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Deleted31449895User

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  1. Also Hecate is actually an FEV mutant, one who happened to luck out and only have lesions on her face (which she passes off as war paint), and has become a powerful psyker, able to do short range teleportation to evade attacks. You will need to find a way of suppressing her powers if you wish to defeat her. She also uses a powerful custom MF Hyperbreeder Alpha, "Triad", which shoots a purple laser instead of a red one. Novus wears heavy armor, but is also very quick and carries a powerful custom Ripper, "The Inspirer". You will need to find a way to cripple him if you wish to defeat him. How quick? He will have a agility of 11, meaning he will ALWAYS be faster than you.
  2. The draconic name, Dovah, actually means "Wyrm", which is close to Wyvern. So yes, they are Wyvern. Its the mortals who have taken to incorrectly call them "dragons". if that would to be true why not use the real name for them ... why call them dragons becouse last time i checked the story text says dragons not wyvern ?????? its still dumb and need a fix or dragon replacer Lets also remember that just because OUR word for Wyvern is, well, Wyvern, in Nirn, Dragon could be the correct term for what we call Wyvern. Kind of like how in Nirn Ebony is a type of volcanic rock while IRL its the name of a type of wood, with Nirn's Ebony Ore being closer to IRL Obsidian. Its kind of like a different language, some words that seem similar are actually very different. For example, in English (and Spanish) "No" is a negative, while in Japanese, "no" is used in conjunction with other words to show many things, including possession, "watashi no" = mine :facepalm: What i am saying is making the Dragons look the way they were is NOT a mistake or oversight. Dragons in the Elder Scrolls Universe look like Wyvern. Deal with it. Not to mention that, asside from appearance, ES Dragons have more in common with Dragons than Wyverns, such as being highly intelligent and able to use magic, something that our Wyvern are not.
  3. The draconic name, Dovah, actually means "Wyrm", which is close to Wyvern. So yes, they are Wyvern. Its the mortals who have taken to incorrectly call them "dragons". if that would to be true why not use the real name for them ... why call them dragons becouse last time i checked the story text says dragons not wyvern ?????? its still dumb and need a fix or dragon replacer Lets also remember that just because OUR word for Wyvern is, well, Wyvern, in Nirn, Dragon could be the correct term for what we call Wyvern. Kind of like how in Nirn Ebony is a type of volcanic rock while IRL its the name of a type of wood, with Nirn's Ebony Ore being closer to IRL Obsidian. Its kind of like a different language, some words that seem similar are actually very different. For example, in English (and Spanish) "No" is a negative, while in Japanese, "no" is used in conjunction with other words to show many things, including possession, "watashi no" = mine
  4. The draconic name, Dovah, actually means "Wyrm", which is close to Wyvern. So yes, they are Wyvern. Its the mortals who have taken to incorrectly call them "dragons".
  5. Yeah, i'm hoping it will be a lore friendly mod. I never really liked "new race" mods.
  6. Also, the Legion is a lot more progressive (though still very ruthless) now, so it won't be a simple "good and evil" choice. With the death of Caesar, Lanius, and many other prominent Legion figures, morale was very low. Add to it the rebellion by Hecate, and the Legion had a big enough power vacuum that the current Caesar, the progressive Novus Imperium, was able to take power. Novus was very rewarding to those who did what they were told and succeeded, but was merciless to those who failed him. He also hate unnessary cruelty and was kind to the slaves, providing they did what was asked and the only thing coming out of their mouths was "Yes, Sir". Also, Novus (though he never said this publicly) was strongly opposed to the war on NCR, feeling it was a waste of the Legion's resources. He also strongly disagreed with the sacking of New Canaan for the same reasons. He doesnt hate Hecate as she was the one who (indirectly) helped him rise to power and turn the Legion into a viable power. He also is much less casual about crucifixion, believing only the worse of the worse deserve them, instead preferring decapitations or hangings. He also wishes to tempt Joshua Graham into rejoining the Legion, as he knows he would be a powerful ally and has proven his worth by simply surviving being burnt alive. He also views women in a much softer yet still pretty sexist light. He says his troops should never rape or abuse them, saying "Respect your wife as you would respect your weapon. Take care of her, make sure she is healthy and happy. Happy wife, healthy wife, healthy children, strong soldiers or useful slaves." All in all he is the lighter shade of the dark grey that Edward Sallow was. Anyway, the weapons will be in 5 categories: Small Guns, Big Guns, Explosives, Melee, and Unarmed. Small Guns: Pistols (9mm, 10mm, .357mag, .44mag, .45) Assault Rifle (5.56mm) Hunting Rifle (.308mm) Sniper Rifle (.308mm) Laser Defender (Energy Cell) Plasma Defender (Energy Cell) Big Guns: Mini Gun (5mm) Flamer (Flamer Fuel) Incinerator (Flamer Fuel) Gatling Laser (Electron Charge Pack) Tesla Cannon (Electron Charge Pack) Laser Caster (Microfusion Cell) Plasma Caster (Microfusion Cell) Explosives: Grenades (Frag, Plasma, Pulse) Mines (Frag, Plasma, Pulse) Missile Launcher (Missile) Grenade Rifle (40mm) Fat Man (Mini Nuke) Melee: Knives Machetes Bumper Swords Sledge Hammer Super Sledge Unarmed: Spiked Knuckles Power Fist Ballistic Fist Displacer Glove Some of you are wondering "why the hell is there no Energy Weapon skill?" Because energy weapons will be EXTREMELY RARE, with ammo that is almost as rare.
  7. SImply get cured. Because this is content made for an anti-undead build. Plus even if you could, a lot of these powers will backfire on you if you try using them while a vampire. If you like being a vampire, this simply isn't the right content for you.
  8. One of the factions from Van Buren that intrigued me was the Daughters Of Hecate. Wouldn't it be great if the sequel to Fallout New Vegas took place in the Midwest and had you born as a member of the Children of Hecate, where you would have to find something to help save your tribe from destruction by the Legion. Or betray your tribe and have it absorbed into the Legion. The main focus of the game would be tribalism, electricity would be....scarce, energy weapons much rarer, and survival would be a much bigger focus. You will be able to make custom armor, craft weapons, etc. You won't even have a Pip Boy, instead you will use a journal and map. There will still be cameos of older factions and characters such as the Brotherhood of Steel, Super Mutants, Joshua Graham, etc. It will take place entirely in the Four States Commonwealth, and you will actually be able to see what its like in Legion controlled land. Places under control/ alliance with Hecate: -Ouroborus. -New Canaan (Rebuilt). -Most of Utah and Colorado. Places under control of Legion: -Flagstaff. -Most of Arizona and New Mexico. This is after the first war with Hecate, which took place in 2282 after the Legion was weakened in its war against NCR. The game takes place in 2285, and both sides are at a stalemate. You are gonna be the one that will plant the seeds of the elimination of the Legion....or your own tribe.
  9. Yeah, so how about this: Whitley was able to escape Adams AFB, and was able to get to the Mojave, using a prototype Vertibird with a cloaking field and radar jammer (this was how he was able to avoid detection by CW BoS, CW Enclave, and later, NCR and Legion). His Vertibird crashed near the Old Nuclear Test Site, which eventually caused him to turn into a ghoul by the radiation (this is so we can explain why he doesn't have the same voice). At first he was suicidal, but then realized this is karmic judgement and redemption. So he makes a vigil near the south most portion of the map, waiting for someone to find him. Ok, on to the companion itself. Whitley is proficient in Repair, Science, and Energy Weapons. His Ranged weapon is a modified Enclave Plasma Pistol, that does twice the damage as a normal one. His Melee weapon is a Ripper. He also, after joining your party, puts on Armored Enclave Scientist Outfit. His perk, which I'm not sure what it will be named, will help you do 50% more damage against robots, and make you 50% more resistant to damage done by robots. But that's not the best part. If you have both Whitley and ED-E in your party, it enhances both them and their perks. ED-E and Whitley will now have increased DT, ED-E will be able to help you detect enemies from even farther away, cloaked enemies will have a blue highlight on them, making them even easier to kill, can repair your weapon to 50%, make more energy cells/ microfusion cells, add +4 DT, +8 beam damage, and VATs +10%. Whitley will give you 75% more damage against robots, and 75% damage resistance from robot attacks. Also you have to be at least level 35 and have completed Lonesome Road for Whitley to become your companion. So, is this a good idea? I would do it myself....but I lack a good computer.
  10. I actually have an idea that does this AND adds some new features, including a new "alternate form", Templar, for anti-undead characters http://forums.nexusmods.com/index.php?/topic/3705005-the-elder-scrolls-v-the-covenant-of-meridia-mod-idea/
  11. How about make gloves enchanted to have massive melee damage. Like, over 1000. And have an outfit to go with it So YOU can be One Punch Man
  12. "Ivori" is natural only to the Colored Rooms, so thats why you can only buy them, not mine them. Also, you can join The Covenant after completing Dawnguard for the Vampire faction, but you must first prove your loyalty, by killing everyone in the Castle, INCLUDING Serana. Thats why its highly recommended you side with the Dawnguard if you are going to do this DLC, as even if you end up siding with Eclipse, you will have to do the first few missions for The Covenant first. Plus, Eclipse HATES vampires, stating "the undead should not have free will".
  13. Could you give me some feedback, tell me what you liked about the idea?
  14. Yeah, the main point of this mod is a counter to the mod "Undeath", and there actually is an "evil" option in this mod, but like how "Undeath" was only able to be fully enjoyed by an evil character, this will only be able to be fully enjoyed by a good character.
  15. Well, sharing this idea around would help. Also, i have a bit more of a story idea but i didnt want to spoil it.
  16. My specs are Processor: IntelĀ® CeleronĀ® CPU N2815 @ 1.86GHz RAM: 4GB OS: Windows 8.1 Yeah, not a gaming computer. At least, not any modern games. I can play Half Life 2 Episode 1, but thats about as far as my computer will go in terms of recent games. I own Skyrim....on Xbox 360. Still a fun game, but mods would certainly make it better. Also, just updated some stuff in my OP.
  17. My main problem is I don't have a good gaming PC. Thats why this is just an idea.
  18. It actually delivered by Courier, which directs you back to Meridia's Shrine. Also, though unrelated to The Covenant, this mod will also make it so the vampire Castle will be renovated into a second Dawnguard base "Dawnguard North". The blood will be cleaned up and the Castle will have a more Dawnguard feel.
  19. Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard. I liked the idea of the mod, but I think that 50% more damage dealt/80% less damage taken is too much even though you're some sort of an undead hunter/combatant/slayer. The whole thing about the Covenant faction being based on Mount Kilkreath seemed pretty good. However, I don't think that Helgen would be the place for the opposite faction since a huge percentage of people who uses mods use Helgen Reborn, therefore it would conflict. I guess that a place such as the Castle Volkihar would be awesome.. Or even a new fort created from the scratch in some of the various corners of skyrim where it sometimes seems to be empty.. Near Markarth for example, I guess the Reach Hold has some sort of evil looking.. Or near Morthal where it seems even more foggy and mysterious.. About the Silence Undead power: Loved it. I usually get an issue in skyrim where everytime a Draugr uses Unrelenting Force against me and it blows me away, my screen starts to tremble/shake and even though I have searched on the web how to fix it, I just can't find anything but to load a previous save.. Anyway, this idea was really great. About the weapons, there could also be set of armors, where you would receive less damage from undead or some shouts such as Unrelenting Force which I mentioned before, it would only cause a stagger instead of blowing away, that sort of thing.. Keep posting Ideas, we might come out with something very interesting to see in the game. Sorry for bad English, not my native language. Yeah, i wanted to use Helgen because it would be like a "back to where it started" kind of thing. Eclipse, who worship the Ideal Masters, choose it because it was a place that was filled with death. The point of Templar mode is to make you feel like a powerful undead fighting knight. Well then okay, but it ought not to be an easy reward for such a strong power at least... I liked that thing about a place filled with death though... Oh, its not easy to get. You have to completely a long sidequest in order to get it. Also its balanced out by only being used once a day. Of course, you could exploit this by simplying "Waiting", but you could do that with anything.
  20. Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard. I liked the idea of the mod, but I think that 50% more damage dealt/80% less damage taken is too much even though you're some sort of an undead hunter/combatant/slayer. The whole thing about the Covenant faction being based on Mount Kilkreath seemed pretty good. However, I don't think that Helgen would be the place for the opposite faction since a huge percentage of people who uses mods use Helgen Reborn, therefore it would conflict. I guess that a place such as the Castle Volkihar would be awesome.. Or even a new fort created from the scratch in some of the various corners of skyrim where it sometimes seems to be empty.. Near Markarth for example, I guess the Reach Hold has some sort of evil looking.. Or near Morthal where it seems even more foggy and mysterious.. About the Silence Undead power: Loved it. I usually get an issue in skyrim where everytime a Draugr uses Unrelenting Force against me and it blows me away, my screen starts to tremble/shake and even though I have searched on the web how to fix it, I just can't find anything but to load a previous save.. Anyway, this idea was really great. About the weapons, there could also be set of armors, where you would receive less damage from undead or some shouts such as Unrelenting Force which I mentioned before, it would only cause a stagger instead of blowing away, that sort of thing.. Keep posting Ideas, we might come out with something very interesting to see in the game. Sorry for bad English, not my native language. Yeah, i wanted to use Helgen because it would be like a "back to where it started" kind of thing. Eclipse, who worship the Ideal Masters, choose it because it was a place that was filled with death. The point of Templar mode is to make you feel like a powerful undead fighting knight.
  21. Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard.
  22. Basically, this is a quest/ content mod that will have you join the Covenant of Meridia, where you will get cool new things to help you combat undead, including (if sided with The Covenant) : -Ivori Weapons: Using Ivori ore (not to be confused with Ivory, which comes from Mammoth tusks), which can only be bought from a vendor in the restored Kilkreath Ruins, you can create powerful weapons, which also has a special effect: All anti-undead enchantments, including the ones added with this mod, are 50% more effective when applied to Ivori weapons. You need to have the Glass Smithing perk (70) to craft them. Includes Daggers, Swords, War Axes, Maces, Great Swords, Battle Axes, War Hammers, Bows, and Crossbows. They are equal to Daedric Weapons in base damage. -Ivori Armor: Using Ivori ore, comes in both Heavy (equal to Dragonplate in base resistance) and Light (somewhere in between Glass and Dragonscale armor in base resistance). Also requires Glass Smithing perk (70) to craft. Anti-undead enchantments are 50% more effective when applied to Ivori Armor -Meridia's Light Spells: Very powerful anti-undead spells that hit their targets immediately (like Lightning, only for Expert spell) and cause a lot of damage. Only comes in Expert and Master spells, though the later wont require you to complete the "Master Restoration" quest, you WILL have to pay a VERY hefty price of 900K Septims (Gold), as it will be able to kill ANY undead instantly if its in its AoE. And I do mean ANY (including you, if you are foolish enough to try casting it while a vampire). -Holy Steed (Power) : A summonable white horse you can ride. Works pretty much the same as Arvak. -Silence Of The Dead (Power) : When used, will prevent undead from using shouts. -Templar Mode (Active Abilities) : An alternate mode akin to Werewolf or Vampire Lord, even with its own perk tree, you can "transform" into a powerful Knight once every 24 hours. The Templar carries a Ivori Great Sword in one hand, and casts powerful anti-undead spells in the other, can resist 50% to 80% of damage (the later being what you get for getting all Damage Resistance perks). You get perk points by killing undead while in this form. While you can only use it once a day, unlike the Werewolf you can revert back to normal form at anytime. Also unlike the Werewolf or Vampire Lord, people will NOT attack you in Templar mode, but that will also means if they see you commit a crime in Templar mode, they will KNOW it is you doing the crime. Templar mode can be made even more powerful by wearing special amulets and/or rings before you go into Templar mode. -Templar Mode (Passive Abilities) : After acquiring Templar mode, you will be 100% immune to Disease and Poison, but you will lose access to all Raise Undead spells. You are also 50% more resistant to Fire, but also 25% weaker to Frost and Shock, this is for balancing reasons. You can have Templar Mode removed at anytime, and get it back at any time, after unlocking it. -Alternate Vampire Cure: An alternate vampirism cure where you can pay money instead of using a Black Soul gem to cure it. The amount is 20K Septims, so it is NOT cheap, its just the role play alternative. -Grand Soul Gem Filler: Every 10 in-game days, you can fill 3 Grand Soul Gems each. If sided with Eclipse, the necromancer faction, you will have these rewards after completing their questline: -Soul Taker: A corrupted version of Dawnbreaker, has a chance to summon a friendly and powerful Shade when you kill an enemy. Also includes Icy Soul Trap. -Inspire Undead (Expert) : This spell is pretty much the same as "Courage", but for Undead. No matter what side you take, you will always have access to this: -Altar Of Knowledge: An alternate way for non-Dragonborn characters to reset their skill points, using filled Grand/ Black Soul Gems instead of Dragon Souls. Located in Hjaalmarsh. Requirements: All DLC, Level 45, complete Dawnguard Main Quest (recommended that you side with the Dawnguard), complete "Break of Dawn", and not be a vampire.
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