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Skyrim SE - Mod Detectives Thread
ShadowDestroyerOfTime replied to DoctorKaizeld's topic in Skyrim's Skyrim SE
Long shot, but I am looking for more mods that add Elder Scrolls to the game for my next character (as my current one is getting close to his endgame). What I was able to find on my own are: Skygerfall - Elder Scroll (Dragonbreak) Pirates of the Pacific - Elder Scroll (Kaloi Sun God) (originally for LE, I converted it to SSE for personal play) Konarik's Accountrements - Elder Scroll (Warlord) Vigilant - Elder Scroll (Bull) Apotheosis Lifeless Vaults - Elder Scroll (Ascension) Glamoril - Glamoril The Chain of Time - Unobtainable Elder Scroll tied to a quest If you know of any more, even if they are only on LE and need converting, could you please let me know? Thank you. -
I was reading a webnovel the other day and made me think of an awesome spell for Skyrim. In the novel there was a character with a "Medalion of Knight's Crest" which, when activated, created a suit of armor, a sword, and gave him martial instincts at the cost of all his magic. So I was thinking, could this be done in Skyrim? A spell that, when activated, decreases various spell levels and increases various warrior levels, causes your magicka to go to 0 for the duration of the effect, equips a set of "Bound" armor and sword, etc.?
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LE Can someone make a Summerset Heightmap ESP?
ShadowDestroyerOfTime posted a topic in Skyrim's Mod Ideas
I want to try and get into modding, but I struggle with Heightmaps. I am just wanting to mess around, see what I can do with a Summerset mod (just for myself and a couple friends). As such, can someone make me an esp file with a worldspace for Summerset (Alinor and Auridon)? If possible, with another worldspace with Artaeum? Nothing needs to be added to the worldspaces, just so long as the heightmap is already implemented so I can just start landscaping. was trying to use the All Tamriel Heightmap, but I can't get TES Annwyn to work on my laptop. I've tried downloading and redownloading, following multiple guides, etc., but just can't get it to work. -
Hello, I am with the Akavir-Calling mod! This mod has been kinda stuck at a point where all we have really done has been creating lore, basic ideas for quests, and gathering permission to use mods/resources in the mod. We are currently looking for someone that can create a HeightMap for the mod so we can start landscaping (more landscapers would be appreciated as well) and people to create some 3D models for the Fauna, Flora, and Architecture for the mod.
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I would love to see a mod that reintroduces the climbing skill to Skyrim. Make it so whenever you can't move in a direction any further, due to an object blocking it, that you will start to climb the object (but lose stamina while doing so). When you run out of stamina you will fall down. My thoughts on how to do this, or at least a basic version until a better version can be discovered, is to basically use a mod like the levitate mods that allows for better Y-axis travel. When you try and move in a direction but are stopped by a wall, stone, etc. it will cast this "levitate"/climb spell on you for a second or two (costs stamina) which allows you to move up. Eventually you will scale the mountain. The issue is getting it to cast in the first place and only when it should.
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I was wanting to make a new enchanting method similar to ESO's where you can craft Runes and then use them to enchant. What I am trying to figure out, and failing at miserably, is finding a way to create a new "Enchanting Table" where instead of needing an item, enchantment, and soul gem I just need the item and ruin (where the ruin takes the place of the enchantment and soul gem). This is the one thing holding me back and I have been looking for a solution for a few day with no luck. So, here I am, asking for any help possible for this.
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Sorry if this is a stupid question, but I am still really new with the creation kit. I am trying to make a spell and enchantment that targets Werewolves (similar to how Sun Damage targets Undead) whether transformed or not, but there isn't an ActorTypeWerewolf like there is for Undead. How would I get this effect?
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Just an idea at the moment, I would work on it myself but I really suck with the CK. I am a writer and thinker, but anything beyond that is difficult for me. As it is merely an idea, and it is extensive, I am not going to be surprised if no one takes it up or, if someone does take it up, that they would change parts. Now, it would be preferable if this was on both Oldrim and SSE (as I only play SSE but the majority play Oldrim). My idea is that the joinable faction of the Vigil can only be joined after the Hall of the Vigilant is destroyed. By Stendarr's Beacon is a cave, like the one that leads to Fort Dawnguard, but that leads to a Monastery of Stendarr. You can visit the Monastery before the Hall is destroyed but it will only be a place of worship at that time. After the Hall is destroyed, if you go there the Head Priest (who will be the new leader of the Vigil) will talk to you about the Vigilant, wondering if the rumors are true that the Hall was destroyed. He will then send you to a location near the Hall of the Vigilant, a secret vault where the Vigilant's Keepers hid away dangerous artifacts that they managed to get ahold of. The vault will be mostly empty and filled with Daedra Worshipers (who worship certain Demiprinces so you can be more creative and not have to worry about new voices for the Daedra if you want them to speak). Take them out, get the remaining artifact(s) and head back to the Monastery. At that time some remaining members of the Vigilant of Stendarr will have arrived at the Monestary as well, and now you can do a few radiant quests. The Head Priest will be shocked/annoyed/etc. that the majority of the artifacts are missing. He will try and find out as much information as he can about who these Daedra Worshipers are, but he wants you to go to some Vigilant Outposts to inform them that the Monastery will be the new base for the Vigilant. __________ I do have more that can be added, but this is merely a pitch of the idea and I don't want to go on and on with my ideas as it will not be my mod. To anyone who read this, thank you, whether you will work on it or not, I thank you for taking your time to read this.
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LE Spell casting book (animation).
ShadowDestroyerOfTime replied to Dimitian's topic in Skyrim's Mod Ideas
I'm going to necro bump this as I love the idea of this mod. -
LE Giants instead of Launch
ShadowDestroyerOfTime replied to Jeffman12's topic in Skyrim's Mod Ideas
"Are there any mods to just kinda crumple/flatten people instead of send them to Nirn?" Umm.... You are aware that Nirn is the planet Tamriel is on, right? Maybe you meant to say Oblivion? -
LE Shrines resources desired
ShadowDestroyerOfTime replied to ShadowDestroyerOfTime's topic in Skyrim's Mod Ideas
Thank you so much, that is really the only one I need for my mod idea. -
LE Shrines resources desired
ShadowDestroyerOfTime replied to ShadowDestroyerOfTime's topic in Skyrim's Mod Ideas
Also, if at all possible, I would appreciate a slightly custom architecture, a remodel of the Ancient Falmer architecture from Dawnguard but with Trinimac's symbol instead of Auriel. -
It is upgradeable, yes
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- iron armor
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