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Huglarh

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Everything posted by Huglarh

  1. There is one thing I found odd when it comes to foraging for resources is that some nodes should be able to provide more than what you get when interacting with a source node. Let's talk about something related to that - the Jalapeno plant; you can only forage for one jalapeno per 'node', when the model for it makes it look like it has... 3-5 good looking jalapeno's on it. You'd think you get more than one, but either that is some oversight and you weren't suppose to think on it too much, or intentional, but you're not suppose to think too hard on that one. There are plenty of other Jalapeno's on that bush that could make for some great Gecko Kebabs - but no, only one is plucked from the bushel. Another good example is, in regards to robots, is that you will only get a metal scrap or a metal scrap and some other resources, depending on the perks you have VIA vanilla and/or provided by mods. You'd also think you'd be able to take that sucker apart and get a lot more than a few pieces, albeit I reckon it makes sense if you engaged it in combat ruined some of the components - but if you hadn't and disabled it by any other means, I'd figure you'd have an entire cow intact to work with... What's more is how you come across open barrels that tumble around when you collide with them, shopping carts, shelves, abandoned and overly rusted cars that barely budge when you shove them but can be sent careening with the right placement of several C4's, etc; you'd think those would be an optimal source of scrapping into other parts you want? (I think there was a mod for that, but I can't find it anymore - but I'd like for this mod proposal to have some function of that nature). So it got me thinking -- suppose if anyone is up for it, could they create a mod for those who love to forage and scavenge for stuff in their spare time and make exceptional use of what the Mojave has to offer? I propose the idea as a couple perks (albeit, it can be expanded upon): For each point invested into these perks, the player is guaranteed one extra "finding", and as points are put into the perk, players can find one more per point, and at some point - whatever cap there is, they receive an added bonus for a chance for an extra of a given resource when interacting with a node. (I.E. - One investment into the "Botanist" perk (placeholder name as of right now) guarantees +1 extra resource for that respective node. Another investment now makes it so you get +2 extra; accruing 3 of that resource, and the last investment either increases the maximum to +3, or leaves it at +2 extra; with the added bonus of 10%-50% chance for one more.) The perks will apply this principle for organic and inorganic gathering sources, albeit the way players interact with them will be different. With plant life, it's a matter of simply going up to them and harvesting. However, with metals and other junk, players can crouch and interact with robots and anything/most things metal, letting players disassemble and scrap them into other useful parts. Perhaps this can also expand when hunting for creatures for their meats and hides, and anything else depending on what the developer might find interesting. I have no coding skill, nor the patience or time to learn how to develop a mod, so I'm hoping someone could take up this suggestion. Let me know your thoughts!
  2. In response to post #39487080. #39487315, #39487495 are all replies on the same post. @Khaoz I agree. Making money is essential to running any business, but if the eyes are solely on money... Well, the issue is still far more complex then I feel people are going to patient for, but you'll know things will go down hill, the content, merchandise and what have you will start to deteriorate. It's a bad habit, I feel in my opinion, that businesses can still achieve what the Original Poster and what we have all being suggesting, and still make enough to stay up and running, pay themselves and the bills, and go towards whatever development project they have going next. But after a time, because they hired someone who will make the company solely focused on money, or because of under the temptation, just become so concerned with money in itself, will do or make anything to either make a quick buck or try and make royalty, even if they clearly have more than enough to sustain themselves and that excess cash can go elsewhere (coughhelpanothergamingcompanygetofftheground,feedthehungry,cloththenaked,helpinvestinmedicineinthesick,etccough). I understand money is important... but when is it any more important to ignore your own dedicated community that clearly loves your content, but in some cases you treat them as though they are a one-minded entity (AKA. One person does something wrong to Bethesda in someway within the community: Clearly they all must be evil and deserve no mercy), and among the other cliche's that you begin to forget everything else and yourself, and neglect everything else for money... ... ... Then there is a problem, things have to change even if it costs some of that money or just having to go through good 'ol change, if that means fixing that and rectifying those wrongs. ...In the end, It's important to have an economy. I feel I've gotten way off track with my comment, but what I'm getting to is that money is important, it has a value. But it's not on gold alone but the fact we choose to value as such. In the end... it'll rot away, return to the ground and new printed one will take it's place. It's just a paper bank note with some distinct features that make them unique and those images or the print in the dollar itself is going to have historical value behind it too, it's a promise that this dollar/coin/whatever currency is a valuable amount to exchange for someone else's goods so they can do the same in return or to someone else... In the end ... -let's the bill go and it drifts away- ... It's a bill. A piece of paper with ink on it. Though I'm sure if we could generate revenue with what we do, it'd be worth something. But we are not money in itself, and shouldn't be ignored because we don't make revenue, very little or none at all (take your pick). I'm not going to argue or go into every facet how I might be right or wrong, you all have common sense and can better interpret what I said without either being a jerk or being a nimrod to point out every flaw in my paragraphs. I would love to be corrected and hear different perspectives of how I can look at and/or how I can be wrong and why so, just so long as it's constructed and not a "lol you're comment sucks, dye n a river" comment. You know, actually constructive. But I want to get to is that we're people. We're not spoiled, over entitled monsters but we're people who love and invest in what we do as part of the Skyrim - and by extension Bethesda's - community and share a similar interest in what we do. I would like to be heard and have my opinion valued in a discussion or an issue (If my input is necessary) without having to flash a wad of cash or without who I would like to hear me out on an issue only listen to me because I have money.
  3. So, we have the stylish and very powerful Dragonplate/Dragonscale Ebonsteel armor, courtesy of Dreogen I wonder if it were possible to create some kind of Daedric Dragonsteel armor? Using the Vanilla Daedric armor as a base, and outfit it & exchange parts of the armor with the skeletal and/or body parts of dragons? Just painting a visual here, because it doesn't represent the end product (cause I sure don't have the patience and know-how to make it), imagine taking the base of the Daedra helmet, and exchanging it's four (some say six) prominent horns on it, with dragon horns of symmetrical/asymmetrical sizes and shapes, so you look like a Dragon among dragons... Or the boots have dragon clawed toes on the foot, making it look like they are for more than running and walking great distances, like the dragon born could leap up, snatch you up and gouge you out with the other foot. I want to suggest if someone would like to attempt this? I imagine it could have a higher armor rating than Daedric armor itself, but I imagine it's extremely difficult to put together (from my biased opinion).
  4. Hm, thank you, gentlemen. I could probably use this to make a buff that fortifies health, magicka and stamina for 15 points each, and let it scale based on the illusion skill.
  5. Alright. I'll have a check. Please let me know, anyone, if someone finds a way to replicate spell craft exactly as it was done in TESV Oblivion, notify me and I will fan the heck out of the mod. I'd love for it to exist!
  6. I never saw that while trying to find it. They may have made some changes... true, still I'd like to know the Effects that effect those things I've listed. I could make some balanced buffing spells.
  7. ...I ... Never really found the spell crafting to be any easier in the CK, and trust me, I have used it at one point. I would like some direction, if folks don't mind helping me out, if I can get a few names in the CK on how to locate Fortify effects so I may craft a spell for buffing allies, as off topic as this will be... The problem is that they named a lot of their effects differently from how they did in Oblivion, and I can't tell which is which, if it was only meant for certain actors or objects, etc. 1). Fortify Health, Fortify Magicka, and Fortify Stamina 2). Fortify Conjuration, Destruction, Alteration, Illusion, and Restoration. 3). Fortify Armor rating, Attack speed, Movement speed and Fire/Shock/Frost Resistance. Courage and Rally wasn't enough for me really, the last time I played with the CK to find a Fortify magicka effect so I can make a mage buffing spell only resulted in confusion. But yes, Sliders for adjusting custom preferences and more simplicity in "Last Alter" would have been more preferable.
  8. It does, and in a pretty similar way to Oblivion. I think the OP has already tried it though, and it wasn't quite what he/she wanted. That is correct. To clarify, the last time I have played "The last alter" (I haven't played latest version of it, so I don't know if anything is different) The biggest limitation was that you had a gem that, althought it had a large magicka pool from collecting souls, it was limiting in its own right. And the predetermined choices for Time, Effectiveness and range are annoying and time consuming, not mention it would have done better to adjust those peripherals using a slider bar, Like how "RaceMenu" does. Not to mention I can't really mix it up, even if its nonsensical to have absurd magical spell combination. If i create a spell that summons a flame atronach and fires a Ice spike at the same time and it impales and provokes the atronach, that is my fault. Not the developers. (Besides, it leads to hilarious situations that way.) Plus, the chance the spell will be unstable or just fail is just plain annoying. Unnecessary. (Unless I'm thinking of a different mod at the time I played "The last alter") Plus spells I learned, I'd like to acquire its effects I get from knowing the spell itself, not find its effect in a book. Same for selecting Effects from a drop down list which you can scroll up and down to browse for existing effect. Not like the effects you have to choose from a small, annoying window, having to see one window after another while browsing if you own an extensive amount of effects...
  9. Yes but I did try all of those, as I said earlier. I need one that functions exactly as it did in Tesv: Oblivion No new means of limitation No absurd or overtly complicated method just to craft one spell, and it has to allow me to craft as many as I like. If I crash the game because I made too much, that's my fault.
  10. Likely, that is why I hoped more experience modders can develop the spell creation mechanism exactly as how it functioned in TES: Oblivion, just make a logical or illogical mix of spells and that would add more content, maybe a way to allow one to procure effects from spells introduced from Mods for extra spells to develop. Trust me when I say I'd like to create a Fire Atronach with constant health regen upon summon, since regenin' it while its summon will have no effect on it, given how Atronachs (Like undead and Dwemer constructs) can't be healed. ...I'll be honest, The whole time I have played oblivion and joined the Mages guild, I never knew it existed there. Likely, but as I said in the above post as a response, I'm hoping someone more experienced will replicate it exactly as how it functioned in Oblivion. If there is ever a inconsistency concerned balance and making sure crafting a spell won't be too easy, I would suggest that its best to replicate the exact spell making method and impliment it exactly as it is, right into vanilla gameplay. Once we are comfortable with it and fiddle around with it, than we have a better idea on what needs buffing, nerfing, etc. Cause if the adjustments to how it works was done ahead of time, there will be just tedious and/or annoying, inconsistent changes that make it not very enjoyable. Personally, I liked how it was, it was fair and balanced as it is. From a "Vanilla" point of view, you simply couldn't cast it if it's magicka cost is too high and if you didn't have the school to cast it properly, so your forced to create spells that help in a variety of situations or one particular situation. Instead of trying to create over powered spells to do the work for you. From a "Modded" point of view, this still would be fine for medium difficulties if you set the vanilla difficulty to a higher difficulty, and had mods to make the enemies more challenging to defeat. So creating a thermal-nuclear fireball spell with a range of 60 feet won't guarantee an insta-kill. And by than, even with mods, I know most players play fairly and would end up with their entire reserves depleted should they managed to craft a reasonably powerful spell. Course, our concern would be if they just give themselves godly amounts of Magicka and create every kind of Overpowered spell as they see fit, than that really shouldn't be our concern, and it won't be mine anytime soon; even if I were to develop mediocre/fantastic mods where they just cheat their way through and gripe to me about it being too easy. What someone does in singleplayer should never be my concern. If my mod promotes fair gameplay and they adhere to fair, normal, uncheated gameplay: more power to me and the one using my mod. If I'm going mad because my mod can be exploited to make or do overpowered things, than that is there fault.
  11. From the beginning, how-- Oh, CK. No I mean from ingame means, so it doesn't feel less immersive (Unless you meant something else.) And don't worry, I find it impressive too, that goes without question. I just wonder if it was done deliberately during development to make it a bit tedious, or thats the only way how to develop them for the time being?
  12. To be honest, one thing I love about Frostcrag DLC for oblivion, is the following: 1). Spells you learned unlocked effects relative to the spell you could use for crafting a spell. 2). Instead of predetermined factors for both Spell range (Explosion range), Time and effectiveness of the spell, there were "sliders" that let you select numbers from 1 to however the maximum was allowed; Spell range could be set to a minimum of 1 foot to a maximum of 60 feet, Time could be set to a minimum of 1 second to a maximum of 120 seconds, and effectivesness could be set to a minimum of 1 effectiveness to a maximum of 150. 3). There really weren't a lot of limitations except the Magicka Requirement would skyrocket if you were to set all of them to maximum, soaring over 10k to 50k magicka required to cast, and that you couldn't cast it if you lacked the skill in a specific school of magic that the spell sometimes predetermines its school type, depending on the effects used in crafting the spell. I can understand if there is limitations to Skyrim's engine, if folks who want to develop this kinda mod still are trying to develop it to be easier, or trying to make sure its lore friendly, not game breaking and challenging to craft and be original and unique about its design. Or maybe because there hasn't been a way to discover how to do it like the developers did it in "TES:Oblivion". My question though is that why does it have to be tedious and so limited when developing a spell in two of the current spell crafting mods that are one Nexus (If I missed one that nexus search turned up that I missed, let me know) and in general when people develop ones for Skyrim? This may sound like a rant, and I'm trying not to knock on folks but, two of those known mods that you may find familiar as to what I am referring too, I have tried and I'm not really satisfied about its mechanics, just so I may craft spells how I'd like it to behave. I did make an effort but I lost heart and patience mid-way through the process. It wasn't a matter of idiocy or ignorance but common sense told me that it would get really tedious doing it time and again. Seriously! Even if its absurd and likely arbitrary, I'd like to fire a Fire ball while conjuring a Flame atronauch at the sime time, or turn invisible and release a Fireball with a colossal range and effectiveness so I may set a whole town on fire while escaping quietly. How hard is that?
  13. One thing I love about the Conjuration tree is being able to summon help, and summoning a plethora of other-worldly creatures. What facinates me the most is the Elemental Potency, and how Normal types are prefixed with "Potent" while Thralls keep their name while still benefitting from the skill. I was wonder if I can make a request on a mod, or recieve instructions on how to make this possible from editting the right settings that is relative to this? The way I think of it is that Elemental Potency has a maximum of four ranks, rather then one. The way I see it is each rank for normal summons is this. "Potent", "Powerful", "Empowered", and "Fatal". I think thralls do not take on this prefix. The ranks increase how effective the atronachs by 50%, 100%, 150%, and 200%. Respectively. Can anyone work on this for me? Or give me lessons on where to get a good start?
  14. Better a start somewhere, then going no where. Once it has done, ya'll can just tinker with it till it *Is* possible or something close to it. Dragon script of SKSE may have the fix. I would really appreciate it.
  15. A enchantment, that improves with improvement in the Enchanting school tree, that allows you to cast any magic faster then the norm. AKA: Decreased cast time Enchantment.
  16. *sigh* why do I bother, people barely reply to my ideas V_v; Anyway, I asked someone else for this once, but they didn't want a SKSE related enchantment in their mod. Could someone create a enchantment, that would let the player decrease the amount of time he can cast spells?
  17. What would be nice is to be able to crate and place a crate filled with a excess of items. Usually means crafting a crate, and then boxing any items you want into it. === The Nine-tailed fox. Master of illusion and a sort of Deity in some cultures. the first time I played with the Workshop "Ring of the Kitsune", The effects saved my arse a multitude of times. But it had me thinking... "Daedra Kitsune? Can there be any Mythological creature unrelated to hell!?" but also... "What if the player could meet a range of single or multiple tailed kitsune. That either help or hinder the DragonBorn as he goes along. The Kitsune "is" a master of mischief as well." How interesting if there were Tailed Kitsune all across Skyrim, who's powers and size is relative to the amount of tails it have? Like a single tail is a fledging while a Nine-tail Kitsune is technically a Deity who you don't want to tick off. I was thinking that the more tails they have, they would grow stronger, more powerful and become wiser. While a Nine-tailed fox would have "omniscience". Being able to just know everything. The Tailed clan (as I will call them) can either create wonder's or cause destruction where ever they go. but they share the same level and intelligence as mer (humans). They have a range of personalities and quirks. Some will have a cheerful and cheeky personality, and may reward you, or leave you alone if your a good sport to a couple of pranks. (I.E. could sneak up on a bandit, the fox appears and shoves you on purpose. Or tricks you into seeing a illusion of a little girl being squashed by a giant rock, laugh and the illusion will reveal to not be real. Etc.) Some will have a Level headed and serious nature. They may often commend you for good action and reward you. Or talk you down and just hit you once if you do something awful. Basically these creatures can speak from their mouths and telepathy, and depending your actions you may recieve the attention of a Kitsune and the actions it may take on you based on the consequences. They may stand in your way for your own good (A Boulder may drop on ya) Or get in your way just to mess with you. Some may take a bigger interest and may take on the form of a beautiful woman or handsome man and may accompany you. Some may do it to distract you. Some may give you the means to summon a Tailed Kitsune (Depending on summoning mastery. Master being a Nine-tail) to help in battle with both timed and Thrall variations. Some may give you a mysterious spell that lets you use powers like they do. Or they might give you a spell with a rather impressive name, but its a prank spell where anything can happen. One-tailed are common but rare to encounter like any multi-tailed fox, count your blessings if it does not want to eat you. Rarely will a Kitsune kill anyone. Often if may appear out of objects that normally wouldn't be able to conceal its entire body, or appear in a puff of smoke or fire, to attack people to see how strong they are. Often they may just run or strike up a conversation to commend how strong you are. Etc. Anyone like to take up this request?
  18. Well...seeing this thread has been posted here... How nice it would be to see actual Kitsune, as a actual sentient creature walking the ground of tamriel. I've tried the Mod Ring of the Kitsune and I like the idea of a Daedra Kitsune. But instead of Daedra, There are powerful Nine-tailed kitsune that like to interact with Skyrim and all its inhabitants in interesting yet odd ways. Like at a moments notice, One can leap from a bush that normally would not conceal a big body like the kitsune and either attack you, present you with a quiz, bless or leave a interesting trinket or just run off. Since they can range from being mischievous to being kind, its hard to tell what the first meeting will be like. Kitsune rarely wish to end someones life depending on the heart of the player (Good or bad one) so often they just attack to test someones strength, then from there its up for the Kitsune to decide. Often they may hinder or help the player in odd ways. Like stopping a player from progressing only to find rocks or some unfortunate accident may have fallen on them. Or the kitsune plays a practical joke and staggers you into a group of bandits if you were trying to sneak up on them. Just like the ring, they can wreath themselves in flame like a cloak, regenerate their health for 1 point a second, increase their destructive skills and launch fireballs in either a slew of fire balls, or throw their flame around. As they grow more tails, the abilities at what they can do extend. Even as master's of destruction, they are found to have Deity like qualities, which tie strongly to the more tails they grow, the more powerful, stronger and knowledgable. Once a Kitsune reaches 9 nine tails, they have the new found ability to just know how everything works in creation, as well as know all the events taking place. Sort of like "Omniscience". 1 tails are sorta common but rare like a Nine-tails. If you are fateful to meet any tailed Kitsune, count your blessings if it does not want to eat you or make you miserable. Often a Kitsune is larger then the normal wolf, ranging from as big as a adult human, to as small as a human child. Depends on either the power of a kitsune or how it wants to appear to someone. Like in folklore they often appear as a beautiful woman or a handsome man for trickery or depending on how they feel towards someone. Often they just disguise as someone for their reasons or for a laugh. One think about Kitsunes disguising themselves is how their disguises are a bit off. Like they have a whisker or one of their tails didn't disappear when disguising as someone. The clever eye can catch detail like this. A Nine-tail however rarely shows any imperfections. Just like humans, Kitsune will display random natures and personalities. From being cheeky and playful, to serious and focused. Who knows, a Cheeky and playful kitsune may reward you or leave you alone if you be a good sport. A serious one may reward and commend, or talk you down and might hurt you only once, depending on your actions. So, what do you think of the mod idea?
  19. Well. I wanted to make it for a friend. But I thought I'd ask. I decided maybe I should learn Scripting, in this case the Papyrus scripting. So I can try my hand at making unique spells or Peculiar items~ Like maybe a Fireball that cork screws through the aim, Thunder strike, Pillar of fire or Ice boulder rockets out of the sky to mouse point~ But I think most of the Tutorials focus on adding a Construct or interact-able object to the world with a script. (Perhaps a small construct or pillar that heals the player upon activation) And Im not sure I'm understand whats being said unless it was broken down in lay-man terms. Or if someone were to tutor me. Anyway, I'd like to request a script that can be applied to a Jewelry, that each new day at a specific time. A Small amount of gold is added to the DragonBorn's Total money. From there hopefully additional help like doing bad things decreases the amount of gold you get, while doing good increases the amount. (Though I should add a factor that doing bad earns less gold, but you get it quicker *at a fixed rate* while going good means more gold but it takes longer. *Fixed rate as well*) Can anyone help with the script? I probably might learn a lot from the outcome if I saw a example and tinkered with it~
  20. I just received Skyrim today~ (Too bad I could not receive Dawnguard and Hearthfire as well... Its on sale for $9.97 and $2.97 respectively. I have no moneh~ ^^) I'm gonna play it fair through the whole game~ But I've watched videos ever since It came out and I wanted to play it, I noticed there were Werewolves and Vampires (well, VampireLord) I was wondering... If there is a way to become A Vampire Lord or a Werewolf by another means without influence by those two Dark beings. And being more acceptable in some Strongholds rather then none in either form or if you are rather renown from the things you do. I was thinking... The Dovahkin has seen these things, for those who like to delve into the Logical, you would think the Dragonborn could create Thu'um powers of his own to accomplish the forms of his allies, enemies and the creatures surrounding him, both feral & wild, and Intelligent & civil/aggressive. Or from experimenting with pure Magical energy from Aetherius, he could create forms that allow him the powers (Optional: And Perk trees of either form) and form of one, Although I wonder if it should be slightly weaker from the original or be unstable in some way. Or maybe broaden his Enchanting capabilities that allowed him to create a artifact with a variety of powers, authorities and effects. Or maybe curing him in a alternative way lets him remove the blood of either Werewolf or Vampire, yet keep the powers of either forms. To take on forms and benefit from the powers that come with. It be nice also by using the alternative means of being either kind, your fame effects where it is acceptable to be present, and if you can freely transform without being wailed on by everyone (since a lot of the citizens are narrow minded, ignorant and stubborn: I.E. Stormcloaks. No Offense.) I never liked the Idea of being affiliated to either Daedra. To me, Hircine's and Molag bal's realms sound like a exact equivalent to Hell itself, while Sovngarde... well look like a rather nice resolve to a place close to Heaven. Never have I seen more variable races, or some races who are naturally Werewolves, Vampires or whatever they are, without some affiliation to some Demon or other demonic entity. I'm a bit sad there is no lesser species of Werewolf with a more human appearance but canine like features that stand out. (Not suitable to those susceptible to the "Uncanny Valley" effect.) That can Beast out in these werewolf forms at will rather then waiting a day, a More trusted species that controls itself when hunting, laboring, etc. It be nice to be a Vampire Lord or Werewolf with just no good reason, right in the middle of town without people stereotyping and throwing everything at me including the kitchen sink... This is both a Mod request, and Well I was wondering if someone could tutor & teach me how to create a Alternative Werewolf and Vampire Lord forms (Well Werewolf, Since I don't have Dawnguard, that's reaching for something that is not there.) Also: I made a Mod request as well if there was a way to bring back custom spells from Oblivion, into Skyrim. (Spell Craft) EDIT: I received Skyrim as a gift from someone! HOORAY!
  21. You know... I hope someday to buy and play Skyrim, hopefully with Hearthfire and Dawnguard DLC's. But one thing I noticed in my time... Or if a friend sends me a copy as a gift~ During the times I play TES Oblivion (And wonder why there isnt a smoother animations Mod) and watch Playthroughs about Skyrim that LP'ers play for their watchers... I noticed, you can craft a lot of things... but, you Cannot craft spells. It does not put me off from wanting Skyrim but it was a major disappointment. I liked the fact you couldnt create Godly magical spells, but they had their strategic use. I liked the fact I heard Skyrim lets you craft the weaponry and equipment rather then looting one new teir of gear off a body depending on how high your level. IT would make a really neat addition to be able to craft custom spells. Except, perhaps that you can create Godly magical powers and such, but they cost something rare, something you will only find once per new game. Perhaps a bigger cost then that. Think of a Magical power to summon a Thrall! However... It perhaps costs a significant portions of your health, Magicka and Stamina by permanently deducting a number Maximum points from it, and in addition to something that belongs to that creature/being but it can only be gotten from something from that species/race that have a significant difference from any of its kind. Say... I could summon a Chicken Thrall, Its strength, duration and such is determined by my conjuration spell as usual. However, crafting the spell wont happen unless I find a special Chicken from that breed. Say there is a Golden chicken that hangs around Parthanaax up near the rift, except it hides out of sight and your only indication of its presence is its clucking. So that means ya have to find & slay it. Only way to craft the spell if ya obtain something from it. Whether it be, maybe a organ, feather, maybe a Golden egg on its person. And then its just a matter of fulfilling the rest of the requirements. Presto, you can summon a chicken (not sure if it should be a normal one, the Golden variation or be two separate types) Pecks the daylights out of foes. Course this is just a example and it could be taken a better way thats both Lore friendly, provides to be a Very high challenge with a very high reward and worth taking up quest to find the necessities. Course there might have to be sacrifices or a big price to pay when ya think about it. This is not limited to just Conjuration since we all know we can do the same for destructive spells, Restoration spells, alteration spells, and Illusion (Unless you want to bring back TES Oblivions schools of magic as well.) so for those who Own TES Oblivion and own the Frostcrag Plugin (Which I love a lot) to craft your own spells, knows the better feel of how it operates, what its strengths, weaknesses and limitations are. I think you'd have to play it with that plugin or see a video to get the feel of things, since I don't think it does it justice to put it into words. What I can so far tell you is that you can choose a magical effect(S) and you can increase the effectiveness... Radius...and Longevity of the spell. Effectiveness effects...well how powerful it'll be... Radius is giving it a blast radius, Longevity is a no brainer, for spells with a effect that increases the amount of time it persists. You could even select whether it could be casted from a distance, up close or it effects yourself. I'd always love mixing Regenerate health and strength boost to cast on allies and their nearly unstoppable against a Minotaur. I ask a request for this so other people can get a start on it. It won't be any soon I may get the try it but I thought I'd offer the suggestion for Mod developers to try their hand at so that others may enjoy. Heck, I'd like to craft spells that let me be a Vampire Lord or a Werewolf without the influence or association with Hircine or Molag bal xD Its straight to sovengarde for me or you can keep those powers. And yes this is a request. I'm gonna go back to TES oblivion and watching videos of Skyrim while dreaming of the day I can play it~ Ciao! EDIT: YES! Someone gifted me Skyrim! I hope to see some form of Spellcraft from anyone someday~ For now I'll just download the game and us the CK kit to see what I can do~
  22. You know what? Not a lot of people see these posts I make, is it because people may think I do not knowing what im talking about, since I do not have Skyrim and won't have a idea how things work? Or are they preoccupied with their posts? (Or there's just so much posting going on under seconds my post ends up missing from the front of the Skyrim Mod request thread.) Meh, I do not have the game, I can still cheer on, support and help to the best I can with people. Even though I will not know much of whats going on. Anyway. Moving on. I was playing Steambot chronicles today, Sorta robot-like vehicles. Steam powered mechanical arms and legs with a rotatable torso. Trotmobile's built for transportation, combat, farming, heaving heavy material on, etc. That comes in so many leg times, body types, arm types. Its very amazing! What if this could be implemented into Skyrim? Heck, Oblivion! If done right, it will be totally Lore friendly. The Dwarven may of had ways to get a lot of that mechanical devices, furniture and architecture built besides just forced labor work using the Falmer and Mechanical machinations to get it done. Trotmobiles can be outfitted with many different parts, ranging from social, to agricultural, to battle, to flight. You name it. They are fueled by...well Fuel, but most of their parts function on steam to lift INCREDIBLY heavy stuff. Even a heavy boulder is nothing before a Trotmobile. Their a bit clunky but they can be a lethal fighting machine in the hands of a capable operator, or nearly undefeatable in the hands of a Master operator. Plus, depending on the weight of a Trotmobile, they have incredible jumping height, and jumping distance. They can briefly boost themselves for a easier time at dodging attacks or speeding along the road, at the tiny cost of fuel consumption. (Course being in the TES series, the Fuel needs to be replaced with maybe the essence in magic crystals or such.) Of course this is a request, its also a Idea I love to suggest to anyone who would like to take it up and give it a try. A Google search of videos and images on Steambot Chronicles should bring up the visual material and demonstration of the working mechanics anyone needs to try a hand at Skyrim - Dwarven Trotmobiles.
  23. Aye. Im okay with the jump animation, but the animations throughout the whole game definitely need smoother animations. Like Skyrim...
  24. Simply put. Something not as accurate to Dragon Ball Z, But Lore friendly for Skyrim's nature. I may consider suggesting this to Oblivion as a mod suggestion as well. What I request is a mod about Aura's. Often a display of one putting their power (Or in the case of the TES Series, Magicka) Into their all, letting it pour outward from their body. Often as a display of how powerful they are, Sometimes the presence of their aura increases their abilities, the efficiency of their powers and feats, sometimes all the above but in a weaker manner. The list goes on. Perhaps also this has been present in the game. I for one do not own Skyrim, and I prefer to buy it legally. But I can guess for some cases, maybe like TES: Oblivion, that very few enemies were covered in a aura or some form of glowing light. Just cause I do not have it, doesn't mean I can't help by offering idea's. Anyway. The idea behind it originally, is there is a specific Aura for each of the schools of magic, and maybe one or two that does whatever its suppose too but much weaker, for a much bigger Aesthetic aura at better versatility at a price. Where as aura's For their respective school will usually be a lot of efficient for its respective magic where as any other school of magic used with the wrong Aura could end up with weaker or much worse results. Good examples are: There is a aura for Restoration. Magic used while a Restoration Aura is present may become much more effective. However if using, say, a Destructive magic spell to cast a fire ball, will most likely do little to Nil damage. Sometimes using the wrong spell too much for the Aura that belongs to a specific School, may end the Aura buff prematurely. Another is a Aura that belongs to the Destructive school, a Aura buff present while using any of the Destructive relative spells, will allow them to do much damage, work more effectively. Restoration spells will do little to nothing as well. As usual it may also end the Aura too soon. Same can go with Illusion, Alteration, Conjuration. You name it. Well actually what schools are originally present in Skyrim, where TESV: Oblivion has a couple or so schools more. (There seriously needs to be a mod to make all the animations in TESV: Oblivion Smoother. Goodness man...)) Anyway, Aura's generally give the idea that their better used as a last ditch effort. Most likely when your down on your luck and about to meet your make. Aura's can also make for Great and Epic battles! Most often it can be used, if your fairly certain your strong enough, can be used to mow down enemies far weaker then you. Or in the case of Restoration, Allies heal much quicker to a point they cannot die. However, that is debatable on the topic of Balance. Aura's come in Ranks. Originally the idea was that depending on the amount of spells you know for your respective schools, One rank after another will slowly be added to your available knowledge of spells. However, as one new one unlocks, it progressively becomes harder to procure the next aura, As it requires more knowledge (I.E. you need to know more, and then more spells.) before the next one is born within your mind. A good example is: I have started out, Whatever my class... race... And Inherent abilities are. I know NO magic, none whatsoever. As I take interest in magical arts, whether several for my advantages in battle should it be anything else but a magic user or a full fledged magic user, I notice I feel a strange sensation inside me. After, Say, I learn 5 spells. A New spell or in the case of Aura's "Power" becomes available in my list of spells. I know it seems out of place as a power. But that's up to you to be a spell or power. Anyway I learn a new power/spell called "Weak Illusionist Aura" Or in whatever case your preferences of magic are. The Aura permits a discount of 3% mana usage, and my Illusion Magic & Powers are 3 more effectively. The Aura will last 60 seconds, During the time my ability to case, increase damage and effectiveness and the like gets a boost. What more in the case of a "Weak" Illusionist Aura, the Aura around me is present, but looks not very prominent and strong. This can apply to the other schools, deciding what effect they will have. However the original idea is that do increase effectiveness and decrease mana usage. Now then, the idea for it is that Aura's come in tier's: Weak "(School of magic here But without ('s or "'s)" Aura " " Aura " " Aura I " " Aura II " "Aura III " "Aura V That is a mere example, plus the names of the aura's are simply place holders. There can be more tiers of aura or less depending on how many spells are in Skyrim. Since I know only little from watching video's on it. The names are place holders too but I feel the Roman numbers would be lore friendly in addressing the Tier of Aura. There are some pressing concerns in the matter. Aura's definitely should be a Day only use. But I'm not sure if it is capable to make it, so should one aura be used, the others cant be used either till the next day. But the origin of the idea is that either they should last 60 seconds, Or it slowly eats away at your mana pool till it runs dry, thereby causing the Aura to end, giving it its own unique time limit. Another should be if the Higher Tiers of Aura's should cause some kind of Drawback after using a Aura. Either along the lines of increased mana usage when the Aura is through. Perhaps suffer a slower mana regeneration for the day, So it sits realistically of being Magically exhausted from putting your all into it. I'm all ears, im up for anything as long as it isn't outlandishly op or up. Should there be a sort of Ultimate aura that is as powerful as the Highest tier auras but not as strong as them, only allowing to be able to be flexable in all schools of magic, at a heavy price? Like say the Highest Aura tier for its respective school is -50% mana usage and +50% stronger effect, This "Versatile Aura" however comes in Tiers, Its highest Versatile Aura puts on the largest, most powerful display of a aura, showing your seething with power on the scale of the Eye of Magnus. But this Aura, in exchange for versatility in all the schools of magic, only allows -25% Mana usage but +25% Stronger effect, But the heavy penalty for using it is increased mana usage and slow mana regen for the rest of the day. That's just a example. It's subject to change. Another is if the Highest Teir's of Aura only for the ones for the respective schools, should have unique effects on Certain spells, powers and the like. Like say the Highest Tier Illusion Aura allows the spell "Invisibility" to prevent from losing effect only once when you strike someone, or steal something. attack, stealing and such again dismisses the effect. Call to Arms spell may also buff other aspects while donning those under the effect in power Ethereal armor and weaponry. The Highest Tier Destruction Aura causes a array of effects on certain spells. Like using a Fireball instead causes a Massive flaming rock to spew from your hand. And explode in a enemies face. Ice spear becomes more like a very large spear, That will hover in the air above where the caster last casted there, Idle while aiming for closest enemy there is and then Fly at high speeds at a enemy. Using sparks instead causes you to shoot a small ball of electricity at a foe. Dealing one damage, but suddenly a powerful Thunder bolt discharges from the sky and strikes the target for massive damage. The Highest Tier Restoration will cause healing hands not only to heal your target, but it'll chain to other people/creatures close to your patient. Grand heal may heal for a large amount, and cause allies close enough to you to receive a Health regen effect as long as they stick close to you within a certain Radius. The Highest Tier Conjuration will cause Summons to be a lot more powerful only is you Dual cast and charge the summoning. Sometimes summoning one of a specific summon may cause two to appear instead. The Highest Tier Alteration will allow you to erect some Wards indefinitely, leaving your hands free to use for other things. However the Ward will only guard the direct it faces, following from the front. Plus it will sustain a specific amount of damage before fading. Flesh spells may also become useful only when specific armor is being worn. And So forth. again this is debate and up to the person to take it up to decide how it will go. What does anyone think?
  25. Welp, I took a careful look around and theres nothing like it as far as I can see.. Well, Um I was wondering if there could be someone who could provide a mod to make the animations more smoother and lively like Skyrim. As far as I have seen in the videos... They are almost movie like. I would really find Oblivion more playable if the animations were a lot more smoother rather then like, Jerky almost 99.9% of the time. Keep in Mind I will not do this, and Im not looking for instant gratification seeing something like this may take a long time. I would prefer anyone taking up my request, takes their time.
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