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refthy

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  1. There is a guy who works on reviving Zamone's Terran Vampires mod (for oblivion) maybe you'll cooperate with him? http://forums.nexusmods.com/index.php?/topic/410370-terran-vampires-revived/page__st__640__gopid__5116422#entry5116422 About WOD vampires - there should be some legal issues for using their clans (Brujah, etc)
  2. One question: Could you provide us with small roadmap, what are you already done, what are you want to do to make this mod fully-functional, and how much time will it takes? Maybe, some of your ideas or wishes could be postponed to after-release time?
  3. Question to modmakers Status of project?
  4. As far as I can remember VMB - ranged-oriented torri with maxed auspex, celerity & presence was pretty good in combat
  5. Umm, just a suggestion. Make ability, that will emulate daylight (with all its colourfullness) in night time When I played in original mod, I was really tired of twilight lighting
  6. Maybe I'm infected with vtm ) http://wiki.white-wolf.com/worldofdarkness/index.php?title=Protean_(Vampire:_The_Masquerade) I just trying to tell, that this kind of abilities - should not be available to all vampires, but only to those, who have chosen life in wilderness, who prefers wild over city walls.
  7. I think you misunderstand - it is not a portable coffin. The player literally goes underground. ;) Ahh, things seems to be clear ) But, let's imagine beautiful Cons.. (can't remember, Toreador in VTM) girl beautiful, artistic and so on... And this girl start to dig her grave in dark-dark forest ) Or let's imagine Regent, with all his nobility in same situation Looks weird, isn't it?
  8. And one more thing. The most disappointment thing in games (especially rpg) - is unusable skills. If effect of skill could be achieved other ways, and could be acheived easier - this skill is just a worthless crap. For example - in original Terran vampires, Barons had ability to summon "shadow weapon" - or so But, for all saints sake - this weapon had worse stats that artifact or enchanted weapon. So - why I should use this ablility?
  9. "Etheral Summoning" - Replace it with a new self-casting spell "Etheral Presence", which will apply the ethereal (Night Mother) shader, allow you to resist normal weapons for 100% (but be completely vulnerable to silver, deadric, and enchanted items, as well as magic, so it's not too powerful) and (if you want) disable collision so you can walk through units (not sure if you can exclude walls from such an ability). So basically, normal weapons go through you without harming you, and you can walk through units (again, not walls, as that would be entirely unbalancing). At higher levels, all of you opponents will use either enchanted, or daedric/silver items, or magic. So - what the sense of making your hero vulnerable to them?
  10. Necromancy. Feeding on undead could be possible, but! Only one clan should be possible to do this. And feeding on living corpses should guide you to loose personality and appearance.
  11. Hi all %) Regent disadvantages. I agreed with guys, which suggest to limit bloodsource for Regents (not able to fed on beggars) Meld with the earth - I think, that this should be clan-specific ability for one, maximum two clans. Coffins.... I don't sure that using coffins as transportable havens is a good idea. I think, that there should be a chance, that somebody (sapient or not) will find you sleeping in a coffin and try to open the coffin during daylight. Wanna safe? Sleep in townroom, or occupy fort/cave. But not place coffin in the middle of Imperial Road.
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