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83cheshire

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  1. Overview: Basically this perk mod I think is a fair bit simpler than all other perk mods out there and I think it does a good job of making each perk unique and valuable. There are only 12 perks per tree and they tend to be slightly more powerful than vanilla so I would suggest playing with the perk rate at 0.75 using the Elys Community Uncapper. What is unique about this mod is the capstone skill for each perk tree is a legendary perk that unlocks the legendary perks for that tree and gives you 1/3 of a legendary perk point to spend on those trees. These perks are a fair bit more powerful and unique than normal perks and a normal playthrough up to level 81 will only be able to get 6 of them (you can of course take skills to legendary to get more). These perks will be handled through an MCM menu and they will not cost normal perk points to acquire. I have not mapped out all of these legendary perks yet (there will end up being quite a few) because I wanted to complete the perk mod proper first. Reason I posted this is because I'm looking for feedback and advice as to the balance of these perks and where to begin actually making it into a mod. I was going to build these trees and test them one at a time but I wouldn't even know where to start and can't seem to find any tutorials on making perk mods because that's pretty highly specific and niche. Any pointers and feedback would be infinitely appreciated. ============ Thief skills ============ ALCHEMY 0 Gifted Alchemist-Potion, poison, and ingredient effect magnitude are increased with higher skill. 10 Discerning Taste-learn more effects from eating ingredients the higher your skill is. 20 Tolerance-You gain 50% resistance to poison. 20 Well-Being-Potions have 25% more duration if rested, 50% more duration if well-rested. 30 Topical Alchemy-You make poisons 25% more effective at night and make potions 25% more effective in the day. 50 Fast Metabolism-Potion magnitude is increased by 50% but duration is reduced by 40%. 50 Grim Harvest-Human hearts and flesh added to the inventories of all man races. 60 Addict-Skooma causes stamina to regenerate 200% faster, attack and sprint speed and jump height are increased by 30%, but damage taken increased by 50%. effect lasts 30 seconds. 40/70 Poison Lacquer-Poisons applied to a weapon apply for a second strike. Last for additional strike on second rank. 80 Green Thumb-You gather two ingredients from ingredient sources. 90 Purity-Negative effects are removed from created potions. Positive effects are removed from created poisons. 100 Alchemy Mastery-Unlocks legendary perks for Alchemy and gives 1/3 of a legendary perk point. STEALTH 0 Gifted Sneak-sneak effectiveness increases with skill. 10-1h sneak attacks do 6x damage and unarmed does 8x damage. 20-Bows deal 3x sneak damage. 20 Low Blow-Crouching melee attacks ignore 40% of armor. 30 Light Step-don't activate pressure plates and bear traps and noise from armor is reduced by 30%. 30-Daggers deal 15x sneak damage and sneak attacks with them instantly kill sleeping enemies. 50 Creep-Increases sneak speed the further away you are from an enemy. 50 Sneak Roll-can do a sneak roll. 60 Ambush-Leaving sneak mode increases sprint speed by 40% and weapon damage by 30% for 6 seconds. This ability has a 20 second cooldown. 70 Dodge Roll-increase speed of sneak roll and decrease incoming damage by 50% while rolling. 80-Running and walking speed doesn't affect sneak. 90-Sneaking in combat renders you invisible and undetected for 2 seconds. Ability can only be used once every 10 seconds. 100 Stealth Mastery-Unlocks legendary perks for Stealth and gives 1/3 of a legendary perk point. SURVIVAL 0 Gifted Survivalist-Stamina, health, and magicka regeneration increases by .5% per survival skill point when you're outside. 10 Primal Fear-Powerbashing most animals with a torch causes them to flee. 20 Wayfarer-You move 20% faster out of combat and on horseback. 20 Well Nourished-Eating food fortifies all skills and stats and regeneration rates by an amount equal to the health point restoration of the food for 4 hours. This ability has a cooldown of 4 hours. 30 Skilled Hunter-Deal 50% more damage to enemies wearing no armor. 30 Master of the Flame-Torches are never extinguished. 50 Endurance Runner-Sprinting costs are reduced significantly out of combat. 50 Drunken Brawler-Drinking alcohol increases melee damage you deal by 20% and melee damage you take by 10% for 10 seconds. 60 Skilled Rider-Horses gain +100 armor and gain 400 stamina when you are mounted on them. 70 Athletics-Sprint 15% faster, jump 30% higher, swim 25% faster, and take 50% less falling damage. 80 Landstrider-You become invisible in fogs (broken like normal but comes back after 20 seconds) and in storms footsteps are completely muffled. Both cause walking and running to not effect sneak. 90 Shamanism-Animals you kill give you a unique buff for 10 minutes. -Sabercat-ignore all 50% armor with power attacks. Power attacks cost 30% less stamina. -Mammoth-fortify health 100 -Deer-Regenerate stamina +100%. Movement speed increases 30% when weapons aren't drawn. -Elk/Moose-Fortify Stamina 50, Fortify Health 50. -Fox-Fortify thief skills by 10 points. +10% sneak attack damage. -Rabbit-Sprint speed and jump height increase by 40%. -Horker-Resist ice 50%, Swim speed +50%. -Slaughterfish-Waterbreathing, swim speed +200%. -Wolf-Allies deal 20% damage. -Bear-+15 unarmed damage, Power attacks have a 25% chance to knock down enemies. -Troll-Regenerate health 100% and as if you're out of combat. -Chaurus-+75% poison resistance, +50 armor. -Frostbite Spider-Chance to paralyze for 1 seconds on strike 5% on hit. 100 Survival Mastery-Unlocks legendary perks for survival and gets 1/3 of a legendary perk point. LIGHT ARMOR 0 Gifted Skirmisher-Light armor rating is increased by your skill level. 10 Light Armor Proficiency-25% armor bonus. Decreases by 5% for each piece of heavy armor worn. 20 Glancing Blows-Sprinting decreases damage you take by 20% if wearing no heavy armor. 20 Martial Arts-unarmed damage increases based on stamina, every third unarmed attack you do increases attack speed by 250% for two seconds. 30 Artful Dodger-You move 10% faster when within 10ft of enemies. 30 Counter-unarmed attacks stagger enemies who are power-attacking and reduce enemies damage by 50% for a second. 50 Flurry of Blows-Each empty hand you have increases stamina regen by 50% and attack speed by 20%. 50 Unfettered-Light armor weighs nothing and doesn't slow you down when worn, counts as robes and light armor for the purposes of perks. 60 Induced Fatigue-Enemies that attack but miss move 10% slower and attack 10% slower for 20 seconds. This effect stacks 3 times. 70 Akaviri Leap-while crouching, jump height is increased by 350% and attacking while midair and crouching is a guaranteed critical hit. 80 Knockout-unarmed attacks and bashes reduce enemy stamina equal to your level. If you unarmed attack an enemy with zero stamina, they are knocked down. 90 Masterful Mitigation-When at full health, you take 70% less damage. 100 LA Mastery-Unlocks light armor legendary perks and gain 1/3 of a legendary perk point. SPEECH 0 Gifted Tongue-Speech skill increases buying and selling prices and increases allied NPC damage resistance by .5% for each point of skill. 10 Leader of Men-Allows you to recruit guards when you are thane of that hold. 20 Charmer-Gain 20% better prices with the opposite sex. Gain lover's comfort buff when resting at inns. 20 Honeyed Words-Persuasion/Intimidation attempts are 30% more likely to be successful. Can bribe guards to ignore crimes. 30 Kynareth's Boon-Shouting restores magicka, health, and stamina equal to the base cooldown of the shout. 30 Investor-Can invest 500 gold in a store to increase its gold. 50 Fence-Can barter stolen goods to merchants you've invested in. 50 Heroic Presence-Allied NPCs around you will not flee from combat and gain 100% stat regeneration, fortify stats +30, fortify abilities +10, power attack damage increases 30%. 60 Battlecry-Shouting increases power attack damage and sprint speed by 10% for 15 seconds. This effect stacks any number of times. 70 Way of the Voice-Cooldowns for nonviolent shouts is decreased by 30%. 80 Renowned Merchant-Can sell any type of item to any merchant. Merchants gain 1000 gold for bartering. 90 Tinvaak-Whenever you are damaged by a dragon shout or dragon attack, there is a 20% chance your shout cooldown will be reduced to 0. 100 Speech Mastery-Unlocks speech legendary perks and gain 1/3 of a legendary perk point. THIEVERY (pickpocket & lockpick) 0 Gifted Thief-lockpicking and pickpocket are easier as skill increases. 10 Lay Low-your bounty diminishes by X gold each day, where X is your theivery skill. 20 Cutpurse-raises chance to pickpocket gold, jewelry, and keys from a person by 50%. 20 Mark-pickpocketing an item from a person increases pickpocket chance against that person by 20% for 20 seconds. This effect stacks. 30 Looter-chests have a chance of carrying additional loot whose value depends on their lock level. 30 Poisoner-Can silently harm enemies with poison by placing them in their pocket. 50 Experienced Tumbler-lockpick starts near opening position. 50 Packrat-Increases carry weight by 50 points. 60 Forge Evidence-wearing guard armor in the appropriate hold will allow you to kill without adding a bounty if those NPCs have incriminating items on their person when they die. 70 Gold Rush-whenever gold is placed in your inventory from a container or person, fortify stamina regeration for a % equal to that gold amount for a minute. This effect stacks. 80 Operator-changing face will clear bounties. Wearing a face covering in town will hide your bounty until you get too close to a guard or speak to an NPC that doesn't have a good relationship with you. 90 Disarm-can pickpocket equipped enemy weapons. 100 Thievery Mastery - Unlocks blah blah. ============= Warrior Skills ============= ARCHERY 0 Gifted Archer-Bow damage increases by archery skill. 10 Quickdraw-can sheathe and unsheathe bows quicker. 20 Opportune Strike-when stationary, increases bow damage by 10% per second. This effect stacks up to 5 times. 20 Aim-can zoom with a bow. 30-Have a 50% chance to recover arrows. 30 Eagle Eye-zooming is 50% more effective. Standing still and crouching increases bow zoom by 5% each second. Stacks 10 times. 50-Can draw bow faster. 50 Ranger-Increases movement speed with a drawn bow. 60 Concentration-Zooming slows time by 50%. 70 Piercing Shot-fully drawn shots from bow and crossbow bolts ignore 40% of armor. 80 Windtaker-Hitting enemies with a fully drawn bow or crossbow cancels spellcasting and shouting and slows enemies movement speed 20% for 3 seconds. 90 Pluck-If an enemy is shot with a fully drawn bow or crossbow during a power attack, they are disarmed. 100 Archery Mastery-Unlocks legendary perks for archery and get 1/3 of a legendary perk point. ONE-HANDED 0 Gifted Soldier-one-handed damage increases by your one-handed skill. 10 Finesse-1h power attacks and bashes with 1h weapons cost 25% less stamina. 25 Swift Striking-swords and daggers swing 15% faster. Other 1h weapons swing 5% faster. 25 Mighty Striking-maces ignore 30% of armor. Other 1h weapons ignore 10% of armor. 25 Cruel Striking-waraxes cause bleeding equal to 5% of weapon damage for 10 seconds. other weapons only 4 seconds. 30 Dual Flurry-dual wielding attacks are 20% faster and dual power attacks do 10% more damage. 50 Powerful Striking-Power attacks with 1h weapons deal 20% more damage. unlocks decapitations. 50 Asian Armor-Each hit on an enemy increases critical hit chance on that enemy for 30 seconds. this effect stacks up to 10 times. 60 Battle Rhythm-every 4th 1h attack deals 100% extra damage. 65 Critical Charge-unlocks sprinting charge attack with 100% chance of being a critical hit. 75 Increasing Frenzy-power attacking increases power attack damage by 20% for 5 seconds. This effect stacks 3 times. 90 Master Duelist-critical hits on enemies stagger them. 100 One-Handed Mastery-Unlocks legendary perks for 1h and get 1/3 of a legendary perk point. TWO-HANDED 0 Gifted Warrior-2h damage increases with 2h skill. 10 Momentum-Power attacks and bash cost with 2h weapons is decreased by 25%. 25 Tearing Blows-war axes deal bleeding damage equal to 10% of their weapon damage for 5 seconds. Other 2h weapons deal 5%. 25 Ruinous Blows-Attacks with maces ignore 50% of armor. with other 2h weapons its 25%. 25 Rapid Blows-sword attacks are 20% faster. Other 2h weapons swing 10% faster. 30 Intimidating Strike-whenever you kill an enemy with over 50% health with a 2h power attack, enemies next to that enemy with the same level or lower flee for 5 seconds. 50 Berserker-stamina cost of power attacks is decreased the lower your health is. Power attack damage increases the lower your health is. 50 Colossal Blows-2h power attacks deal 20% more damage, unlocks 2h decapitations. 60 Guardbreaker-power attacks stagger blocking enemies significantly and negate blocking damage resistance by 70%. 65 Charging Blow-unlock sprinting power attack that deals +100% damage to enemies with full health. 75 Cleave-sideways power attacks hit all targets in front of you. 90 Overpower-doing 3 consecutive power attacks to the same enemy will knock that enemy down. 100 Two-Handed Mastery-unlocks 2-handed legendary perks and 1/3 of legendary perk point. HEAVY ARMOR 0 Gifted Knight-Heavy armor rating increases with skill. 10 Heavy Armor Proficiency-25% armor bonus. Decreases by 5% for each piece of heavy armor not worn. 20 Vigilant-Leggings and gauntlets count as no armor for perks. 20 Mounted Knight-you deal 2x damage on horseback and take 50% less damage. 30 Vanguard Charge-when sprinting, you take 15% less damage from arrows for each piece of heavy armor worn. 30 Hardened-you take 15% less damage from arrows and weapons that are of lesser material than your heavy armor cuirass. 50 Deflection-You have a 4% chance to take 50% less damage from a physical attack for each piece of heavy armor worn. 50 Well-fitted-heavy armor worn is 50% lighter. 60 Warlord-heavy armor rating increases by 30% when there are 3 or more enemies around you. 60% when there are 6 or more enemies. 70 Unyielding-can't be knocked down or staggered. 80 Warhorse-your horse cannot die when you are mounted on it. 90 Tackle-sprinting and colliding with an enemy while wearing a heavy armor cuirass will knockback that enemy if he is performing a power attack. 100 Heavy Armor Mastery-Unlocks heavy armor legendary perks and 1/3 of a legendary perk point. SMITHING 0 Gifted Smith-Tempering effectiveness increases with skill. Can create and improve iron and steel. 10 Pickaxe Prowess-Can mine twice as fast and find double the ore. 20 Fletcher-Can make twice as many arrows at forges. 25 Meric Smithing-Can create and improve elven & dwarven armor. 30 Silversmith-Can create silver infused weapons and arrows at the forge that deal more damage to the undead. 40 Arcane Blacksmith-Can smith enchanted items. 50 Advanced Smithing-Can create and improve advanced and orc. 60 Reshaper-Can create already tempered items (or tempering does not require an ingot) 75 Exotic Smithing-Can create and improve ebony and glass. 90 Dragon Smithing-Can create dragon armor. 90 Daedric Smithing-Can create daedric armor. 95 Sublime Craft-Master level armors (dragon and daedric) gain unique effects that stack up to 10 times: Daedric: grants 10% master spell damage for each filled black soul gem in your inventory. Dragon: grants 10% Fire-breath and Frost-Breath damage for each unspent dragon soul you have. 100 Smithing Mastery-Unlocks smithing legendary perks and 1/3 of a legendary perk point. BLOCK 0 Gifted Defender-Blocking is more effective depending on your skill in blocking. 10 Power Bash-Can do power bash 20 Timed Block-Can perform a timed block. 20 Proper Technique-Bashing costs 30% less stamina. 30 Riposte-Performing a timed block increases attack speed by 50% for 4 seconds. 30 -power bashing deals 5x damage. 50 -Arrows that hit the shield do no damage. 50 Well-Timed-Timed blocking staggers enemies. 60 -Can block 50% of all elemental damage when blocking w/ shield. 70 -Can move faster when blocking. 80 -chance to disarm opponent when power bashing. 90 -Can sprint when shield is equipped to knock down most enemies. 100-Unlocks blocking legendary perks and 1/3 of a legendary perk point. =========== Mage Skills =========== RESTORATION 0 Gifted Healer-Restoration spells magnitude are increased by skill level. 10-Can dual-cast restoration spells. 20-Restoration spells cost 25% less when wearing a robe. Other spells cost 5% less to cast. 20 Acolyte-You may accept an additional divine blessing and those blessings are 1/3 more potent. 30 Necromage-spells cast on undead are 20% more effective. 30 -Ward Spells absorb magicka 50 Battle Cleric-dual casting healing spells applies them to nearby allies. 50 ZEALOT-divine blessings last indefinitely until overwritten and grant an additional effect. These effects are doubled if wearing the appropriate amulet. -Akatosh-deal 10% more damage to dragons. -Arkay-deal 10% more damage to undead and necromancers. -Dibella-deal 10% more damage to the forsworn. -Julianos-deal 10% more damage to trolls and giants. -Kynareth-deal 10% more damage to dwemer automatons. -Mara-deal 10% more damage to civil war soldiers. -Stendarr-deal 10% more damage to daedra, atronachs, and conjurers. -Talos-deal 10% more damage to mer. -Zenithar-deal 10% more damage to thieves and bandits. 70 Vitality-if you cast a healing spell at full health, fortify health by 50 for 20 seconds. 60 Rejuvenate-healing spells restore stamina equal to their magnitude. 80 Miracle-non-concentration restoration spells have a 10% chance of having their magnitude increased by 200% when cast. 90 Sublime Ward-ward spells heal you when used. 100 Resto Mastery-Unlocks Restoration legendary perks and 1/3 of a legendary perk point. CONJURATION 0 Gifted Conjurer-Conj skill increases duration of conj spells. 10-Can dual cast conj spells. 20-Conjuration spells cost 25% less to cast if wearing robes. Other spells cost 5% less to cast. 20-Bound weapons deal more damage and soul trap enemies. 30-Gain a spell that turns a corpse into a skeleton that lasts indefinitely and doesn't count against your summon limit but reduces your health by 10%. That skeleton has 100 (+10% of your health) health. Whenever that skeleton dies it restores 10% of your health. 30-zombies you control gain 100 health and killing an enemy resets their cooldown. 50-Can summon atronachs, dremora, and undead 3x as far away. 50-bound weapons deal damage equal to half of your conj skill and banish summoned enemies back to oblivion and turn raised undead. 60-Bound weapons weakens elemental resistance of hit enemies by 10% and increases damage that summoned allies do to hit enemies by 10%. This effect stacks 4 times and lasts for 20 seconds. 70-Skeleton spell only takes 5% of maximum health. Atronachs give 25% elemental resistance to their element. 80-Novice conj summon or raise spells count as .25 to summon limit, Apprentice and Adept .5, Expert .75, and Master 1 90-Increases summon limit by 1. 100-Unlocks Conjuration legendary perks and 1/3 of a legendary perk point. DESTRUCTION 0-Destruction magnitude increases with skill level. 10-can dual cast destruction spells. 20-Destruction spells cost 25% less if wearing robes. Other spells cost 5% less to cast. 20-fire spells do 15% more damage to enemies without fire resistane. 30-cloak spells have 100% more damage and have 50% more radius in the first 5 seconds after their activation. 10 seconds if dual cast. 30-Hitting a rune with a non-concentration elemental spell of its type increases its damage and range by 50%. 50-Can have three runes active and place them 75ft further away. 50-frost spells slow enemies without frost resistance attack and movement speed by 15% 60-dual casting a non-concentration spell has a chance to stagger an enemy that increases depending on how close that enemy is. 70-Lightning spells disentigrate enemies not resistant to shock with less than 15% of their health remaining. 80-non-concentration elemental spells weaken elemental resistance to their damage by 10% for 9 seconds. This effect stacks up to 3 times. 90-casting non-concentration destruction spells decrease spell costs by 10% for 9 seconds. This effect stacks up to 3 times. 100-Unlocks Destruction legendary perks and 1/3 of a legendary perk point. ENCHANTING 0-Enchanting effectiveness AND staff and scroll spell magnitude increases with skill. 10-enchantments are 25% stronger on clothing. 20-Elemental enchantments are 25% stronger. 20-holding a staff charged increases the magnitude of its spell 2x when held for three seconds (daedric mastery allows magnitude to double again at 6 seconds) 30-holding a staff charged increases magicka regeneration by 50% and increases potency of spells and magic effects by 25%, and decreases cost to cast spells by 25%, 2x after 3 seconds (4x with daedric master after 6 seconds). This effect lasts 2 seconds after stopped charging. 30-Health, magicka, and stamina, and skill enchantments are 25% stronger. 50-wielding a staff regenerates magicka 50% and spells cast in the other hand have dual-casting perks applied to them. 50-Scrolls are 2% more powerful for each enchanting skill point you have. 60-Gain a power to consume a filled grand soul or black gem to increase magic effect magnitude and duration by 50% for a minute. 70-Daedric items consume no charge, other items consume 50% less charge, Staff charging abilities gain a second stack. 80-Can perform the ritual to turn a grand soul gem into a black soul gem. 90-can put two enchantments on one item but decreases their magnitude to 75%. 100-Unlocks Enchanting legendary perks and 1/3 of a legendary perk point. ALTERATION 0-Alt spell magnitude increases with skill level. 10-Can dual-cast alteration spells to increase magnitude and duration. 20-Alteraton spells cost 25% less to cast if wearing robes. other spells cost 5% less to cast. 20/50 (2)-Mage armor spells are 2x more effective if not wearing any armor. 3x on second rank. 30-Wearing robes decreases the damage you take while charging or casting a spell by 10%. You gain additional 5% damage resistance for each second. Stacks 6 times. 30-magical light sources you control blind foes and weaken undead in an 8ft radius around the light. This effect stacks up to 4 times. 50-grants a spell that costs 70 mana and teleports you to a stationary magelight you've cast. Using this ability dispels the magelight. 60-Grants an ability to erect an obelisk and a spell to teleport to that obelisk. 70-telekenes does +100% damage and increases the amount of items grabbed. 80-30% chance to absorb a spell. 90-whenever you lose stamina, gain 50% of the amount lost to magicka. Whenever you lose magicka, gain 50% of the lost amount to stamina. 100-Unlocks Alteration legendary perks and 1/3 of a legendary perk point. ILLUSION 0-Illusions spells increase in magnitude with illusion skill. 10-can dual cast illusion spells. 20-those affected by fury will deal and recieve 50% more damage. 20-illusion spells cost 25% less to cast if wearing robes. other spells cost 5% less to cast. 30-calmed enemies will become your ally if they are the opposite gender and the same race. 30-courage spells make those affected deal 50% more damage and recieve 50% less damage. 50-feared enemies are disarmed if fear is cast while undetected. 50-spells are silent when crouched. 60-all invisibility and muffle spells work on allies within 15ft of you. 70-dual cast is amplified by 5 levels for each 3 seconds of charge. stacks up to 4 times. 80-illusion spells work on daedra and undead. 90-invisibility effect makes arrows and projectile spells have a 80% chance of doing no damage to you (this works on illusion casted on allies as well) 100-Unlocks Illusion legendary perks and 1/3 of a legendary perk point. ================= LEGENDARY PERKS ================= NOTE: List is very incomplete. Only trying to complete the combinations of perks within the 3 branches of skills. So I'll eventually end up with 45 legendary perks but I might extend the list to feature every combination of skills between the three branches. MAGE PERKS Restoration + Alteration - If you would take lethal damage but candlelight is active and you have a filled grand or black soul gem, instead candlelight and the soul gem are consumed and you are left with an amount of health equal to your restoration + alteration skill. Restoration + Conjuration - Whenever an undead ally kills an enemy, that enemy is raised and becomes its thrall. Your undead summons have infinite duration. Alteration + Destruction - Telekinesis does 500% damage. Illusion + Destruction - Become ethereal during the casting animation of master-level spells. WARRIOR PERKS 1h + 2h - if an enemy is killed with a power attack, you gain +1% sprint speed, +2% stamina regen, and +0.5% attack speed, and 1% power attack damage. This effect resets at the end of each day. 2h + Heavy - You gain 75% resistance to damage while power attacking with 2h weapons. THIEF PERKS Survival + Speech - Gain a once-a-day power to recruit all animals in a cell to be your ally and follow you for 3 minutes.
  2. Alright, so I have zero modding experience and this is my first post on these forums but I would love to begin modding so I've contrived a few humble but useful and interesting ideas for a mod. I hope you all could help me implement this. I'd like to make it myself so I didn't put it in the mod ideas section on these forums but, if it turns out to be beyond me I might repost this in Mod requests because I'd really like for this mod to exist. The Problem I'm Trying to Address: For me, the default vanilla Skyrim involves me hammering the Sprint button and draining it all the way down then waiting until the cooldown is off then rinse, repeat. This is actually pretty immersion-breaking for me as no one who runs long distance uses this style of alternating between Sprinting and jogging and I always find myself completely drained of Stamina when entering a battle outside. Also, constantly watching the Stamina bar really stops me from actually looking around the world. The Solution: Enter the Long Distance Running Mod. This mod will simply be to increase your default movement speed which decreases for each percentage of stamina you have missing. For each sustained bout of running you'll gain a debuff that removes 25% of your total stamina which is purged whenever you rest. The idea is that this mod will reward people for not spamming the Sprint button in long treks across Skyrim by making just not Sprinting, on average, to be faster. It will require some testing to figure out what feels right but some numbers could look something like this ------ Default w/o debuff at 100% Stamina: +100% Movement 1st debuff at 75% Stamina: +75% Movement Speed. 2nd debuff at 50% Stamina: +50% Movement Speed. 3rd debuff at 25% Stamina: +25% Movement Speed. 4th debuff at 0% Stamina: Normal Movement Speed ------- Time of sustained running for automatic 25% reduction in Stamina debuff to apply: 30 seconds. ------- Time to wait before debuff level is purged: 30 seconds. Also, I would like to have some sort of synergy with Skyrim Redone's Wayfarer perk toggleable via the mod configuration menu where the skill level for Wayfarer would determine positive values for the above. Also, I'd like for all those potential variables above to be manageable to fit other people's standards of realism or fun (for example, people could make the movement speed -25% at lower Stamina levels if they wanted) but I think toggling the Wayfarer option would I think disable the personal configuration because that seems redundant. I like the balancing of Skyre so I might consult the author of that mod for good variables. I think it would also be a good idea to have the movement speed returned to normal upon entering combat so as not to mess with the mechanics of the game too much. This would be good as a toggleable option. Alright so, any advice for programming this mod? And also, is it overcomplicated for a first mod? Also, do you all have any ideas on what good variables would be for this mod or perhaps entirely alternative approaches that would be simpler/better than this one? The biggest problem I can concieve of happening with this mod is how the debuffs are implemented. Ideally, I'd like to revamp the stamina bar entirely so that the debuffs occur by "shortening" the bar by mitigating by capping how high your Stamina could regenerate up to (so, for example, if you've run for a long time, you could only have access to 50% of your total Stamina but you could run even slower than you were supposed to at that Stamina level if you had Sprinted or used a power attack. Make sense?)
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