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Everything posted by 4Gargoyle4
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That is an interesting idea; how do you incorporate the vanilla magic though? Do you just get rid of all the spells and features that already exist? It seems like somewhat of a waste. The other problem I see in this is all the dialogue and College of Winterhold quests. Sometimes in game, people will just come up to you and say something that relates to the type of magic you practice the most (e.g. illusion). I think it may be a lot of work to completely redo all the dialogue and quests so that it fits in with this new vocab.
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- the dawn reserve
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Hi, recently I've had a few ideas that I'd like combine into one huge mod. Of course, to do this, I'll need help. I'll start by telling you all what my ideas are -- with the preface that none of them are final or even fully fleshed out. Some of them I've been stewing over for a few days, but I'm sure I'll also come up with a few new ones as I write this. The point is that these ideas are not concrete; even if you can't help me bring them about any ideas or advice would be welcome. Without further ado -- the mod. The idea is that it is simply too easy to be an accomplished mage in Skyrim. First, there’s the fact that all you need to do is cast Muffle a few times to be the best (and only) illusionist in the realm. And the magic system itself is even more unrealistic. Despite almost all of the inhabitants of Skyrim being distrustful of mages, the player can shoot spells out of his hands at the start of the game. It creates an idea that anyone in the game can shoot flaming balls or spears of ice out of their hands just by reading a book. It doesn't make sense! My idea would be to add in a specialized group, called the Dawn Reserve. Some background: The Dawn Reserve was established in the Interregnum, a period of time at the end of the Second Era, where war broke out across the entire realm after the assassination of the entire royal family. The important event of the Interregnum was the rise of the High King in Hammerfell. He moved his capital to a prosperous location and his fortune grew, for a short time anyway. The Dawn Reserve, was an elite group of soldiers, assassins, scholars, and mages all dedicated to the study of knowledge and skill. While they are mostly impartial in the wars of the current time, they have interfered mainly during the end of the Second Era, setting Hammerfell up as a safe haven for them to conduct their research. The Dawn Reserve doesn't "worship" any Aedra, Daedra, or Divines, however they do consider Hermaeus Mora (Daedric Prince of Knowledge) to be their "Patron". Unfortunately, through the erosion of time, much of the most powerful knowledge in the world has been lost to the mortals of modern day Skyrim. But the mages of the Dawn Reserve have endured, seeking the powerful Lost Knowledge. They know many advanced techniques of magic, but keep to the shadows, interfering only with a hand so light and subtle it is undetectable. Joining The player can join in a few ways. First, he can seek them out at their headquarters (for those who are too impatient to complete any quest lines). However, the main way to join up with the Dawn Reserve is to complete any of the 5 main quest lines (not including the Civil War questline). It should go without saying, that if a player simply tries to skip completing a quest line, it will be far harder for them to join up: there will be some sort of quest to prove their worth that I haven't thought of yet. Otherwise, sometime after completing the quest, the player will be sent a note by courier with a text that points them to a hidden location. Once the player arrives, they will be told of the existence of the Dawn Reserve and how to join. Training One of the major aspects of the Dawn Reserve quest line would be the opening of some major new skills and talents. Each major class would have a few unique subsets opened up to it. This part is long, but I think it is the most interesting. Feel free to skip it though. Conjuration: An idea much like the Bartimaeus Trilogy where you can summon Demons using special rituals. Every Demon has a unique name that, when inscribed on a scroll and invoked in the right ritual, will drag them into the circle. Then the player has a few options. They persuade the demon to follow them. Each demon has it's own unique conversation where only one long and arduous conversation task can successfully convince the demon to join. The player uses brute force. Each demon will have its own percentage chance of having this work, based on the skill of the demon and the skill of the conjurer. The player attempts to dismiss them. Each of these has two outcomes: it works or it doesn't. If it doesn't work, the demon will be "freed" and will attack the player, resulting in one of their deaths. If it works, the demon will now obey the player's commands. The player can do a few things: Order them to complete a task. Typically getting some reward or item, the demon will return in a few moments, with the items. Warning, sometimes the demon will resist, causing a fight. Order the Demon to “accompany” you. It will act like a follower for the most part, however it cannot be asked to carry items. Bind the Demon in a ritual. While some objects have magic by themselves or through enchantments, there will now be some objects that you can create by binding a certain type of demon into them. For example, magic mirrors, staves, magical items of all varieties. Dismiss the Demon. This requires a specific incantation which can be found randomly. If dismissed, the Demon will vanish with no trouble. Illusion: Something that’s been missing for a while with illusion is the ability to create actual illusions. There are two main things that this mod adds: More illusions that work on other people. Among these would be things like blindness, phantom pain, and lure. Like normal illusion spells, they could be cast in area of effect, normal, or constant style. The ability to create “fake” objects. For example, a spell that creates an image of the player that all other npcs will react to normally. So an enemy would attack that instead of the caster. Another option is the ability to create objects like walls that can be walked through, but that other people won’t walk through. Destruction: Rather than focus on actual destructive magic, which has been more than overdone (in my opinion), this mod would add more of a druid type system. At its core, Destruction is just another way of saying elemental magic. So this mod adds a few unique ideas. More summonable creatures. It’s a very simple thing to do, but this mod will add summonable creatures like bears and wolves, to make for a more diverse play style. Some form of plant magic. One example of this would be the ability to communicate with some trees who have a bit of the old magic left in them. These special trees can grant magical abilities, if the correct offerings are made. The ability to open a cavernous hollow in the middle of a forest, where old magic is at it’s strongest, and strange powers can be gained. More than any other, this skill is the one that still needs some idea fleshing out before we begin building it. However, I think it’s a good start. Restoration: This idea actually comes from the Kane Chronicles series by Rick Riordan, but I thought it was fantastic and found a way to incorporate it here. Basically, a player specializing in restoration can call the spirit of a god into their body. In this case, it would be one of the divines (I don’t think Daedric Princes would be very kind to a poor unsuspecting Nord). The mage would then gain some abilities that are always in effect, some powers that can be used once a day, and some new spell abilities based on the Divine that was called. Alteration: I had touched on it earlier in Conjuration, but this mod would add some ritual magic to Alteration. With certain spells, incantations, and objects, the player can achieve a wide variety of things. Some of them are mundane, such as curing a disease, but some of them are much more powerful and sinister, such as creating a talking… mudcrab follower! The possibilities are endless. Things I need: A system of writing things down in game, preferably in scrolls but books are fine too. A host of new summonable creatures, including unique demons (This part I can handle). Many unique npcs and characters to be used in this mod (Me). A written plot of how the mod will play out (Me). New spells! A system of performing the rituals… A location for the faction to exist in. A location for the grove of Destructive Magic. Send me a PM please if you’re interested or post if you have any ideas! Sorry it was so long!
- 2 replies
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- the dawn reserve
- enhanced
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It would be extremely challenging to make a hold that already exists your own. Perhaps you could take an abandoned fortress or something and set up a hold there (with an appropriate quest line of course), or have something you can build. However, it doesn't seem to difficult to add a unique quest line, an ability to hire people, a council, and some radiant quests. The diplomacy and war bits may be slightly more difficult, but they still seem doable. My idea on this would be simultaneously creating multiple sites for soldiers of the opposite faction to spawn, and increasing the bounty in those holds. That would enhance the feeling of it, without actually ruining the game play. I'm not quite sure as of now how to best implement the faction alliance bit, but I'm sure there's a very simplistic way to go about doing it. I specialize in quest building and writing, dialogue, organization / team management, character building, and scripting. I definitely won't be able to build this mod by myself, but if anyone else would be willing to help, I would be more than happy to work to bring it into existence. Either way, very nice idea -- sounds like a ton of fun.
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LE Simple and Plain Player Home Request
4Gargoyle4 replied to Hayashi7's topic in Skyrim's Mod Ideas
I'd be more than willing to help with this. Pm me if you're interested. -
I agree, however the actual idea for a mod sounds really cool.
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LE Mod Request: Become a Daedric Prince
4Gargoyle4 replied to EwokalypseNow's topic in Skyrim's Mod Ideas
Anyone willing to work with me on this? I'm looking for someone who's above average with modding and dialogue building. If you're interested, send me a pm. -
Sorry to respond to such an old thread, but I was extremely curious if this mod was ever created? If so, can someone please refer me to it? If not, is there anyone who would like to work on it with me?
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Recently I began making a new mod with a few other people and something came up that I need to figure out. On the most basic level, how do you work with animations in the Creation Kit? Can anyone recommend any good tutorials for this? There are two specific examples I need it for. First, I wanted to have a really cool scene in which some creature was summoned from the abyss by a Dark Priest (Trying not to spoil things :P) and to do so, the Priest makes a bunch of complicated gestures with his arms and hands. It doesn't need to be crazy specific or accurate, I just need to figure out a way to make my own custom animation for an already existing Actor Type. Second, I had wanted to make a new race with a new model for the sake of this mod. I already have a model created as well as a texture, but I don't know how to add any animations to it whatsoever. A creature that can't move isn't going to be much use. Thanks for looking this over, and please respond if you have any tips or help. 4Gargoyle4
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- animations
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Hi all. I'm looking for some modders (some experience necessary) to try and help me make a mod. We would need people capable of 3D Modeling and making textures, building locations and creating quests. Personally I am quite good at creating characters and quest lines, as well as with the writing and planning aspect of it all. As of yet, I haven't actually planned out the course of this mod. However, I think I'd like to create a mod that a) adds more factions and b) creates new spaces to explore that accompanies the new quests. I would appreciate any input as to what type of mod people think I should make as well. Those who join the team, we'll definitely decide beforehand as a group what we want to make, and then set about doing it. You can message me here on the forum, or send me an email at [email protected]. If you're interested, don't hesitate to shoot me a message -- I'd love to have you. For those of you who read to here, even if you're not interested in joining up, ideas as to what we should create would also be really helpful. Thanks for your time, 4Gargoyle4
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Matth85 are you on the project? Thanks for your advice, I tried to get on to the project and made a thread in the recruitment section. Is there a way to speed up the process? Thanks for all your help, it's made this a lot easier for me.
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However if anyone else has any smaller teams in mind, I'd love to hear those as well. The Beyond Skyrim seems like a great mod but perhaps a little hard for an inexperienced modder to learn from. Regardless, I'm still trying to get in to that, but I'd love to hear other suggestions as well.
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Thank you, this seems great. Would you happen to have any suggestions as to what type of modding I should try to "specialize" in? What should I try to learn the most?
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Hi all, I'm a relatively new modder to Skyrim. I can make decent quests and have been able to figure out both the methods for making actors and the methods for making items (however I need to steal the models from preexisting items). I've found it quite difficult to learn the more advanced modding skills off the internet and so was wondering if anyone had a smaller team I could join -- just to get some experience. Of course I would help out in any way I could, no matter how small. I would be fine with working on an incomplete mod, an idea someone had, or just from scratch brainstorming with a couple people. If anyone is interested in having me join their team or willing to teach me some of the finer aspects of Skyrim modding, contact me at " [email protected] ". If you've gotten this far, thank you for your time :tongue: