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Razard27

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  1. Ok lets be honest. Markarth was horrible. we all know it wasn't the most exciting place to be, with forsworn and cannibals everywhere. But, besides its downfalls, the city did have one good thing going for it- the Molag Bal quest. We have all done the quest, so need t really point out details, but we all remembered Molag's last words to the player. "Take care of the house while I'm gone". Damn. I wish. That's where I come in. I would like someone to make it so upon completeing that quest, a script will run. After being run, exiting and re-entering the house will show that the place has now become a den- fitting for the champion of Molag Bal. Crafting furniture, mannequins, blood potion cauldrons, such as those in "Volkihar Castle Redux" and even a fully fledged out center of worship where the shrine was, only now the player will be able to pray at the shrine, and after a little animation of praying and some blood, the screen blurs, becomes red, and Molag grants you with his blessing, turning you into a vampire lord. If someone could please make this, I would be very grateful, and I would like to be mentioned in the credits as a "special thanks" for the idea.
  2. Ever play a evil skyrim character, yet not play a vampire? Besides an assassin or a thief with questionable morals, more specific. A purely, undeniably evil non-vampire, cunning, ruthless, with an unquenchable bloodlust? Well then you may have the same problem I have. Most armors in skyrim do not work for this archetype. In fact, lots simply go all-out to be unable to play this roll. For example, the nightingale armor. While being as close to cunning, and ominous as any other armor, even more so than most, it is ONLY cunning and ominous. Sure, you may feel a bit more dark and questionable, but nothing close to what is never felt within skyrim, a pure, simple, underline evil. This "dark" black armor is just that. Black, and dark, not in itself evil. I would like a new armor set, one which can fit any race or gender perfectly, fulfills this desired look and atmosphere, and is also not class-based. Meaning, a variant of light, heavy and cloth armors, as well as unique effects varying on wether or not the player is a vampire, werewolf, or base mortal. For this, I would desire the help of an aspiring mod maker who could help me make this, as I am not very experienced in the field of modding as of yet. My ideal armor set would look something similar to the following: Helm: The headgear would consist of a steel plate helmet, edited to have an open face, as well as a variant where a edited nightingale mask is used to replace the face cover, leaving the eyes exposed. Cuiress: This would be one of the most crucial pieces. I had the idea of a set of the standard college robes, with the pockets and leather straps from the thieves guild armor, as well as the vampire royal armor's left pauldron, and a cape similar to the vampire royal armor's, except bigger. Finally, there would ideally be metallic studs, similar to those on the shrouded sets, all over the armor, as well as chainmail over the left arm, and some glowing red daedric runes that read "Oblivion is empty, and the daedra are here"; a parody of a quote from william shakesphere. Boots: A Taller, high boot version of the vampire boots. Gauntlets: Vampire gauntlets, with the spiked braces on the forearm from the stormcloak bracers. And of course, to give it the right imagery, A very dark brushed color change to the aarmor, with a repeating theme of red and black. The armor would be able to be crafted at a forge, under hide for the non-armor version, leather for the light armor, and steel for the heavy armor. Additionally, if possible change Harkon to wear a enchanted version of the armor set, and have each light armor and heavy on him. There would be the following enchantments: Helmet: Sense living and dead for werewolves and vampires, mortals (if possible) would gain an ability to detect vampires or werewolves, the creatures having glowing orange and green auras repectively. Curaiss: Blood drain cloak, similar to the bat swarm perk in v.l. skill tree (Vamp-only), as well as the boethia's embrace cloak (WW/Mortal only). Gauntlets: Fortify Weapon (bow, 1H, 2H) by 40%, and fortify all spell costs by 20%, vampires gain a projectile missle spell, (similar tot he vampire drain life spell) that explodes and absorbs 30 points of health, 10 magika, and 10 stamina. boo Boots: Passively move 1.2x faster, muffled movement for vamps/werewolves, and 20% boost to weapon speed as a mortal. Full set: Vampires absorb 20 points health magicka and stamina with every weapon, WWs Have The werewolf form stamina regen rate, as well as twice the normal health regen rate, and Mortals gain a resistance to vampiric attacks, werewolf/bear attacks, all bashes make a fire damage rune, similar to dawngaurd rune weapons, and Humans gain 20% weapon speed increase in combat, stacking with the boots ability. Finally, If a version of this could be done that replaces some assets where dawngaurd dlc is not necessarily needed would be amazing as well as not needing skyui, and skse if doable. If script extender is necessary, ignore that. Thank you!
  3. Hello. I would like to seek help from a mod author for a mod that could give a much needed option to skyrim fans. Ever get tired of playing as the companions, their 90% werewolf story, and wish for something else for your warrior build? Too bad; Bethesda doesn't give you a real warrior guild besides this, and with werewolf purifing vampirism and repelling saguinare vampiris, a vampire warrior is out of the questoion. I seek to find something to fix that. My idea is to further delve into the silver hand, and have them be a new option for the warrior guild, but not being able to coexist with the companions, as for 1 this wouldn't make sense, and two it seems idiotic to think eiither faction would let you join the other one. My idea is for the dragonborn to start out as a member of the companions, but sometime before becoming a werewolf, the dragonborn is given the ability to betray them, and work for the silver hand. This doesn't seem to radical an idea, as this hapenned in the dawngaurd dlc. Anywho, there would be the option added into the story slightly before gaining lycanthropy, such as a silver hand official mage within the group of silver hand you first meet in the dungeon with farkas, paralyzing farkas while he is in his werewolf form, and offering you a position in the guild. You can still kill him and opt to be with the companions, and then nothing will change, but if you were to join, there would be many benefits: The ability to be in a warrior guild and not be a werewolf, possibly a vampire. Unique questline, dealing with killing werewolves (such as the animal extermination radial quest) some unique gear ( I will delve into further) and leading the charge against Jorvaskrr and killing kodlak, possibly other officials) A reputation with gaurds, such as how they compliment you for being a companion in random dailogue. The ability to become the leader of the silver hand, and rebuilding it after the ransacking vilkas later on in the quest. So, first of all there would need to be some balancing effects. To make a werewolf hunter more interesting, there would need to be new additions. these include: More werewolf spawns Settable hunting traps for werewolves, upgradable and craftable silver weaponry and armor, possibly new werewolf killing spells Miscellaneous silver hand missions, such as intercepting the companions during their contracts, killing random werewolves, ect. New silver hand questline So, as you may think, this sounds cool, but you are the dragonborn, and the dragonborn craves loot, such as many rpg characters. I have a couple ideas for this. These include an upgradeable and re-collectible armor set with the following bonus: Helm: +10% stamina recovery and an effect similar to detect life, highlighting werewolves, via through walls, and even while a lycanthrope is in human form. Cuirass: +30 health Gauntlets: +10% one-handed damage, +10% two handed damage, +5% more effective blocking Boots: Muffling, Sheild: Resist 25% of attacks from werewolves 1H Sword: Absorb stamina, ice damage (silver sword model/unique silver sword model) 2H Sword: Absorb Stamina, Ice damage (Silver greatsword/unique silver greatsword model) Ring: Immunity to disease and poison Armor+sword comes in heavy or light. Swords come in axe/hammer variants for both 2H and 1H Fullset (4 armor pieces): immune to werewolf ragdoll effect, +50 armor rating The armor values would be between steel plate and steel armor. There should aslo be the ability to claim wuuthraad, and turn it into a silver variant, turning its non-magical effect from extra damage to elves to more damage to werewolves, and the face on it turning into the ring of hircine face, and the color turning a slivery color. That's my idea for a mod. Please let me know what you think, leave ideas, and message me any suggestions or if you are a mod author who'd like to work on this at [email protected]
  4. Hello. I am currently looking for a mod author who could turn my ideas into a reality (this is my second post of this, the other was in the general skyrim discussion). As vampire lords tend to have more power to werewolves, and the mods for werewolves are lack luster, with minor powers added and some purely aestetic options, i seek to co-create one, myself the brains and a couple of mod creators as a sort of body, with my ideas being encoded into the modding format by them, as I do not have the resources to do so. I seek to make a mod for TESV:Skyrim, in an area that adds what many mods do already, in a more detailed experience, taking inspiration from great werewolf mods such as Moonlight tails/Heart of the beast, ect. My idea was to have one mod to give all these options and more in one mod, to condense a werewolf play through modlist for players. Firts of all, there will be different sections to my mod: Aestetic/Auditory,Balancing,Immersion, and a questline. First of all for aestetic porposes, I envision a different lycan/therianthrope version of the werewolf, that is also lore-friendly. I would like multiple lycanthropes, such as werecats (lions/tigers/panthers/ect), a playable werebear, werebats, werevultures, weregators, were daedroth, were boar, and a wereshark, as it is mentioned in lore. Each version would have a standard skin color, a dustier red version, a whiter version, black version, and a grey version. This would also take different forms in the different lycans, such as a white tiger lycanthrope, or a tiger-shark skinned wereshark, the list goes on. Eye colors would work similar to this. all of this would be able to be choosed through outa method in the quest part of the mod, as well as the mod menu, and there is an option for a race-based lycanthrope (argonian=weregator, khajiit=werecat, ect). also i would like the different versions of lycanthropes to have different bonuses: Werebear: Frost resistance (thick bear fur) Werecats: claw power attacks ignore armor (cats have incredibly sharp claws) Weregators: Boosted simming speed, scales that deal 10% of dmage taken to attackers using melee damage, and are not attacked by water-faring creatures (mudcrabs slaughterfish, ect). Weredaedroth: an armor rating that scales= 20% your combined heavy+light armor tree levels (max being 40% damage reduction from meleee sources) and a resistance to fire. Were vultures: 75% less fall damage, greatly enhanced speed. (125% of normal werewolf). Werebat: 75% less fall damage, and built-in night vision. Wereshark: increased sim speed, and can power attack bite an enemy, which ignores 80% of armor. Werewolf: Increased claw damage, less howl cooldown. For the balancing aspect of the mod, I would like all of the lycanthropes to have a greatly enhannced weakness to silver, as well as a debuff from silver weapons that slow stamina recovery. Buff wise, the player should be able to obtain a method to feed of the undead, and a slight health regen buff, around twice that of human form, as welll as a higher jump. In human form, a werecreature would have animals that would not normally attack it, (werewolves/wild wolves, Werecats/sabre cats, Were gators/sharks/water creatures, ect). as well as a speed, unarmed damage, jump, and run speed bonus. Werecreatures should also be able to be immune to poison, so that their immunities are below vampires. Also werecreatures in human from would take slightly more damage from silver. (1.1x-1.4x). There would also meed to be more howls, such as one that paralyzes your enemies, one which restores your health, one that increases speed, one which gives u 10x more jump for 10 seconds (fall damage is ignored during the jumps during this time, and a howl to do a area of effect damage, maybe magical arrows from Hircine's pack raining down. Also the three base shouts would need to be buffed, such as the scent howl having more range, the summoning pack members summoning up to 4 more members of your pack, (would all be your species if u are not a base werewolf), and the fear one effecting those of a ny level, besides targets immune to it by reasons besides level, such as undead. This could be elimenated or diminished by a buff from the quest, or by mod menu. Immersion wise, there is not to much to say. An option to use a first person werecreature is highly needed, as well as an automatic change when both moons are full in tamriel's sky, and a toggleable bloodrage system, where a # of kills will automatically induce a bloodlust in a werecreature, transforming them into their werebeast, and unable to transfrom back for at least 5-10 kills, or for a set period of time the werewolf duration clock would not go down. Finally, a quest. This would be unlocked after first earning lycanthropy, via the companions, or an option in the command menu. This would be similar to the one in TES3: Bloodmoon, where the player will kill a target(s) for hircine, and then gain rewards. These include night vision in all lycanthrope species, ignore 10% more armor with attacks, some spell resistance and/or absorption, less damage taken from silver, increased speed, a damage over time effect, and less cooldown between howls. Finally, finishing the quest chain will allow the player the weredeadroth trnasformation, which was previously locked. P.S. The player can change species via the mod menu, the ring of hircine, the blood fountain in the underforge, the hircine shrine in glenmoril cave, and wherever the quest take place. P.P.S. I would perfer the meeting place with Hircine be in his hunting grounds, and the end of the quest should be fighting a wave of every were creature Hircine has, before u kill him in his deadroth form for the transformation reward. Also Kodlak should make a cameo if the player has completed Blood's honor, but not the Glory of the Dead. P.P.P.S. I am open to suggestions form mod makers or readers of this thread, and message me if u are a mod worker interested in working on this mod. You can find the original discussion here:http://forums.nexusmods.com/index.php?/topic/3327130-a-new-skyrim-werewolf-mod-by-razard2/
  5. Yes I have looked at alll the above mods, though none of them seem to emulate the werewolf abilities to the extent that I wish, and most are not compatible with each other, such as the two perk overhauls. They also do not have the multiple therianthropes, minus the werebear, but only a few mods have that.. However I'd like to thank you for your input and I shall try to get a hold of the mod makers of a few of these mods.
  6. Hello. I am currently looking for a mod author who could turn my ideas into a reality. As vampire lords tend to have more power to werewolves, and the mods for werewolves are lack luster, with minor powers added and some purely aestetic options, i seek to co-create one, myself the brains and a couple of mod creators as a sort of body, with my ideas being encoded into the modding format by them, as I do not have the resources to do so. I seek to make a mod for TESV:Skyrim, in an area that adds what many mods do already, in a more detailed experience, taking inspiration from great werewolf mods such as Moonlight tails/Heart of the beast, ect. My idea was to have one mod to give all these options and more in one mod, to condense a werewolf play through modlist for players. Firts of all, there will be different sections to my mod: Aestetic/Auditory,Balancing,Immersion, and a questline. First of all for aestetic porposes, I envision a different lycan/therianthrope version of the werewolf, that is also lore-friendly. I would like multiple lycanthropes, such as werecats (lions/tigers/panthers/ect), a playable werebear, werebats, werevultures, weregators, were daedroth, were boar, and a wereshark, as it is mentioned in lore. Each version would have a standard skin color, a dustier red version, a whiter version, black version, and a grey version. This would also take different forms in the different lycans, such as a white tiger lycanthrope, or a tiger-shark skinned wereshark, the list goes on. Eye colors would work similar to this. all of this would be able to be choosed through outa method in the quest part of the mod, as well as the mod menu, and there is an option for a race-based lycanthrope (argonian=weregator, khajiit=werecat, ect). also i would like the different versions of lycanthropes to have different bonuses: Werebear: Frost resistance (thick bear fur) Werecats: claw power attacks ignore armor (cats have incredibly sharp claws) Weregators: Boosted simming speed, scales that deal 10% of dmage taken to attackers using melee damage, and are not attacked by water-faring creatures (mudcrabs slaughterfish, ect). Weredaedroth: an armor rating that scales= 20% your combined heavy+light armor tree levels (max being 40% damage reduction from meleee sources) and a resistance to fire. Were vultures: 75% less fall damage, greatly enhanced speed. (125% of normal werewolf). Werebat: 75% less fall damage, and built-in night vision. Wereshark: increased sim speed, and can power attack bite an enemy, which ignores 80% of armor. Werewolf: Increased claw damage, less howl cooldown. For the balancing aspect of the mod, I would like all of the lycanthropes to have a greatly enhannced weakness to silver, as well as a debuff from silver weapons that slow stamina recovery. Buff wise, the player should be able to obtain a method to feed of the undead, and a slight health regen buff, around twice that of human form, as welll as a higher jump. In human form, a werecreature would have animals that would not normally attack it, (werewolves/wild wolves, Werecats/sabre cats, Were gators/sharks/water creatures, ect). as well as a speed, unarmed damage, jump, and run speed bonus. Werecreatures should also be able to be immune to poison, so that their immunities are below vampires. Also werecreatures in human from would take slightly more damage from silver. (1.1x-1.4x). There would also meed to be more howls, such as one that paralyzes your enemies, one which restores your health, one that increases speed, one which gives u 10x more jump for 10 seconds (fall damage is ignored during the jumps during this time, and a howl to do a area of effect damage, maybe magical arrows from Hircine's pack raining down. Also the three base shouts would need to be buffed, such as the scent howl having more range, the summoning pack members summoning up to 4 more members of your pack, (would all be your species if u are not a base werewolf), and the fear one effecting those of a ny level, besides targets immune to it by reasons besides level, such as undead. This could be elimenated or diminished by a buff from the quest, or by mod menu. Immersion wise, there is not to much to say. An option to use a first person werecreature is highly needed, as well as an automatic change when both moons are full in tamriel's sky, and a toggleable bloodrage system, where a # of kills will automatically induce a bloodlust in a werecreature, transforming them into their werebeast, and unable to transfrom back for at least 5-10 kills, or for a set period of time the werewolf duration clock would not go down. Finally, a quest. This would be unlocked after first earning lycanthropy, via the companions, or an option in the command menu. This would be similar to the one in TES3: Bloodmoon, where the player will kill a target(s) for hircine, and then gain rewards. These include night vision in all lycanthrope species, ignore 10% more armor with attacks, some spell resistance and/or absorption, less damage taken from silver, increased speed, a damage over time effect, and less cooldown between howls. Finally, finishing the quest chain will allow the player the weredeadroth trnasformation, which was previously locked. P.S. The player can change species via the mod menu, the ring of hircine, the blood fountain in the underforge, the hircine shrine in glenmoril cave, and wherever the quest take place. P.P.S. I would perfer the meeting place with Hircine be in his hunting grounds, and the end of the quest should be fighting a wave of every were creature Hircine has, before u kill him in his deadroth form for the transformation reward. Also Kodlak should make a cameo if the player has completed Blood's honor, but not the Glory of the Dead. P.P.P.S. I am open to suggestions form mod makers or readers of this thread, and message me if u are a mod worker interested in working on this mod.
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