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Mavortius

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  1. (Image from Shadowmarks Guide http://www.nexusmods.com/skyrim/mods/36424/?)http://static-6.nexusmods.com/15/mods/110/images/36424-1-1369526317.jpg I'd love to see some of these symbols implemented as tattoos. They could have smooth clean curves since they wouldn't be hastily carved in wood or scratched onto stone. Perhaps they could be tattooed onto the lower back, on the sides of the upper arms, around the naval, near the ankle, under the forearms, etc. The more options, the better! Compatibility with CBBE and UNP bodies would be great!
  2. I have an idea for how to do this immersively (and practically): If you are sneaking and hidden as you take an owned item, it's automatically theft. If you are sneaking but you're caught taking an owned item, you're automatically reported to the guards/attacked by the owner. If you are standing and take an item while the owner sees you, the owner approaches you and asks if you wish to purchase the item(s). You are then given the option to pay for it, hand it over to them, or refuse to do either (openly stealing). If the item is not for sale, the owner may not offer a price and would require you to hand it over.
  3. Although the Thu'um of the Dragonborn is strong, the Dragonborn is still mortal, and the dragons would probably only accept an immortal overlord - if they accept an overlord at all. Odahviing is one of two dragons that can be called to aid you in battle, the other being the undead dragon from the Dawnguard DLC. The undead one is actually "conjured" on the ground, which might suggest that he can potentially be summoned underground in a large cave like Blackreach.
  4. There are many mods that add new spells and/or rebalance the vanilla ones. I've seen a mod that introduces wands, but I haven't tried it. If you haven't seen it already, check out this Two Handed sword from Dragonborn DLC: http://elderscrolls.wikia.com/wiki/Bloodskal_Blade As for your conjuration idea, taking the player out of combat to "focus" on maintaining summoned creatures is generally undesirable, as most like using summoned creatures to add, offensively and defensively, to their battle style. However, an alternative would be to link the summoned creature(s) to your magicka bar so they slowly drain it and last as long as your magicka does.
  5. Speaking of Detect spells, a Detect Automaton spell would be useful for dwemer ruins and a Detect Daedra spell would be useful for atronachs and the various daedric quests... And speaking of map marker coloring, I'd like a mod that lets you decide what colors to use - whether you filter them by type or override the color for a specific place. Allowing color customization within the game with a slider would be useful for accommodating mod locations. Lastly, I'd like to be able to color the map markers according to what hold to which they belong! :smile: EDIT: This mod, http://www.nexusmods.com/skyrim/mods/23007/? seems to include a detect automaton spell already that's even Fire & Forget, so I might try that out...
  6. I remember doing this on the xbox version a long while ago. I was also impressed. It would be cool if you could do the same thing to an ash guardian by pickpocketing the heartstone...
  7. Tying the Vigilants of Stendarr into this would be cool, too; they could form a brief alliance before striking the werewolves.
  8. I think arrows are craftable without DLC, but bolts require Dawnguard. The major issue with this is the fact that feathers are not nearly as renewable as metal and firewood. Would the mod also spawn in flocks of birds that all come crashing down when a Fireball blows them up?
  9. It seems to me that the process is simple yet useful enough to be worth developing. As for the object, it could be made from something that already exists - such as one those pedestals that hold weaponized soul gems. As for the script, I think the basic process would be something along the lines of: -Select an enchanted weapon or piece of armor or jewelry. -Select a soul gem containing a soul such that it would enhance the existing enchantment. -Confirm the upgrade. -The enchantment is reapplied according to the soul gem size and the player's enchantment level. This would enhance the magnitude and, in the case of weapons, the number of uses. -The player earns enchantment experience for successfully upgrading the item. I think that this mod would prove especially useful for enhancing unique items that cannot be forged by the player. I find it annoying how some unique weapons lose their charge rather quickly and applying a Grand soul gem would allow for many more uses before recharging.
  10. When I try to heal a follower after combat, I often cannot see how much health they have so that I know to stop further healing. I notice that the health bar under the compass usually shows the health of an enemy that I have engaged in combat (even when I'm not aimed at them), but when my enemies are gone, I would like to be able to aim the cross-hairs at NPCs and consistently see their health beneath the compass. Can the interface be refined to do this?
  11. Could you elaborate on what those limitations are? I figure that the function of the enchantment table does not allow for it, could a different device perform the upgrade function? Smithing works in this way already; forging items and upgrading items involve separate devices.
  12. In Smithing, you can use bars of metal to repeatedly upgrade weapons and armor. Can a mod be made to repeatedly upgrade the enchantments on items by consuming soul gems? If I enchant my boots with Fortify Sneaking and it gives me a 5% bonus and I later want to upgrade those same boots instead of getting new boots, I want to consume a gem with a soul of similar or greater size to upgrade the enchantment. If this can be done, I would also like to see it applied to unique enchantments that cannot be learned but are applied to special artifacts.
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