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Everything posted by markotercon
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I "partly" agree on the Skaal effect, but as it is is the only directed magic attack which can be performed in melee as far as I know... The stones idea is actually good, it would be awesome if it would be included in an "advancement" scheme, for example: You join the College of Winterhold and Mirabelle gives you your first stone along with the apprentice clothes (light stone). You finish First Lessons and you gain a defensive stone from Tolfdir... You finish Saarthal and you get the "turret" stone from Archmage Aren. This could be implemented along the entirety of the CoW questline as well some rare stones could be found on certain enemies, dragons, on certain quest (Apprentice quests in CoW...). In short you favorite the stone and you get the effect on the staff. This could work too. As for the blade/staff I think that there is no need for that. We must remember that a mod should be kept simple and adding such a weapon would require a lot of resources as well as one for every metal type, loot lists, leveling lists, blacksmithing... you get the idea. It can be offered by another mod, sure, but I would love to see first a mod which benefits all staves from all mods without much complications or a complex mechanic. I think the mod should avoid crafting as much as possible since smithing is not a mage skill nor can we expect on any character that the player will invest in blacksmithing, it somehow ruins the fun. Progressive yes, unlockable yes, but not craftable.
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I have used the mod cited above but I have found it clunky, I think there should be simply a hotkey to switch from melee to caster mode without any added fuss. I have found that the more variables there are the more crashy a mode becomes. A reason why I begun to like the Unlimited Grip since one hothey and here you go, two handed time or viceversa. The mod, as I see it should be all about simplicity. You have a staff, any staff, you have a hotkey and when in melee it acts as a two handed weapon, in caster mode is the regular staff. Special abilities should be introduced via powers or spells. For example want the staff to become a turret and autocast the spell it has just activate the power and here you go. No fuss, no stress. The turret thing came to my mid when I was engaged in multiple combats and I had to fire a lot of spells but I was itching to have the staff of Yrrikk just there in my backpack. How awesome would be to drop it down and see it fire lightning bolts around while I use my hands for spells and so on. Same with a Staff of the Familiar, drop down and see the familiar being summoned, one by one as they die or the charge runs out... In the end the block effect is simply a block, hopefully it should be something magical like a ward but even the basic block is great when an orc bandit with a twohander comes at you. I have seen the humble torch save my arse several times with a timely block, same goes for the dagger but eventually the staff is the weapon of choice for a mage. The powers I would love to see are the following: - the "turret" power where the staff stands upright and fires its spell on auto (the soul gem trap script with all spells for staves) - the blast power, when the player invokes the power of the staff for an aoe Unrelenting Force of diminished magnitude. It has to stagger, not to kill, perhaps even push the enemies a step back. - the conjure power, where you conjure up your staff, maybe even summon something else alongside it - the blink power, when you block you have a random chance to blink a few steps away from your attacker - the teleport power, where you place your staff somewhere and you can teleport back (useful when exploring vast places or tactically making a trap (place the runes, and then teleport back), - the bloodskaal power, it is nice, it is magical and when you power attack the effect plays (I use the mod for the skaal enchantment, awesome indeed) - the light power, a simple Magelight effect which consumes one charge of your staff - impale, a power which throws your staff at your enemy and impales them (ice spike effect) and explodes for a massive damage using all the charge in the weapon All this would be balanced by the amount of the charge in the staff. Low level staves have few charges while as you progress in enchantment or you gain more powerful staves the staff comes to life as a real wizard's tool. All in all not a complex mod since I have seen a lot of similar effects across Nexus but it would require a script guru to make it work. I thing that such a mod would be one of the must have ones should it be implemented right.
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Greetings, as the title says I (and I think most of us diehard mages out there) would like to see a mod which enhances the use of the only true friend of a mage, his staff. Skyrim has a wealth of different staves and in Dragonborn we can even craft and enchant them but as it is the use of the staves is rather underwhelming nowadays, isn't it? I open this topic in order to hear more from the community on what a staff mod should entail, which features should be included and true to the purpose of this board gather enough feedback to draw one of the script and modding gods down here and make our wishes true. So without further a due: When one hears the words magic staff the first thing that comes to mind is the image of the classic implement of any worthy mage, his staff, the iconic implement of this class and profession. Gandalf is defined by his staff and the popular image of a wizard is the old bearded guy who casts spells from his walking stick, form his personal staff. Usually this staves have a lot of features and do not only serve as a spell shooter, lets take a look on some: - close combat weapon, indeed the staff is first and foremost the only cc weapon that a mage has on his person, - illumination, yp, remember Gandalf when he illuminated the dwarven kingdom halls for the fellowship... well I want to do the same, - spell implement, a staff should not only store a powerful spell but have even other functions such as an arcane way to blast people around or to store various spells I have found the staff use best presented in Kingdoms of Amalur since it was really an iconic and visually strong vibe for any magic character... Now in terms of Skyrim here are some of the ideas I would love to see someday in a mage staff mod: - Magelight casted on whim, using the charge of the weapon along to its main stored spell - hotkey to make the staff a two handed weapon with hammer stats and using the same perks - "push" effect which is an AOE and staggers for a second the attackers (remember Gandalf) - a spell which places the staff upright on a spot and then functions as the classic soul gem trap (aka shooting around like a turret) - a spell which allows us to conjure our staff from thin air (nothing beats the cool factor of a mage summoning things) - a MCM talent tree (to avoid perk collision with other mods aka SkyRE) which focuses on staff combat and unlocks the following things: Rod of Defense (when the staff is used in melee mode it casts a Ward effect of lesser magnitude)Nordic Magic (when you power attack with your staff the Bloodskaal effect takes place)Soul Leech (top level, the basic spell stored in your staff increases in magnitude with the souls taken from the slain enemies (Soul Trap effect which charges the staff and increases by a % the spell, any spell)Wizard's Best friend (when you block with your staff in melee mode you blink in a random direction)I know, it has the potential to be a complex mod but not only it would allow any mage to actually have a use for his staves (since mod added spells beat almost any vanilla spell and spell staff) but it would also play to the character of the class. I agree that not all features should be accessible from the moment you install the mod but the player should earn them (perhaps find a book on staff combat, complete a quest) if nothing else by using the staff an x times in order to unlock "perks" in the MCM menu. Mine are just the basic suggestions for a staff mod. I am confident that in a few days the topic will be filled with awesome suggestions and I would really love to see a mod guru to take the job. Now... a personal wish of mine. In line with the Lilacor mod I would love to see a talking staff (does not get more magic than that), a soul of a mage which switches from staff to staff as we find new staves in our adventures. In technical terms the mod would necessitate of a hotkey to switch from caster to melee mode, a MCM perk tree and the balancing of the effects. I doubt that it would conflict with other mods since the staves are almost untouched here on Nexus. If indeed a voice is given then it would ofc. require some voice acting. PS: to add the fun factor offer a very rare, 1% chance that when you strike your target with your staff be it in melee or with the stored spell the target is polymorphed into a chicken or a goat for 10 seconds. In short a very rare and very fun effect when it strikes (potentially a lifesaver too).
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I don't know if it is viable but some house modes already include a moving component so I wondered if it is possible to make a toned down Numidium, a sort of huge Dwemer Centurion that has a player home inside. The external graphics can be simply that of a Centurion while the inside should be the classic Dwemer theme, bar the stone walls. I would find such a house very interesting especially if it provides the player a chance to control (aka become) the walking automaton in this case. In short a walking, mobile player home with a strong dwemer and technological theme.
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I have used both Necorplague and Chantrax as well as the Disease spells fom Forgotten Magic, I liked the concept and I am looking for more spells like that. The benefit of a DoT spell is that rewards a clever player, you place the damage spell on your foe and than you can move around and focus on other things (like running away) while still some damage is inflicted. What troubled me was that the conditional "casting a spell" came rarely in play since most enemy mages did not last that long and I favored the "death" conditional much more. And worry not, I have tested Apocalypse, Thunderchild and if i would not be for Requiem I would give a proper try to Dwemerverse (just consoled some spells back than), though Requiem is quite hostile to any magic mods out there. And I love the new dremora, it should be fun to play with them, especially since Conjuration is my favorite school. Now you stated clearly that you want the main schools clearly defined and I respect that, allowing a character to focus on a single type of magic skill while still being "capable" to deal with any foe, On the other side I would love you to make a sort of "Cantrip" school with minor magic effects that are more utilitarian in nature than related to any specific school. Available at Novice level so any mage can have them and with the clear purpose of easing a caster's life and focusing on the portrayal of the classic wizard and all. For example: - Sleep, for 1-2 seconds the target falls asleep, every damage breaks the spell. - Wizard's Staff - Familiar, you summon a tiny creature that provides you with an x bonus and it is permanent until unsummoned (butterfly, rabbit, skeever... tiny things) - Spell Tome, you conjure your spell tome for a limited amount of time (book reading animation) during this time your magicka regen is boosted for 100%... unusable in combat (regeneration between fights, a standard animation for our character to read a magic tome, something fun all in all) - Servant; you are able to summon your ghostly butler who will carry your things and give you something to eat and drink (a non combat summon with an inventory) - Meditation (once per day power, you use the meditate animation for x seconds, done that the next spell you cast is free to cast) - Conjure Bed, you are able to summon a magic bed (all survival mods have a sleep roll somewhere, so why not give a wizard the option to sleep a bit more comfortably) - Magic Finger, a touch spell that drains some magicka, once per day Just some ideas.
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I think you have mistaken my suggestions for a wish after easy gameplay. I play Requiem, SkyRe is still an easy thing and thus everything counts. On a side note I come from the old school of RPG; PnP even with Dungeons&Dragons so I am used to extensive magic spells. I still think that the template for magic spells in Baldur's Gate is a great way to create a magic system. In shot I want more "magic" in a magic class. The staff element is there because I thought how cool it would be to summon your own staff out of thin air like a mage should do, If it is effective and how it works or scales in damage is a thing I dare not to presume for i have no experience with modding and the difficulties related to that, hence I respect a modder. The point on food and shelter conjured is not a way to "break" the immersion mods but to give a way for a magic character to be exactly that, a magic user, Magic is used for all kinds of feats and unnatural achievements so why not be able to summon a loaf of bread as a mage. I really doubt that this would be "gamebreaking" but it would sure provide a strong magic feel to our character we play, and here is all about the feel of being magic users. On the Polymorph effect, speaking as a Requiem user even three seconds can save your life, a lot of times especially if you play with default settings and it hardly breaks the game since even a lowly bandit can kill you with a single swing of his sword and you face usually at least three of them. It is a calculated choice, how much magicka I am willing to invest in defense and how much in offence, but you cannot spam both. So at best one could cast once the spell and hope that you have enough magicka to kill off the bandit that remains. About the weapon speed spell, duly noted, problems with scaling, understood. I imagine that making a balanced magic system and mod is a great feat on its own, I would not dare to argue here. Horde, the original was good (though beggars in rags had little of zombie in them), but I was thinking something fun, like a horde of rabbits or chicken that attack your enemies in blood lust. A fun thing mostly. Monty Python reference. In short it is not about being OP but simply to feel like a proper wizard, a magic user with numerous and interesting magic spells, nothing more than that. No need to make them all combat viable, transportation, support, crowd control and summons, all this works great and allows a number of solutions to the numerous problems out there in Skyrim. Again some tips: - Holy Nova spell, an Aoe, short time cast spell with minimal damage but with nasty collateral effects. The Restoration school is often overlooked past the Heals and everything that makes it viable is good in my books. The effects could be several, heal friend, harm foe, + damage to undead and daedra... Novice or Master... matters not but a quick and offensive AOE in Restoration would be great indeed. Again low damage but a number of side effects. - Disease: Damage over time in the Restoration school, spreads when an effect/action happens (death, wound, hit... no ideas here). Low damage initially but high damage later one. It would reward a player to think in advance and spread it in a proper way across the foes. The trick would be the low damage in the start and high damage in the end, so you have to know which target you hit first and which last, and try to run the full course of the spell. (WoW Warlock) - Dance... like the magic flute hero, you force your enemies do dance until exauhstion. Master level, Aoe.,,, the true reward for a Bard player. Dont know if it is viable though. Humanoids only. - Spellfrenzy ... you enter in a controlled frenzy, the cast time diminishes by half but the spell cost increases by half. The I kill you with magic button. - Skulltrap ... you conjure a Skull on the ground which explodes when the enemies are nearby or after 30 seconds. A more fun rune spell, perhaps magic damage only and not an elemental one. - Army of Souls .., for the cost of a fllled soul gem you unleash an army of soulbroken ghosts upon your enemy. With every attack on the living they drain some life force and prolong their existance in the real world. On base the spell should have a very limited duration but with every foe slain by the ghosts the duration increases by a tiny fraction, noticable sure, but not so big to make it an almost permanent army. Ritual spell... - Gout of Acid... a spell that bathes your enemies in acid (poison) which eats them alive. - Acid Arrow... a spell that inflicts a low basic damage but has a duration of x seconds, During this time the enemy suffers some damage every few seconds as long as the spell is active. - Spectre, the caster places his soul in the Oblivion and for a limited amount of time he is a ghost. During this time the enemies do not detect him and nor attack him, leaving the caster free to explore. When the spell ends the caster is teleported back to the place where he cast the spell. A longer ghostwalk but without offensive elements. A tool to scout, to plan and to use brain. A mage is supposed to be a clever person and information is key to him. OFc, every interaction would break the spell. - Animate Weapon, you conjure an animated weapon that would fight at your side. Like a summon spell but instead of a creature, you summon a blade (granted the actor wielding it would be probably invisible). Or even better, you drop a weapon on the ground and you cast a spell that would animate it. Placing it in the inventory of an actor which fights at your side. Very low duration. But fun, especially if you drop an enchanted weapon... Imagine the fun and the utility. All those weapons we gather around would be actually useful to a mage, be it a lowly dagger or a mighty greatsword. - The Alinor Bow: from your hand you fire a host of arrows. Limited duration, machine gun thing, high level, high cost. Concentration spell. More when I get some ideas, afterall you asked of us to brainstorm.
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I agree wit you about the stunlock effect that the curses would do. On the other side a timed (5-10 seconds) long Polymorph effect at Novice level would be a great life saver in many cases. Being a low level and playing with Requiem you learn that the undead are fearsome and even a basic bandit can be a dire challenge. A way to remove one from the fight, even for a very very limited time (5-10 Seconds, varying on level) would make life so much easier. Not only it will allow a mage player to crowd control his foes but it will also provide the tool for many fun experiments. Provided that is universal (no need to do dragon though). So far I like Alteration a lot, good work. As my suggestions go I will repeat the ones from my post on Apocalypse: - A way to increase weapon speed for a limited amount of seconds without having the need to know the Shout, not all of us play every time as Dragonborn. Great for Spellswords, Battlemages... - A way to conjure food, let it be a sweetroll or a beef stew, matters not, but due to the amount of survivalist mods why not give to a mage the option to summon a loaf of bread and some water... - Conjure a Planar Shelter, a tiny dimensional home with a translucent bed and basic stations. Afterall the Guards ask us to conjure a bed :) Again superb for survival mods. - Add a tiny Familiar creature, a butterfly, a rabbit, something non hostile but with a permanent buff to the player as long as it is summoned. Please oh please, give us the options to summon the Nocturnal ravens on our shoulders... it would be SO AWESOME... and useful too if you give the Familiar perhaps a +10% magicka regen or something similar. - Conjure Staff... we have swords, we have axes and we have bows, but we are mages, we do not need this things, let us summon a wizard staff that would scale in level and benefit from the Conjuration perks. Lightning attack or something equally sinister would be superb. Though I think Drain Life would be a bit OP... your call if it is viable. - Horde, yeah, a summoning spell that would allow us to call a horde of expendable and gruesome things, bloodlusted rabbits would do great... M.Python reference...