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LukeHro

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  1. It will be possible to add/remove perks from the "trees" or change what they do? We have to wait for the construction kit for that? If is already possible (yet I didn't see any mod out there for this) anyone can please give me a few start up hints for this? Thanks
  2. So, nice to find out about that...this means support for controlling another npc is there and could be made. Just need to worry about lvl up, skills, perks, quests, inventory(quest items) and things like this. Edit: what I would really like is have meaningful different skills and perks for the other character. If this can be made just esthetic with the same skills as your main won't be what I'm looking for. I want to have a stealthy character, marry a mage (or a lower generic NPC to develop as a mage) and play with the mage experience in the same game run. Or any combination one wishes for the main and husband/wife.
  3. Do you think it would be somehow possible via a mod to take full control and play from the perspective of a companion? Or wife/husband, this is actually what I'd like to do and it could be restricted to them, companion would be the more general approach. Quests, maps should be common. You could take your original character to follow you or not...restricted to one of those options if the other rises more problems. Level advancement should be independent...even original character could advance while following (or not, maybe not is better but it might be forced to follow companion rules) but you need to control him/she again to level up (increase hp/mana/stamina and distribute perks) One issue would be main quest line, learning dragon words and absorbing souls...that should remain only for your main character but you should still be able to kill a dragon without the absorbing part while playing the other characted. Changing characters options could be allowed only after finishing main quest like...for me that would be more than enough if otherwise it rises additional problems even just for this dovahkiin thing. What do you think?
  4. Hi, I would love to see an alternative way to finish the stormcloaks and imperial quests lines using diplomacy and tricks to obtain a surrender of a city without fight. I personally would love that and by judging on the official forum threads about "which faction you choose" many people are reticent about picking one side and they all may enjoy this. This could finally make good use of the speech skill (persuade, threaten). I'm not talking about just go somewhere and simply persuade the jarl to surrender, some things that can be done before allowing that option: - sabotage the blacksmith in town to make a shortage of weapons before fight - get the troops drunk or food poisoned before battle by doing something in the baracks (those previous two can be done on enemy or even your own faction in order to buy time for you to work on a solution to avoid big fight) - take hostage a jarl relative, general, some other important people (persuade, threaten them to follow you or enter their room by night and leave a companion there then you talk to jarl/general) and fight guards along the way out of city (yes, you can kill a few guards in my proposed solution to avoid the big battle) - etc, those are just proposal to make it more complex then simply use speech - finally avoid killing the heads of the other faction What do you think?
  5. I'd really like to see an assassin guild not into worshiping a god
  6. Hi, I would like to see something like the "favorite" option (as the one on inventory/spells) to the list of potions you can create. You can have multiple selected. While a potion type is marked as favorite all the ingredients with an already learned effect to create that potion will be somehow highlighted (glowing, having a marker or whatever possible) when you pass by them so you know you intend to create a potion and this ingredient would be useful. I don't think this will be cheating or help you abuse alchemy but something I'd really like to use in order to not keep my mind really busy on this while adventuring. What do you think of this idea? Doable?
  7. Hi, I repost here something I originaly posted on Skyrim offical forum: I killed my first dragon. You have to admit is not that RPGish to kill a dragon at lvl 6 even if myself enjoyed that too. This post is not a "hate lvl scaling" one, it is about the mod idea I was thinking all night. So, what about a mod that will add some big guns like ballistas at places like western tower where you have to kill dragons. You'll have to use those to fire at the beast while lowering the possibility to kill the dragon yourself with weapons or magic at low level. At higher level you may use those or not and they won't be present where dragons appear near the end of the main story line. Would be possible to have some things like ballistas that you can operate to fire and deal damage with TES mod support? Would that be possible in respect with all the dragons you have to kill cause I read here that sometime they a appear at "random" places? What do you think of this idea? With my later comment there after playing more: No opinion on this? Not even dislikes :) Now I'm further in the game and I found random dragons and I know it won't work on them but I'm sure that someone will mod them out and I'd like that until you'll be up to lvl 30+ or something (considering 50 average endgame level) when even level scaling them would be ok. But what about on main story line starting with the dragon at west tower? You think is technically possible?
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