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n1n3f0ur

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Everything posted by n1n3f0ur

  1. H2H is already viable, just not as a standalone skill. For the purpose of creating some sort of RP bar brawling vagrant character you need to put perks into 2H and get some pretty heavy duty heavy armor gauntlets but that is not really too much to ask. This is a good idea, one that I overlooked, but it would only be necessary for intense RP players.
  2. Can we have this pinned? There are quite a few good mods for SD and it's somewhat apparent from previous posts that some of the community isn't aware of this SE.
  3. What you have suggested is not a leveling system fix. Your proposed system is an overhaul that doesn't have the slightest resemblance of a TES leveling system. If you really want a fix try these. (http://skyrimnexus.com/downloads/file.php?id=1969) (http://skyrimnexus.com/downloads/file.php?id=1992). They have balancing issues, leaving your character completely overpowered for the base stats of creatures, NPCs, items and the like, but allows for the 'jack of all trades' type playstyle that Bethesda promised with the new level progression system. If you think that these would be well received changes then create the mod; just don't call it a fix when it is an entirely new system.
  4. You can't take any sort of evolution or natural selection into account with TES. All things, especially dragons, were created and divinely inspired. It can't really be determined the exact properties of dragon materials because they may not even adhere to the structures created by living things as we understand them. If it's any hint as to what a dragon, in TES, might be like, Alduin and Paarthurnax are, in nordic tradition, the descendants of the Aedric deity Akatosh. As well, Akatosh is depicted as a dragon (remember the main quest line of Oblivion). We know that, for the playablility of dragon hunting in Skyrim, that dragons are susceptible to weapons but that does not necessarily mean that they are not much more powerful in lore. If you still think that major changes need to be made to the dragon armor system then why not separate the materials and armor by dragon color classification instead. It is established that different types of dragons have varying levels of power and this would not conflict with TES lore.
  5. It's true that the Bard's College needs a major rework, to fix Bethesda's f*** up of an incoherent faction, but unless these sorts of bard playability changes are made it would be useless to play a bard. For role-play lovers, this would be a great mod with a pre-existing guild. I really like the bard perk constellation idea, however, it might be more playable if it was split into the skills of music and verse. As well it would be great if bards had a crafting action for script and song writing; like a selection of prerecorded, interchangeable lines and lyrics. These crafted writings could be "enchanted" with spell effects that the bard knows and affect a large AoE around the bard. This is an excellent idea and I really hope that you take a swing at it.
  6. For the inclusion of Cyrodil, you're talking about a complete re-working of the Oblivion mechanics. Every area would need a regional leveling system, because of the Oblivion's level scaling, every quest would need to be compatible with Skyrim mechanics and all of the creatures, armor, weapons and spells would need to be balanced to accomodate for Skyrim's battle mechanics. What you're talking about is a full community project that would need to borrow liberally from mods like Oblivion XP. Unless you can get the support of the most prominent modders from Oblivion and Morrowind this will not work well. Some things to keep in mind include: world map reworking, trainer reworks and faction interaction. All of these games take place years apart, fighting imperial soldiers in Skyrim will not be well received in Cyrodil. I really hope that you decide to undertake this project; just be conscious of the conflicts with each game's integration.
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