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MrLaxitive

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Everything posted by MrLaxitive

  1. Cursed enchantments? i thought it would be interesting for role play value/hardcore mode here are a few suggestions to get thing started 1. while equipped player cannot use spells 2. while equipped has mana slowly drained 3. while equipped diseases have much greater effect 4. while equipped health, mana, stam reduced 5. while equipped play has a chance to slip (rag doll) 6. while equipped player takes increased damage 7. when equipped cannot be unequipped unless removed by a priest (random quest priest? costs a lot?) 8. slowly drains health, mana, stam 9. while equipped while in combat will randomly heal a combatant 10. while equipped has a new random effect each day? (mostly negative) 11. hurts when used? 12. decreases chance of valuables dropping (aka money, ingots, gems, and magical items) 13. while equipped a skill is reduce by x ( for example heavy armorer reduce from 60 to 50) 14. when used damage varies between 1/10 of your normal damage to x5 15. buffs nearby enemy's 16. chance to drop (disarmed) when used 17. sneaking is impossible 18. increased chance of catching a disease (including the lore friendly thrassian plague and more) 19. take increased elemental damage 20. slowly lose gold
  2. when enemy's defeat you they don't kill you oh no much worse... they strip you of you of you s#*! and use it against you and they either leave you for dead or enslave you. it would be up to you to reclaim your stuff (be careful if you had op armor e and weapons' before imaging what they could do with them equipped) . would like to see enemy's make use of more types of poisons and enchant that are a b&@*$ to deal with even in late game ( like paralyze). in general I want common enemy's to be more threatening late game ( yes I have ued sands of time installed)
  3. i havnt been able to play skyrim since it got up dated. i have tried to update my skse files but my game still crashes when i attempt to launch it. has skse been updated or is somthing else going on?
  4. i would like to see mages (master or above) that when they get low on health and run that they pop a mana potion and based on their elementle type lay down rune traps and or summon a monster while running away.
  5. Modder keep making OP wepon,spell,armour mods, etc but the bosses in the game hardly get any love from the modding community. please modders give the bosses some love! make the fights more challanging/interesting! please dont only buff the bosses add phases and othe sweet upgrades!
  6. are their any mods that change the look of skyrim as the seasons change? would also like to see differnt things happening during differnt season ( for example bears are rare during winter but are agrresive during summer).
  7. can somone please make a mod that allows you to collect straw as an alternitive to buying it and perhaps have a small chance to gather an alchemy ingredient? also add a way to make glass instead of buying it?
  8. am i the only one thats finds the bosses lacking? can somone make fights with bosses more epic and difficult? i would like to see variying levels of difficultys available starting from "oh th that was fun" to " OH MY GOD WHY DID I CRANK IT UP TO MAX?!?!? I EFFING DIE IN SECONDS!"
  9. Cursed enchantments? i thought it would be interesting for role play value/hardcore mode here are a few suggestions to get thing started 1. while equipped player cannot use spells 2. while equipped has mana slowly drained 3. while equipped diseases have much greater effect 4. while equipped health, mana, stam reduced 5. while equipped play has a chance to slip (rag doll) 6. while equipped player takes increased damage 7. when equipped cannot be unequipped unless removed by a priest (random quest priest? costs a lot?) 8. slowly drains health, mana, stam 9. while equipped while in combat will randomly heal a combatant 10. while equipped has a new random effect each day? (mostly negative) 11. hurts when used? 12. decreases chance of valuables dropping (aka money, ingots, gems, and magical items) 13. while equipped a skill is reduce by x ( for example heavy armorer reduce from 60 to 50) 14. when used damage varies between 1/10 of your normal damage to x5 15. buffs nearby enemy's 16. chance to drop (disarmed) when used 17. sneaking is impossible 18. increased chance of catching a disease (including the lore friendly thrassian plague and more) 19. take increased elemental damage 20. slowly lose gold
  10. 1. children ideas A. children crow slowly over time B. once they reach adulthood their looks are a random combinations of traits from the parents ( and/or grand parents if they are in the game) with random occasional mutations. C. the children as they grow do more around the home D. mixed races/randomly chosen race( one of the parents race)? mixed races have unique ability's or none at all. 2. the next generation ideas (Ties into children) A. as your children grow you can "spend time" with them and pass on skills to an extent. and the more you do this the stronger they will be as adults. B. when they reach adulthood they will give you a few options 1. make them a follower 2. give them one of your homes to settle in. ( will lose ownership of house so be carful!) 3. make them an adventurer that you will see randomly. 4. send them away into the world (they wonder away and despawn permanently) 5. pass on your legacy and retire ( you start play as your child) and will have a few options to handle your old self. - retire to assigned house (will lose ownership) - dies (all spouses will travel to their old homes before marriage) C. when they grow up they will have a preferred skill ( just means they developed one on their own.) and higher level skills that you trained them in. 3. family life 1. as I mentioned earlier more for your children ( and spouse) to do around the house. 2. need more reasons to go home ( more random events etc.) 3. maternity behavior and need for spouse 4. need more rewarding things to do at home. thoughts?
  11. the only mod I found like this is dragonkiller cart se.but the mod author has neglected it and it has a ton of bugs. this mod idea is a great idea for role play!
  12. this has probebly been suggesed befor but ill say it anyway i would like to see - frost fall - I need - or realistic needs and diseases - pregnancy mods ( but more dialed down and with mixed breeds? I have more ideas for this if anyone is interested) and other such mods rolled into one and now for the + part you need to start off the game as a child of the race of you choice or random also it is possible to choose to - raised by birth family - abandoned somewhere - orphaned - adopted - etc would like to see a quest line in this child state that increases different skills based on player choice. when The "growing up" part is over you go through character creation again for your adult look. also to do a live another life sort of selection to see where you start off in skyrim based on what choices you made during you race selection and choices you made during the "growing up" quest. would like some thoughts on this. as I have no idea how to mod and do not have the time to, I would like to pass this off to the more talented among us. over all I want a SINGLE mod that touches all bases of making skyrim more immersive to play. I will add more ideas to this if any interest is taken.
  13. after killing varla the human hunter and having to choose weather or not to spare the girl( i spared her). i was sent to a dock area and am un able to progress any further. the girl is dead, the npcs all have nothing meaningful to say that advances the quest, and the boat is blocked off. any ideas?
  14. ok i have 2 suggestions 1. make Alduen and the reaper a challange (i always found them rather... dissapointing...) and add phases to the fights. 2. make named minor boss a challenge/look differnt.
  15. could some on make plant modles for the Rare curios plants? I can understand not finding them in the wild, but it would make sense to be able to "farm" them.
  16. i tried it buts not my style of hard. would make a mod if i knew how to :P
  17. lol its a long shot but mind adding my suggestions? also can you learn them as enchantments? your mod doesn't look bad, but im gonna wait till its a bit more polished and to see if its compatible with summermyst, Ordinator, apocalypse, and other commonly used mods. feel free to bounce ideas off me! i have no idea how to mod ( and no time to learn) so id at least like to hand my ideas off to someone else.
  18. i thought it would be interesting to have cursed(enchantment) items. all learable. here are a few suggestions to get thing started 1. while equipped player cannot use spells 2. while equipped has mana slowly drained 3. while equipped diseases have much greater effect 4. while equipped health, mana, stam reduced 5. while equipped play has a chance to slip (rag doll) 6. while equipped player takes increased damage 7. when equipped cannot be unequipped unless removed by a priest (random quest priest? costs a lot?) 8. slowly drains health, mana, stam 9. while equipped while in combat will randomly heal a combatant 10. while equipped has a new random effect each day? (mostly negative) 11. hurts when used? 12. decreases chance of valuables dropping (aka money, ingots, gems, and magical items) 13. while equipped a skill is reduce by x ( for example heavy armorer reduce from 60 to 50) 14. when used damage varies between 1/10 of your normal damage to x5 15. buffs nearby enemy's 16. chance to drop (disarmed) when used 17. sneaking is impossible 18. increased chance of catching a disease (including the lore friendly thrassian plague and more) 19. take increased elemental damage 20. slowly lose gold any takers?
  19. im looking for mods that make bosses (and mini bosses) almost op to the point i wanna rage quit ( i want the REALLY hard ) . i have already tried most if not all simmiler mods. ideas?
  20. ok i have been thinking of this for the past few days and since i have no talent when it comes to modding i thought i would hand it off to you guys. all i ask is that you keep me in the loop, let me have impute, and of couse put me in the credits. the whole concept is make playing as a straight up merchent with thats trying to become as big as or bigger than the east empire trading co. General idea - no fast travel - roads are more dangerous based on various factors ( must stay on road for quicker travel) - items cost more and sell for less in the beginning ( various factors ) - regional commodity's - merchants life quest line affected by the vanilla quest lines you have completed - upgrades cost a lot - as you deal in more expensive merchandise/further along you get danger increases - all followers/ caravanners are nonessential mod add ons maybe? - needs and diseases -frost fall -AFT -LOTDB - horse mod for followers? - land lord Quests -change base on choices made skyrim quest lines and other mods -east empire compony will hate you by the end -more to come MERCENARY TYPES/COST/protection protection rated 1-10 per week pay 10- 300 types: mage, healer, thug, scout, archer, regional guide, bard, druid, muscle, knight, spell sword, barbarian, soldier , etc stage 1 Walking merchant - prone to being attacked by highway men/woman and occasional bandit raid - travel types (as of stage 1) each have pros and cons a. walking ( speed 1, danger 3, cost 0) b. Caravan ( speed 1, danger 1, cost 50) c. carriage ( speed 3, danger 2, cost depends on destination) - very limited carry space stage 2 hand cart merchant -hand cart low durability - upgrades/hirelings A. the hand cart Expands carry space a little B. Chest on hand cart ( carry space more) C. essentials side rack ( for frost fall/ camping mod stuff) D. +1 hirable mercenary -travel types A. solo ( if fully upgraded) ( speed 2, danger 2, cost free) B. caravan (Same as stage 1) MERCENARY TYPES/COST/protection -protection rated 1-10 -per week pay 10- 300 -types: mage, healer, thug, scout, archer, regional guide, bard, druid, muscle, knight, spell sword, barbarian, soldier , etc -have to renew contract monthly ( will approach you about it) stage 3 Horses adds speed - hand cart low durability A. durability upgrade - can attach horse to hand cart? - +1 hirable merc - can form caravan A. +2 merchants (may ask /be asked to join) (costs vary) B. have chance to be raided by non friendly factions Merchants - types: black smith, herbalist, alchemist, mage scholar, etc - can leave caravan when you arrive at city/ town - offers benefits to have in party stage 4 carrage -Carriage (must get rid of hand cart) A. adds ability to be hired to transport npcs B. upgrades 1.chests adds more space for inv 2. Campers upgrade 3 +1 crafting station -Merc upgrade 1.horses -+1 merc -+1 merch stage 5 merchants guild -found merchants guild ( must be a thane) A. can purchase a guild hall in a hold you are thane of ( can only build 5 property's and only in friendly area aka stuff like civil war must chose a side) B. can recruit and form npc caravans C. costs to keep property's per month D each hold provides a unique benefit to build in E. Employee pay chest F. guild leader ( you) cut chest - +1 merc/and merch - Carriage upgrades A. +1 crafting station B. defensive upgrades - east empire co can try to "get rid of" competition stage 6 The sea - Can purchase a ship A. can be used to travel to various ports B. Deep sea fishing? (unique ingredient's and items) C pirate/ non friendly faction raids *cough* east empire *cough* D. must hire crew again must pay monthly - I need ideas for the ship - Carriage upgrade A. becomes personal "Home on the road" B. +1 crafting station C. Further space upgrades -+1merc/merch More to come on monday
  21. i am looking for more immersion than just sitting at a stall. i want to be a traveling merchent (no fast travel). Imperial male while moraly grey he is not evil. he will follow the ferengi 285 rules of acqusisittion (ajusted for the elderscrolls). he will aviod violence when he can but will jump at the oppertunity to acquire rare artifacts often hiring mercenries to help him to do so ( gonna need a ufo type mod). he will do anything to grow his buissness and pristige, weather it be acquiering titles or stealing from orphans. types of mods I am looking for 1. a mod where you pull a cart from place to place but can buy a horse and carriage sort of deal and upgrade it to make it a "home on the road" 2. mods that make to roads of skyrim more alive ( for good or ill) 3. ufo type mod ( its not on sse nexus) 4. more mercenary mods ( nonessential) 5. and mods that in general make playing as a Traveling merchant more immersive
  22. i want to roleplay as a traveling merchant and i am looking for decent mods what i am looking for specificly is: a drivable carrage/cart mods mods that requier you to buy them/earn them through a difficult quest line, trade route mods, caravan mods, and mods that make this play style more immersive.
  23. i am still having trouble downloading nmm it gets to my download file and when i click on it absolutly nothing happens. i cannot instal it at all whats up?
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