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Everything posted by c0ldk453
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Notes: This is a list of changes to the game I intend to achieve through the lifetime of my playing Starfield - either through mods or hopefully some updates from Bethesda themselves. Meant to be read kind of like an update changelog from the mods I will inevitably install. Some of these ideas exist in part in currently-available mods - many ideas are further expanded on if they exist right now. This is mainly intended to be a reference to look at for those looking for ideas in the future on what to make for this game. I recognize that most of this stuff won't happen until CK, but let me know if you figure something out! Some ideas may be incomplete - let me know if you want more clarification on anything. This list does not contain any changes to Starborn powers, as even with the 500 hours I've put into the game so far - I have yet to really use the powers, and thus haven't thought about how to balance them or change them yet. I may come back to this post and edit it at some point to include that info as I get more testing and playing in. But I definitely feel the base level of the powers needs to be improved to feel more impactful. ---------------------------------------------------------------------------- Primary Ideal Gameplay Adjustments ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Changes to Ship Mechanics and Ship Building ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Changes to Outposts, Outpost Objects, and Outpost Construction ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Changes to Perks, Powers, and Research ---------------------------------------------------------------------------- (any buffs made to perks here are made to account for the new perk acquisition method, and also to account for the general difficulty increase aimed for in this build of the game) ---------------------------------------------------------------------------- Changes to Weapons and Armor ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- NG+ Changes ---------------------------------------------------------------------------- ---------------------------------------------------------------------------- Quest and Location Completion Reward Changes ----------------------------------------------------------------------------
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I see a lot of scoundrel mods out there, but none that do the simple thing I need: make my tank deal good backstab damage. He doesn't use a dagger (why would he), but he's an extremely mobile build, so I want there to be reward for my positioning with him. Simple as that. I'm realizing as I write this that you may have to add a tag to every sword to do that... This may be a script extender mod to apply the effect to any one handed sword that pops up in the game as it pops up versus doing it item by item. I don't know anything about modding on this game but have messed with plenty of other games before, so I can only imagine what may need to be done. But this would be my ideal mod. It's the little buff that one-handing with a shield needs. Edit: A talent that allows the character to backstab with any weapon would also be awesome.
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This is the simplest request I can make, but it seems like not a single mod has ever been made for it before...
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SSE The Tesseract Reborn? The BEST HOUSE MOD EVER!
c0ldk453 replied to c0ldk453's topic in Skyrim's Mod Ideas
Last bump. -
SSE The Tesseract Reborn? The BEST HOUSE MOD EVER!
c0ldk453 replied to c0ldk453's topic in Skyrim's Mod Ideas
Bump and reminder that I'm essentially offering a cash reward for the completion of this project. -
SSE The Tesseract Reborn? The BEST HOUSE MOD EVER!
c0ldk453 replied to c0ldk453's topic in Skyrim's Mod Ideas
I was able to do a dirty port of the original mod to SSE pretty easily. (Unpack the .bsa and put the resource files directly into the data folder.) Only a couple of scripts were broken in the process. If you were to do a direct port of the original mod, you wouldn't need do redo all of the scripts. Also, if you are talking about the SSE Creation Kit: it's already available for download. I already have it myself. The scripts shouldn't be much different because more than half of the scripts in the original mod still work. -
I'm willing to send a nice hefty donation to whoever takes up remaking this mod! ------------------------------------------------------------------------------------------------------------------------------------------------------ There is this mod called "The Tesseract" ( http://www.nexusmods.com/skyrim/mods/24967 ) that I have used for almost every Skyrim playthrough I've ever gone through. It's a house mod, but it's more than that. It changes how you play the game entirely. With the ability to be in a dungeon and suddenly be at your house just by equipping a ring... Being able to teleport the entrance to your house all across Skyrim like some kind of Tardis... This mod is truly unique. In this mod, there are custom-scripted mannequins that hold different poses, a sorting vat that sorts all of your goods into specific containers instantly or just puts away a certain section of your goods, the ability to have followers be staffed in the house and patrol it and do jobs, a custom-scripted shooting range that spawns little red orbs that can be shot off the pedestals of which they are spawned, a little "crafting font" that adds a 15% boost to crafting skills for 5 minutes upon use, and sooooo much more! The thing is: the mod had an issue here and there. Scripts not firing for random reasons. Mannequins forgetting their positions. The issues were always tiny, but they happened fairly often. I'd love to see a re-iteration of this mod in SSE. Not necessarily a port as much as a remake that is just as good. Maybe include the ability for the sorting vat to put books in a bookshelf and scrolls in a scroll bin, non-favorited armor in a chest and non-favorited weapons in a weapons chest. Maybe have the sorting vat right inside the area that you teleport into when you put on the special ring that teleports you into your home, just for convenience. There's a lot that can still be added to this home. I'll list a whole bunch of possible things that could be added to this home below. - More default places to teleport the house door to in the Core Room - An unlockable spawning space/room that allows you to spawn different mobs in the game. Possibly by using different loot that you find in the game, you can spawn various mobs and NPCs to fight, kind of like the atronach spawner in the midden. - The ability to save places that you set your door at. You'd be able to move your door back to these places in the Core Room, manage the locations you've saved, delete locations, etc. - A respawning garden room versus the little garden room that is currently there; have the ability to have a follower "manage" the garden and gather ingredients. (Currently followers in the mod can cook for you, slowly adding food to the "Timelocked Pantry") - A fix for the script that the "Timelocked Pantry" currently uses so it actually works - Automatons that can act as followers like the little "Riftling" follower that is currently in this mod, but also act as guards of the place. (Mini dwarven centurions would be damned awesome!) - More dwarven decor and less Nordic decor, as the whole house would be more lore-friendly if it didn't have all of those animal heads and skins around... - Any other ideas of your own that you can come up with as you make this mod! Seriously, go to town! Hidden passageways and other bizarre additions are always cool! If you decide to make this mod, please do let me know! The original mod author seems to have abandoned the mod, and this mod idea has a LOT of potential. So, I'd LOVE to see it appear in SSE. I have almost no knowledge of how to make a mod myself, but I do have a wallet with a fat wad of cash that is ready to go to the person that makes this mod. Because I'm desperate. I guarantee it will be worth your time...
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Okay, so I feel that I should preface this request with a little background info about how the idea came to be (skip this if you just don't give a crap). I was, one day, browsing FilthyFrankTV and his old channel DizastaMusic, and came across the Chin Chin sacrifices, the appearance of Filthy Frank the Anime Hunter, and much more. (I'm not a Filthy Frank n00b, I swear. I knew about this stuff beforehand.) And in one of the suggestions was a Skyrim Weekly Mod video. And it occurred to me that there should absolutely be a Filthy Frank questline mod! The first thing I did on the matter was run it by my vine follower, facebook friends, and iFunny followers. And sure enough, there was a good amount of demand for it. So now I am here, posting a post about this idea, and hoping it gets some good attention. The Filthy Frank Mod The idea is simple: A questline where a new plane of Oblivion has erupted into existence and a new Daedric Prince has been born. His name: Chin Chin. His goal: to make mortal men go insane just for his own pleasure. As Filthy Frank: Anime Hunter and Dragonborn, your job is to defeat Chin Chin's anime minions with the help of Pink Guy, Red DIck, and Salamander Man. The storyline isn't at all written, so creative measures will have to be taken for the mod maker that decides to take up this feat. However, new weapons, armors, NPCs, and more must become a thing, as well as a new location for this quest to take place. Thus, this is a big mod request and I don't expect it to be done anytime soon. Consider it. For the sake of the Daedric Plane of Chromosomes.