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Kovarel

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Everything posted by Kovarel

  1. Here's an idea I posted in another topic but should be included here. Natural Fire - Fire should cause fire damage when it comes in contact with something. It should also melt frozen things unlike in the following example.
  2. Pullable/Pushable carts - Place stuff in a cart click on it and push/pull wherever you want to take it. Usable Grain Mill - Use it to turn raw materials into alchemy ingredients Usable Saw Mill - Cut logs then go chop them up for fire wood. Pre-cut logs should chop faster than others. Any other ides? Objective Projectiles - Make movable objects react more violently when hitting them with your weapon. So you slam your sword into a fruit bowl and it will then proceed to carom off a wall and slam an npc in the head. Objective projectiles should do a scalable amount of damage to any individual they hit.
  3. Hopefully this would just be a simple job of porting the NPC follow script to the PC then binding it to a key or console command. Of course I wouldn't expect automatic transitions to be possible but I would just like my character to follow others in the open world.
  4. I would play this mod. I would also like this to be included. Characters suffer fire damage upon walking over natural fires even if it's just low damage and if something frozen is on a fire, it melts.
  5. I would like to see a "naturally skilled" mod, and by natural I mean random. Some races start with better skills so they would be randomly allocated between say 5 and 50 for the skill tree they excel at and between 1 and 10 or some lower range for other skill sets. Then the total number of all skill upgrades could be capped and once you hit a certain point you just stop gaining any skills whatsoever. Tis true for both smithing and enchanting, smithing more-so because the insane smithing potions are more powerful plus gear can have smithing bonuses unlike enchanting. Quest rewards and unique items should be more powerful than generics. The special items also have lower gains through smithing which more greatly gimps them. There may be logical reasoning for this but the problem is it makes unique items pointless. If nothing else, then mod creatable display racks to show off all the worthless unique items that are collected. Ideally smithing and enchanting should be fixed to make special items better than generic ones. I believe Duke Patrick will fix the stamina issues when the construction kit is made available. Quoted for truth. Can be applied to any game though really.
  6. I have an uncontrollable urge to enter your home and "FUS-RO-DAH".
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