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lpCoercion

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  1. Is there a project team working on creating Sheogorath's plane of Oblivion similiar to the one in Oblivion? It was by far my favorite elder scrolls setting. I am insterested in helping if there is.
  2. The flesh atronarch reminds me of the gatekeeper from the shivering isles. http://www.uesp.net/wiki/Shivering:Gatekeeper
  3. Somehow allowing the player to create a new Elder Scroll would be cool. Allow the player to write history for good or evil and then show the player the consequences of those actions. You could also have the player destory or imprison Hermaeus Mora and either seal off the realm or become a daedric prince themselves.
  4. Yeah. I always felt the same way. I am starting with Riften, and the guards should feel more like hired thugs. I may eventually put in guards that also extort and harass, so the player could face a guard that wants gold or is just looking for a fight. I could set up this mod as an esm and that way anyone could add to it with esps. In the future, I could look at adding advanced AI in one of these esps, or if you are interested, you could work with it.
  5. agree... and be able to tie them up and leave them on the railroad track.
  6. Ill take a look and see if I can find a place for them.
  7. Good idea with the captains. I will add some "Guard Captains" that have different equipment :)
  8. Thanks! Let me know if you have any ideas or suggestions :)
  9. I am planning on making a mod that changes a lot of things about the hold guards in skyrim. This mod will not be for everyone, but thats ok. If this sounds interesting to you, let me know if you have any ideas or would like to see something implemented. These are the main things that the mod will do: 1. Guards will have random set levels (5, 10, 20, etc.) and will not level with the player. This should create novice, intermediate and veteran guards. 2. Guards cap at level 20 - 30. Guards should not be able to kill dragons or high level spawns (especially with knee injuries). Vampires should scare them. 3. Guards will not be replaced with civil war soldiers. The factions should not permanently occupy cities. I also prefer unique guards to add character and diversity to the holds. 4. All guard equipment will be replaced to fit the area. For example, Falkreath will have guards with fur equipment, Riften will have guards with more urban outfits and Solitude will have well armored guards. The guard equipment may not necessarily have the holds symbol on it and may just be a version of fur, steel or leather armor. 5. Not all guards will have ranged weapons and not all guards will have bows instead of crossbows. If you run from the guards, they will not all pull out identical bows in unison. In addition, holds will have heavy armored guards, light armored guards, and guards with different weapons. This will add variety and should give more personality to guards. 6. Guard spawns will be reduced, increased or moved depending on the hold or area. 7. Guards will be named to add immersion and remove generic guards. On this same point, I may add unique dialouge to some guards later on to better tie them into the world and remove their robotic lifeless void. 8. There will now be Guards, Guard Captains and a City Guard Commander. These new ranks will be more experienced and weild better gear. 9. Guard barracks, jails, city gates, etc. will be locked and keys will be held by guards. If these locks are picked, they will eventually relock. 10. Hold guards will patrol roads and some will ride horses. The first hold I will change is Riften, and then probably Falkreath.
  10. This would be great for a Falmer playthrough :)
  11. I like this idea and will maybe make a spirit follower... or something along those lines
  12. Thanks for the feedback. I appreciate the suggestions and will definitly use them. I just updated the first post of this discussion to explain this: The content of this mod will ONLY add new elements to the added worldspace(s) and not replace anything in Skyrim, which should allow for complete compatibility with other mods. Exception 1: I am planning on adding a few OPTIONAL esp files that will change some gameplay aspects, such as leveling sound effects.Exception 2: There will be a ship and sea traders added to the Tamriel worldspace, to bring the player to these islands. I agree. I am planning on having a mixture of both large and small creatures (see rats in creature screenshots above). I like these ideas and will attempt to incorporate them, when possible. I also believe that the unkown is a major aspect of good horror and will be used extensively in the mod extensively. I completely agree with this, and I may make some enemies practically invicible (e.g. sea monsters). I also like the idea of forcing the player to figure out and exploit certain enemy weaknesses. I do like this idea; however, its hard to pull off in Skyrim, becuase the game is designed to allow every player to excel in everything. So, if a player is having trouble with one tactic, he/she can easily switch tactics, without recieving penalties. I will however use a diverse set of enemies that are unique and better suited against certain combat styles. This is a good suggestion. I will be adding additional dangers, such as traps and diseases. I will keep this in mind while building the world. I will also keep this in mind while building the world. I plan to have a main questline that can guide the player, but will not be mandatory to explore every aspect of the world. Thanks for the feedback. Let me know if you have any other suggestions.
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