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Charming

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  1. So I got the idea about a week ago to make a character that used Rune spells as a main source of damage; basically a Rune Mage or Rune Warrior. The trouble, I quickly discovered, was that no one really did a lot with the rune spells besides increasing the number you could have available and/or the range at which you could cast them. So I was directed towards the CK and attempt to make the mod myself. Now, that being said, I've been tinkering around with the CK for a few hours and finally made a Rune mod that lowers the damage and cost of the spells, putting them on the novice level as far as spells go. I adjusted the range just slightly (added like 5ft) to give them more of an offensive use without the Rune Master perk being required but doesn't let you snipe with them. The changes are as follows: Fire Rune - Now does 13 damage for 22 magicka with the 1s duration damage for the fire (if I have it set right). Frost Rune - Now does 13 damage to health/stamina for 27 magicka. Lightning Rune - Now does 13 damage to health/magicka for 27 magicka. This is compared to Flames doing 9 points of damage for 13 magicka. This, to me, looks to be on par as far as damage goes as Flames would be doing 18 damage over 2 seconds and costing 26 magicka; slightly more damage for slightly more magicka over the course of two seconds. This sounds balanced to me, but if it isn't I would like to know. What I would also like is some thoughts on what modifiers to change in the CK for these spells to maybe increase the effectiveness of the Fire Rune for better raw damage without it becoming over powered and should I lower the magicka/stamina damage on the Lightning/Frost runes to half of what it is now? The goal is to make them more or less balanced with other Destruction damage spells like Firebolt (which the damage output to cost ration seems to be) and the like; keeping in mind that the Bolt spells are single target and the Runes are small AoE. Any thoughts/advice will be greatly appreciated.
  2. Bump. Finally got some days off work so I can start playing with the CK myself, but if anyone else out there is capable of throwing a mod like this together with relative ease please let me know. Even if you don't want to do it, if you could explain the steps I am willing to fumble around myself to do it. Any advice/help other than what has already been posted would be very much appreciated.
  3. That sounds like a solid idea. I'll play around with it and see what I can come up. I haven't really done much with the CK except watch a few tutorials. Is making it scale like I wanted viable for someone that's just starting to do stuff with the CK based on the players Destruction skill level? If so I will have like a month off of school/work to devote to testing and creating this myself.
  4. Sounds a lot like you'd be making a Mount & Blade variant out of Skyrim. I support this idea. Thinking of it, I haven't played MnB in... wow.. Years.
  5. So I've searched high and low for Rune mods and it seems like the only thing people have modded for Runes is the number that can be placed. That's all well and good but it doesn't fit what I'm looking for at all. What I would like is a mod that changes the way the cost/damage works. I'm wanting to make a "Rune Warrior" of sorts. Basically, Runes are his main source of damage. The problem starts very early when trying to do this with normal runes. The cost to cast them is extremely high, and just casting one drains your mana pool completely at the start of the game. What I would like is for a mod to lower the cost AS WELL lowering the damage, and have both scale with destruction skill or mana pool. I don't want them to be overpowered (meaning cost very little but still output high damage amounts); I just want to be able to use them as a main attack rather than just a one time trap spell or opener. Could this be done fairly easily? Edit: I just wanted to note that I don't mind only being able to cast one rune until Rune Master perk is unlocked.
  6. I assume the same way it did in Fable II? Hero could get pregnant and everything, continue adventuring, and eventually have a kid and carry on. Same type of deal I'd imagine.
  7. One other mod I'd like to see (didn't feel like starting a new topic so soon) would be one that lets your follower automatically mount their own horse if you have one. Kinda sucks having a mount and running off and leaving them.
  8. Ok so I've seen a lot of people using different sounds for in-game stuff, mainly voices. So I ask, would it be possible to make a mod that would allow your average Joe just load up up a mod to change sounds ranging from exploration music to battle music and even the voice of their characters? If this is too much, could I get someone to make a mod specifically for me that with these sounds changed to chosen files? The main issue I'm having is I love my Khajiit character but when she gets hit it's like she's coughing up a fur ball. Would just like that replaced with the elven sound or something. If the music can't be done I can at least live with the voice being changed. Any response would be appreciated.
  9. /signed Would also like to see these buggers actually traveling in packs on the roads between the major cities before and afterwards. They have trade caravans but I've only ever seen them outside a city wall, never actually traveling.
  10. Would like to see vampire powers reversed as well as the feeding needed reduced myself. It's a bit much to have to feed so often with what little gain you get from vamprisim. I might would actually give it a chance then. I honestly don't understand how starving yourself increases your power anyway. Vampires in lore are at their fool strength AFTER they feed, not when they've starved for four days.
  11. I looked through the last four pages and didn't see this mentioned (to my surprise, really). LoJack is pretty self explanatory. Companions and Horses should show up on the world map at least. If they can have their own color for the compass HUD (green for companion, orange for last horse your rode) great, but the main map would be great. Hopefully I'm not the only one who's had their horse run away when a dragon landed on them mid stride or had Lydia wonder off for no apparent reason other than having a random case of ADHD strike in the middle of a run through a forest. The "Get over here" bit is, unless I missed the key-binding in the game, something I'd really like to have. Pretty much an item (or if possible, a key bind in the options) that tells your companion, where ever they are at the time, to come to and follow you. I just recently started Trickster character (Illusion spells with stealth/archer for damage) to play around with, so obviously I sneak around a lot in dungeons and such. The problem however, as you all know, is that if you have a follower they become somewhat of a hassle to deal with. I'm constantly having to tell Lydia to wait, then doing my thing and running back to her then telling her to follow again. It only makes sense that I should just be able to whistle to signal her to come to me or something. Of course I could always travel solo but I honestly just like having a follower around, if only just for "Oh s***!" occasions. A separate "LoJack" would be nice to have for the horse you last rode on. Although they do appear at the stables when you fast travel, you just miss out on a lot of exploring when you do that. Personally I like the exploration (at least for now) and don't enjoy abusing fast travel. Not to mention for those that do enjoy it this would allow you to stock up on gear and load yourself down then just whistle for your horse to come to you when you're over-weight. Can this be done? Has it already been suggested? I did several searches for something like this to already be made but haven't found it yet. Hopefully it's in the works now.
  12. Then don't download the damn mod. /signed
  13. Companions are very lacking indeed. I would love to see your idea implemented, but from what I can tell the majority of people already think the game is far too easy, even on master difficulty and I think your idea would only decrease the difficulty. Also I've read a couple companion mod suggestions already, and to be honest all the ones I've read have my approval, including yours. Only thing I suggest is if someone does work on a mod for this, also work on something to increase the difficulty of the game overall. Maybe with the mod loaded, enemies hit harder and/or have higher hp. Something to make the challenge scale with the additions to the bulking of your help.
  14. I support this highly. After playing through the two Dragon Age story lines then coming to Skyrim, I am highly disappointed in the differences in companions. They never comment on anything and have very few dialogue options. I would take text comments without a voice if it produced more interaction than what we have currently. Personal story lines (side quests) would be amazing for companions, with comments from them and such about said quests. The more extensive the better but something as simple as "Go to this town and beat this guy up because he stole my pelt one time" would be satisfactory.
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