats one of the reasons why i like peryite so much lol. The spell breaker itself is not that interresting to me.
  10. @ SnowElf: sure mate, go on and pm me your ideas. Well.. i wont say that im a full noob.. lets say im an advanced noob with some nif scope knowledge, a lot of gimp and photoshop knowledge..a bit scripting and (hopefully) ck knowledge and very low blender knowledge... but i work on that atm lol. The meshes of skyrim give me a headache atm cause im not able to disassemble and assemble them like i was able in oblivion and morrowind..but i do hope that i figure that out completely in the next time. If that is done.. then there will be no (mayor) problems ahead lols.
  11. @ SnowElf: Well.. needless to say that this would be an awesome idea. The last dwemer ever as "teacher" for dwemer engeneering. My idea sucks balls if i compare it to yours XD. I totally like that idea and it truly sounds like an interresting quest. But instead of a staff i would go with something unique.. but such things are little details that are not that important atm. I really gonna take a closer look into your idea and i think that it could happen. Specially cause of the "Peryite themed" dwemer stuff i make atm (a lot of glass tubes and tanks with mean looking liquids, probably the first dwemer gas mask in tes ever and a bunch of weapons that use stuff like rotten heads and hearts as "epidemics source" yet still keep some cogs turning) @Adolon: thanks a lot for that wonderfull tool, saves a lot of troubles in the name creation :) @ ededed117: you are right, its a wonderfull model.. but i wont use that as armor playable armor. But as you mentoned with a fitting helmed\head it would be perfect for a centurio foot soldier. (and it looks better then the model i made -.-) Thanks a lot for the link, im quite sure that i will as this creator for permission to use his creation in my mods.
  12. @ GeminiContractor: Thats quite some good idea, and if i look at the dwemer race idea from your point, then it would make sence. The keening dont gets much attention in skyrim, somehow odd if you think what this lil thing did in the past. (that you can touch it without the wraithguard ruins my day..but i will fix that for sure). Anyways.. back to the theme. Im quite sure that this would be a cool storyline, and your idea to make that to a follow up quest is also very good. Im quite sure that i could plot something out into that direction.. maybe also return the hammer thingy (that´s name i forgot, feel free to blame me). And your post here is as welcome as any other post, i really like how ppl like you put some ideas together.. or discuss about dwemers. Feel free to post all ideas you want to share ;)
  13. huntsman2310: dwemer rollers huh? That sounds quite interresting :). I like how you mounted the blades on both arms on that model you got there.. gave me the idea for the "night centurio" on that i build arround atm. Think about a "ninja" centurion with a black shroud and thx to your thing here blades as hands. I also like your helmed a lot, i guess that model would look good as mace head and pauldrons too, or a tiny version as necklace or maybe on a staff or a cross guard of a sword. With parts like this you can do a lot of things. Standalone it could be a part for a centurio or a nice decoration too.
  14. *pats himself on the shoulder* Good boy.. you knew that would come. Lol jokes aside XD Trueflame and hopesfire, the 2 most beautifull swords in tes in my eyes. Im quite sure that there will be somewhere a book or a scroll that menton those epic strong blades and maybe there will be a scroll or a book that could say how they could had worked. A recipe for that odd oil that was needed for the trueflame should be quickly made, and i guess if a blacksmith gets a drawing and the right materials for it...then it could be forged "rather easily" (if easy fits to dwemer thingies). Similar it could be with hopesfire..but i dont know so far how to explain the hopesfire on the hopesfire XD. Anyways..if such blades will be to find in my mods, then they will NOT be the real ones..they will be fake ones, replicas better said and they will be also needed to be crafted with the fitting materials... or stuff that comes close to the materials of the true hopesflame and truthfire. Even so they would be nothing more then "burning" swords with the fitting enchantment, weight, range, speed and apperance of the ones in morrowind. But maybe ill script an "on\off button" for those swords. So that the player can shut the fire (and magic) off and on if needed. I can only speak for me here.. but i hate to waste the charges on a weapon, except i know im screwed without those charges. So i guess that "on\off" thingy will be made in a seperate plugin..cause not all like to play how i do. Not enough? Then you can also craft yourself a spell that summons both at the same time..then you are the boss. Still not enough? Want 2 handed versions? Got the blueprints and recipes? Then make them 2 handed. Or want daggers? Then make yourself daggers. But be aware.. i will design fitting material for those things, only ONE set of ingots for each blade. And i can pre- tell you that they will not be easy to make. You mad bro? Dont worry.. there will be always a "i dont give a s**t" plugin included that spawns a chest somewhere, and there ya can get everything without to actually work for it. So.. now that this is from my desk.. @Snowelf: Your offer is wonderfull and it would be very helpfull :). I will add you and contact you about the details and full story of the questline as soon i worked out every single point. There are some smaller holes to fill, some diseases to "invent" or re-invent..i guess you get the idea.
  15. the thug´s head is a mix between the common steam centurio head and the gatekeeper helmed from oblivion that i re- textured with some quick work. The gatekeeper also was so kind to donate the mace arms for the thug, and they fit pretty good on it. I also enlarged the thugs upper body and pauldrons and placed some nice spikes on it Atm i build arround on a "loincloth", some chains to wrap arround the limbs and neck and a nice set of bull horns, then the thug should be done.. except the skeleton issue and the urge to give it axes instead of maces that it got atm lol. If i get the animation to work correctly..ill put a vid here. Feel free to continune to post your stuff here huntsman2310 :)
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