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voidgenesis

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  1. I am interested to get into skyrim modding and have a concept that is modest in essence but ambitious in scope. When I replay skyrim the thing that annoys me the most is remembering where the enemies are in every dungeon, so as you explore you know there is going to be someone sitting in a chair around the corner etc. It takes all the fun and suspense out of completing quests for me. The simplest solution seems to be to simply move the enemies into new locations and maybe mess with their numbers and levels a little. Nothing game changing, but just enough to keep you on your toes. My question is- can this be done with the current modding tools? I imagine I will be going into the levelled actor lists and changing the locations and patrolling behaviour of all the NPCs. A huge job I understand, but I enjoy getting into a rhythm with this kind of work. Can these original vanilla enemy spawns lists be modified? Can it be done more efficiently by editing the relevant files themselves rather than slower process of dragging of NPC locations around in the creation kit? Could the process be partially automated/randomised to speed it up (then just play through each dungeon to fix any glaring problems). From my perspective the ideal would be to have multiple sets of this mod, so every time you started a new game you could have a fresher experience and never know exactly what was waiting behind every door and corner.
  2. Thanks for the suggestion but it isn't exactly what I was looking for. My main idea was when you are doing a quest for the 100th time you will run into similar enemies, but their exact location inside the area will change. Would this require recoding the spawn lists manually for all locations? I want to go back to the feeling of anticipating being surprised by an enemy and needing to be aware of the environment as I explore.
  3. I love skyrim but I am finding it impossible to enjoy replaying, almost solely due to the fact that I easily remember where every enemy is lurking in every area. The radiant spawns in the open world are ok, but I would love to pop into a dungeon and be surprised by a different enemy hiding in a different location. Avoiding having the enemies conveniently scattered just out of earshot from each other could be fun also, as would occasionally going through a door to find five angry bandits looking at you on the other side. It could add some great unexpected challenge, and the occasional need to backpeddle and run away in some areas. Would this be a huge job?
  4. I am in the same boat, but I am incorporating a number of extra quest and gameplay mods, including the amazing vilja follower mod (best one I have seen). I am trying to take my time and not grind skills or rush stories this time around, so I am planning take each day at a time. I was going to do the civil war first, but other quests have gotten in the way. That is the best thing about skyrim- it allows you to really get into your characters emerging story and respond to opportunities as they arise. I will get involved in the dawnguard and dragonborn stories when it seems reasonable to want to do so.
  5. I had an idea for an endless random quest that simply chooses a next quest objective at random from all the existing quests in Skyrim (and hopefully a whole lot of absurd and bizarro options as well). Would this be easy to put together?
  6. To mix it up on a skyrim replay I was pondering the viabiility of playing a tank like character (heavy armor/flesh spells/shield) who uses cloak spells (flame/frost/lightning/ebony mail) to do damage while turtling/blocking/healing with restoration. I think there is a mod that allows you to add elemental cloaks to armor as an enchantment as well that could be interesting. Flame cloak can be grabbed early in the game from the unfortunate college student who burnt themselves on the northern coast of skyrim. Has anyone tried this before? Is it fun and/or viable?
  7. One thing I noticed playing fallout 3, I played through once as a certain type of character, finished the main quest, and had many unexplored regions and quests left to go back and do. I tried a new character playthrough in a different style and it just didn't feel right- I kept remembering my original character. That experience felt so real that to replay felt really fake. Maybe the trick with skyrim is that none of the quests are all that emotionally satisfying. They give you a taste but don't really finish the job. Hence it is easy to come back looking for more....
  8. Great to see I am not the only one. Maybe I should give Morrowind a go some time. The mods and the idea of playing is definitely a big part of it compared to the reality of playing. I think I probably spend more time on the forums/nexus than playing some weeks.
  9. So here I am, having just played farcry 3 through and I was amazed at the gameplay and the strength of the story and characters, and I'm halfway through sleeping dogs, and likewise finding so many aspects where I find myself thinking "this is so much better than skyrim". I even did a recent quick playthrough on skyrim where everyone was non-essential (thanks mods) and it was such a relief to stab everyone in the back, and it made me realise how little I liked the characters in the game. And yet.....I still find myself wanting to go back, try out another mod, try out the DLCs (haven't tried any of them yet). So the question is why? What is it about skyrim that makes it so replayable? Am I just lazy and enjoy playing it because I don't have to think very hard or struggle with unfamiliar controls? Curious to see if other people are in the same boat.......
  10. I was actually planning on using the psijic adventurer mod where you need to kill a wandering psijic monk to steal his robes......the "justice" part of it is purely tongue in cheek, more like a delusion on the part of my character from a role playing perspective.
  11. I am looking at restarting a skyrim game with a character who takes on the role of a psijic monk who travels around skyrim dishing out ironic and poetic justice to those who deserve it. A crucial tool will be to make all NPCs killable (several mods to choose from, massacre in skyrim suits best) Another is the mark and recall spell MRN teleport to allow me to move NPCs where I want them to go without them being followers. Are there any good mods to allow me to force anyone to become my follower as well as an alternative? This should allow me to get NPCs to face off against each other due to my manipulation. Before I get into this does anyone have any other thoughts? Nasty NPCs I should avoid killing too quickly so I don't miss out on a shot at someone else horrid? Other mods I should consider including. Pairings of NPCs or ironic methods for NPCs to die? Plain old beheading/incineration are too easy. I want to take them to a place and use a creative method befitting their crimes. Thanks for reading
  12. The time scale of the game is at best *cough* unrealistic. I would add this mostly for game play because even mods designed to make the game harder at high level don't seem to be enough for me to keep the game challenging.
  13. An idea to make the late game more challenging (I find it a bit lame even with ASIS and unlevelled skyrim on master). After level 40 every time you level up you have to choose to ***REDUCE**** either your magicka, health or stamina by 10 points. This simulates the dovahkiin growing old and eventually dying (sometime around level 81 you would become very fragile). This way you have a limited amount of time available to complete your quests. Late game enchanting/smithing/alchemy loops actually become essential to stay strong. 100% magic school reduction would be necessary to be able to cast any advanced spells. It also means the player would be punished for power levelling eventually. Would this be codeable with the tools available? Would it be fun to play?
  14. I often find the vein will respawn visually but not be mine-able. To fix this exit the mine then re-enter-bingo: the vein can now be mined.
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