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BostonStump94

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Everything posted by BostonStump94

  1. Why i came up with this: Its really anoying that you can carry soo much as too only walk, yet this issue can be overcome by dropping a book. Because the "you cannot run" rule is triggered at a certain value and not built up to. Each individual weight value should contribute to movement speed on its own. If im only carrying 1 set of armor and a sword, i still want to be slowed down because of it. ------------------------------------------------------------------------------------------------- Here's how it could work with values: 200 - 100 - 50 = 150/200 + 0 = 25% Capacity - Inventory - Equipment = Penalty Value + Extra Stamina = Movement Speed. ^ (items "worn", "held" or "used" by player are halved in weight) WHAT IT MEANS If i carried NOTHING but the following items, in my INVENTORY while at CHARACTER LEVEL1: Helmet 10 Armour 22 Boots 08 Gloves 08 Amulet 01 Ring 01 Shield 18 Sword 16 --------------------------------------------------- TOTAL / PENALTY = 84 (84/200) my running speed would be reduced to 42% of vanilla/normal movement speed (84/200 = 42/100 = 42%). However, if i equip ALL OF THESE ITEMS the weight is halved and therefore movement speed doubles (total/penalty value drops to 21%, Half.) This means i could WEAR these items and CARRY duplicates of them in my inventory creating a Penalty Value of 126/200 or 63% less speed. each +10 of Stamina (as in, when selecting stamina at LEVELUP) = should reduce penalty by 2%. this means at 200 Stamina penalties are reduced by 20% (since character starts at 100) this also means at 200 Stamina the player will move 20% faster when carrying nothing. Other Effects and Specific Rules: the speed penalty should only affect running and sprinting. jumping should also change with penalty, jumping should be disabled when penalty reaches 75% falling damage increases alongside penalty value - but stops increasing when value reaches 50% this means falling is upto 50% more sensitive to health walking and sneaking should not be altered under any circumstances - until penalty reaches 90% when movement speed begins to take effect. At & beyond 75% penalty, the character will receive "blisters", "muscle & joint pain" etc under active effects, which reduce health from 10 > 30 % 100% penalty/capacity means you cannot move without a mount. ------------------------------------------------------------------------------------------------------- this will force players to value their carrying capacity as they would in real life. they will be forced to reconsider their actions, such as mission tactics, utilizing character play-style, planning adventure routes for merchant selling and returning home to drop wanted objects. Players using this mod will most likely only carry the apparel they are wearing along with 1 melee weapon and 1 ranged weapon. I really think someone needs to make this mod, its something that is missing in skyrim more than ever now we have so many other "immersive" realism mods. IF I'VE MADE A COMPLETE ASS OF MYSELF AND THIS MOD ALREADY EXISTS, PLEASE DIRECT ME TO IT. also please link me to the mod & include my name in the title/description if you decide to make it :smile: thanks!
  2. Vanilla players complete dawnguard and simply forget about the dawnguard order that posses as big as a threat as imperials to a stormcloak. But nothing is done about it. That's stupid - someone needs to extend the story. This would have to include two options for Vampires and Dawnguard players. The Story. For Vampires. A vampires motive after defeating lord Harkon would be to either: a) End his/her life as a vampire and revert to human (something a bit more emotive, epic & dramatic than the Vanilla method) b) Continue the vampire regime by taking control into the dragonborn's own hands. Option B would mean to completely wipe out the dawnguard - full, all out, vampire invasion of skyrim. As follows: Killing any vampire that opposes the players leadership Killing or turning various human NPC's throughout skyrim that have knowledge of vampire culture, history, needs, weakness etc. Calling to all vampires, sliver hand, brotherhood, etc to report to Volkahir and swear their allegiance or die Assassinating jarls, public figures, imperial/stormcloak leaders, the companions. Taking control of guilds, factions, and HALF OR LESS of towns & cities. Half or Less locational control or Skyrim because the dawnguard will also be advancing through skyrim protecting holds, recruiting people etc. This means, for exmple, all South/Eastern cities (closer to dawnguard castle) will have x3 guards, many of which will be dawnguard and may question the vampire dragonborns reason for visiting (as a result of suspicion and vampire-identifying skills) And in the case of a Dawnguard Playing Dragonborn, they'd basically be doing the same but less domination and more "protection" of holds. Either player-side will result in a vampire/dawnguard war similar to the civil war but much more gothic, stealth influenced and better (vanilla civil war is poooor). Additional effects of the mod should also change the gameplay, although perhaps these should be optional to the player when installing: Sunlight options: modification of sunlight hours. vampire players can reduce sunlight hours to a minimum of 4 (like when closer to N/S poles). Sunlight has to actually hit the vampire player directly for effect to occur. half health, no stamina, no magica when in shade for first 1/2 hour of technical "daylight". After first 1/2 hour of daylight vampire player will begin to smoke and eventually burn (perhaps over 1 minute real-time) a burning in sunlight effect similar to dragon death with lots of ash and smoke and screaming, chared body parts - etc. Dawngurd players can reduce night hours to 4, although the more night-hours the more vampire action. Additional options: vampire NPCs never attack vampire player on sight unless part of a vanilla mission or particular circumstances. dawnguard do not attack werewolves on sight unless in particular circumstances. vamp weakness to onions vamp weakness to wolves vamp weakness to divines Just a vague idea i came up with (mostly while writing this!) but it would be great fun for any dawnguard DLC owner without effecting the lore of the game too much. Upon completion as a vampire, the game would run fairly normally, except thier would be a unspoken, secretive yet well known vampire order running Skyrim from behind the Jarl's Chair (so to speak), the jarls would be replaced, constantly seduced, turned etc. Upon completion as a Dawnguard soldier, Skyrim will go back to normal with only a small population of vampires scattered and living in the wilderness etc. I hope people would like this. thanks for reading, Boston
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