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Nexus Mods Profile

  1. Ok, so I redone the class to simplify it and balance it out, thanks to some good people on xcom2mods SquaddieGrapple - 2 turns CD, costs 1 APRecharging - the next Hunker Down offers 2-3 shields. Can stack to a maximum of 5 shields. ( no CD, 1 AP) Daredevil tree 1) Grab'n'Grapple (active) The Vanguard can now use their grapple to move anywhere near a squadmate or an enemy, not only high locations. They can now also Grab, using the grapple to pick up loot and pull squadmates or Advent to them. (Grab used on enemies works off the Aim stat. POTENTIAL: grab can be used on fallen/unconscious enemies). 2) Uncanny (passive) Vipers and shieldbearers have a low chance to panic when the Vanguard uses thier abilities. (a very low chance, maybe 10%-15?, enough that it happens from time to time and it's worthwhile). 3) Overhand (active) Places the Vanguard in an reaction-Overwatch like state, in which it tries to grapple an enemy instead of shooting at it. If the grapple is successful, the turn of the grabbed enemy is finished. (based off Aim with a -5 Aim penalty, 3 turns CD) 4) Switch'n'bait (active) The Vanguard marks squadmates in a (very) narrow cone. The next attack against a marked squadmate will cause a reaction pull, leaving a hologram in their place. Hologram explodes upon destruction. (6 turn CD, ends turn). 5) Medusa (passive) Successfully pulling an Advent to you or grappling near any enemy does guaranteed damage to them (2-6 dmg)and applies contagious poison to them.Shield Nova now also deals damage. (1-3 Damage).(Poison has a 33% chance of spreading on a 3-tile radius each turn) 6) Hopper (active) The next grab/grapple usage doesn't trigger CD, costs no AP and doesn't end the turn. (5 turns CD) Shocker tree 1) Shield Nova (active) The Vanguard temporarily (2 turns) gives teammates and permanently gives themselves 1 armor and 2 shields. (7 tiles radius; 1 use per mission). Ends turn and breaks concealment. 2) Omens (passive) The Vanguard receives Aim and Crit for each Viper and Shieldbearer the squad sees. 3) Teslateeth (active) The Vanguard discharges their shield into the ground, forming a fire wall throughout the next turns. Units passing through the wall take burning damage. (Cannot be placed on top of enemies. The length depends on the armor from which the Vanguard draws power ). 4) Teslacage (active) The Vanguard slams the ground, raising a forcefield. All units caught within the force field can not move out from it and cannot attack or be attacked from the outside. (3x3 square, 6 turns CD, ends turn; *-it probably cannot prevent teleportation abilities. Places the Vanguard in a Recharging hunker down). 5) Atlas (active) The Vanguard overcharges, becoming high cover for adjacent units, destroying obstacles and becoming immune to environmental perils. Cannot attack or be attacked. Shields and ammo are depleted. (lasts through 1 enemy turn, 4 turns CD). 6) Reflector (passive) First attack made each turn against the Vanguard has a chance to be redirected to the enemy, if successful. (maybe a flat ~80% chance?)
  2. Well, class mod request, guess this gets asked a lot. But here's the concept. The Vanguard is a battlefield innovator, learning from the enemy and turning his tactics against him. Base abilities: Grapple - standard Fetch loot - use grapple to fetch loot in running distance (12 tiles/w/e) - 1 AP. Recharging - Causes the next Hunker Down to generate 2-3 shield. 2 Turn cooldown. Shields above 5 disable this ability. Costs 1 AP. (Vanguard has a somewhat lower starting defense - forcing AI to take more shots on him, make his presence as a tank meaningful and riskier, -12 Defense, lower aim - making the usage of his abilities essential, and to balance some of them out a bit, -10 Aim; he has a +15 dodge +1 HP, for balancing purposes) Defender Skirmisher 1 Teslashot - Get Over Here! 2 Shield boost - Knock-knock 3 Atlas - Medusa 4 Bait'n'switch - Missdirection 5 Blood magic - Switch'n'bait 6 Immovable force - Unstoppable object Defender Teslashot (Active) The Vanguard drains his remaining shield completely and sends the energy in a line, dealing damage equal to the amount of shield drained. Guaranteed to hit, ignores armor and cover. Disorients nearby enemies. (2 Turn CD - disorients enemies in a 2 tile radius from those hit by the ability) Shield boost (Active) The Vanguard looses his shield temporarely to give a shield boost to nearby allies. Original shields restored after 1 turn. (Ability can only work if the Vanguard has at least 1 Shield. The shields of allies last for 5 turns if not destroyed. + 3 Shields to allies. Radius 10 tiles. 5 turns cooldown) Atlas (Active) The Vanguard overcharges his shield, gaining a defensive buff (3 additional armor + 10 defense + 15 dodge) and becoming high cover for adjecent units. Shots fired at the Vanguard or an adjecent unit have a chance to be reflected back at the attacker.(if an enemy attack misses, it can reflect back to the enemy on the original hit chance of the attack). Vanguard remains immobile, but can use abilities. (Except Grapple and Knock-knock). Bait'n'Switch (Passive) Attacks on the Vanguard will cause an able squadmate (including squadsight sharpshooters) to take a reactionary fire against the enemy. Blood Magic (Active) The Vanguard loses half of his remaining HP, transfering it to shields, whilst also gaining half of that amount as armor. ( Max. 7 shield and 3 armor, costs 0 AP. 1 turn CD). Immovable force (Passive) Non-fatal critical shots or damage done below 50% HP will cause the Vanguard to taunt all enemies in range, causing them to lose some will to fight, potentially panicking. (-10 will, - 5 aim, enemies have a chance to panick based on Vanguard's hit chance) Skirmisher Get over here! (Active) The Vanguard uses his hook to pull enemies to him, guaranteed to hit, butting them with the gun on arrival, disorientating, potentially stunning them. The V can only move for 1 AP after this ability. (stun chance = main attack crit chance calculated in melee range; headbutt damage = 50-75% of Vanguard total hp - total, not remaining. 2 turn CD, guaranteed disorient. does not work on riftkeepers, sectopods, mecs, will work on mutons, berserkers). Can be used to pull squadmates (including unconscious, bleedout etc. - ends turn if used on squadmate). Does not break concealment. Knock-knock (Active) The Vanguard lunges at an enemy, dealing guaranteed melee damage (60-75% of total HP) on arrival and sticking a delayed grenade to the enemy, which will explode at the end of the enemy's next turn. Cost no action ( 5 turns CD. The grenade is either a copy of the one equiped, or the default one if none is equipped, works on all). Normal grapple now works on squadmates. (The vanguard can grapple on adjacent tiles near squadmates.) Medusa (Passive) All abilities now poison the enemies and offer a temporary Dodge boost. The poison can spread between organic enemies. Recharging now generates 3-4 shields. (poison has a 70% change to spread in 2 tiles, and 100% chance to spread on 5 tiles upon death - squadmates don't get poisoned). Missdirection (Passive) Holding them in place with the grapple, enemies adjacent to the Vanguard will be unable to move as he/she will try to use them as living shields. (Warning, caught enemies can fire, but with a Suppression aim debuff.) (flat 80% chance that if an attack hits the vanguard, it transfers the damage to an adjecent enemy instead.) Switch'n'bait (Active) The Vanguard marks squadmates in a (very) narrow cone. The next shot against a marked squadmate will cause a reaction pull, leaving a hologram in his place. Hologram explodes upon destruction. (One use per mission. Can only work if there is free cover right of the Vanguard. Hologram has total HP of pulled squadmate. Hologram lasts through 2 turns, then explodes. Explosion mimics grenade equipped by the Vanguard or otherwise the default grenade) Unstoppable object (Passive) Kills done immediately by an abilility refund the action point, cancel the cooldown on said ability and add one shield. Anybody interested? I imagine there's a bit of work done, but similar abilities exist already in game or DLCs, so they should all be feasible.
  3. Hello. A "quick" question... I'm currently using Immersive Creatures and Warzone2015 and I've decided to also install Immersive Patrols, Monster Mod Lore Version and Extended Encounters because so far nothing broke my game. Before actually installing those and proceeding any further, I checked for compatibility and they claim to all be compatible with everything else, even though they all modify the leveled list. Is this so? Do I need to combine the mods somehow to ensure they all spawn? Thank you for your time!
  4. Whiterun should be a smoldering crater, for one big reason: Dragonsreach. Dragonsreach is a huge insult to dragons, it would be the first place Alduin would drop a huge meteorite if he could. There should be Alduin's throne also, for the same reason. Maybe all the Whiterun citizens would be soulless zombies in chains, whipped around by Dragonpriests or Dragon worshipers, in any case, tormented forever in limbo.
  5. Although it will not end up looking exactly like this, I believe you can actually put together something close to this by combining pieces from different armor mods...
  6. I am grateful for your reply. To respond to some of your points... The wedding and Cicero going for the Emperor would happen after you "Destroy the Dark Brotherhood". It is thought like this because I figured those scenes would be harder to script, hence could be added in a patch later. The main mod would just allow you to roleplay being "good" whilst still getting to play some DB quests, until the Amaud part... The wedding and emperor part are just "trying my luck" on my part with the ideas/request, but I don't see them being essential. That is also why Cicero would be the one assassinating the Emperor, he's the only one left (well, and Babette, but maybe she's the one trying to sabotage the wedding, and the way you could foil her attempt is: if you're observant, you'll see blending in with the other children present at the wedding, if you catch her in your crosshair her name will appear. You can go to her, dialogue her and tell her "Babette, with all the guards around, and me knowing who you are, this won't end well for you. Leave while I still allow you, and I better never see you around." And then maybe she casts a poison on you and leaves, but she is not attackable at any point. If that is too bothersome, then just have her leave. But I digress... Also, Astrid believing you... Yeah... It is a bit out there, but I think it is an acceptable compromise ( also, if you're afraid of being caught lying - though that doesn't have to be scripted, that's just roleplay on the player's part - you can actually kill your targets and rationalize it as being for the greater good). But yes, I think players would be more than happy with just the first part, the thing until Amaud, excluding the wedding and the emperor. Anyway, thanks for the reply.
  7. Yes, this is how I roleplayed good guys, I just used console commands to be able to kill Amaund, delete DB quest and start the Destroy quest, but such a simple mod would be fantastic...
  8. http://www.nexusmods.com/skyrim/mods/13133/?
  9. Hello. So I'm having this idea about an expanded "Destroy the Dark Brotherhood" quest. But it's really simple and really just uses the already in game quests, vanilla assets, nothing really changes. Basically, you get to kill the 3 poor souls or Astrid in "With friends like these...", if you kill Astrid, you get "Destroy...", if not, Astrid gives you the Sanctuary pass. Nothing changed until now. BUT. If you choose kill one of the guys and Astrid gives you the pass, immediately after you get a letter from the courier, in which Commander Maro explains he is aware of your encounter with Astrid, and that if your allegiance doesn't align with the Dark Brotherhood's, you can help him track down a man who is believed conspires against the Empire by trying to work with the DB. If you want to help, find out who this man is, kill him, then seek him ( Commander Maro) at Dragonbridge. So, until now, all that's changed is you receive a letter through the courier. You continue the questline as normal, ONLY difference is that when you get to your initial targets, instead of assassinating them, you can go to them, and talk to them. They would look at you, say nothing ( maybe the generic "Yes?", "Can I help you with something?", "What do you want?", just vanilla assets), and you get to say "Someone wants you dead, and I'm supposed to kill you." The only response you get from the NPC is a "..." in subtitles, as to express his shock and keep asset usage down. Then you say "If you don't want to die, leave everything as is and run to Commander Maro in Dragonbridge. Don't tell anyone!" Again, a subtitle "..." or maybe a generic "What?". The last line is "GO! Now." And the NPC starts running. Your journal gets updated as if you assassinated him. So until now, just an added letter and an added dialogue option. Otherwise you play the DB quests as normal. UNTIL you meet Amaund Motierre, the guy who wants the Emperor dead. Then, you can choose to kill him. If you do so, your current quest FAILED, and you get a new quest, "Destroy the Dark Brotherhood", from the point in which you're supposed to talk to Commander Maro. When you talk to him, instead of "A guard sent me. I killed the leader of the Dark Brotherhood", you get to say "I've done as you asked, the traitor was Amaund Motierre, and he is now dead." To which he replies with "Dead? And this is no jest?" instead of "The leader of the Dark Brotherhood? You mean Astrid? Dead? And this is no jest?". And the rest of the dialogue continues as normal. Then you get to do the Destroy the Dark Brotherhood quest as normal. Cicero and the Night Mother are nowhere to be seen, you just find a note from Cicero saying "You cannot be the Listener. I just know it! I'm the trickster, not the tricked! I'm leaving, and I'm taking the Night Mother away from you and your "friends"! " And that's it! Really! It's just some dialogue lines and some letters. I would do it myself, but I have absolutely no clue on how modding Skyrim works... Alternatively, later, as a patch, the mod could be updated with two more quests! Namely, for your brave actions in service of the Empire, you are invited to the wedding you were supposed to crash in the original quest line. Everything runs as normal, but instead of you assassinating Vittoria Vici, you can foil an assassination attempt. If you are quick and observant, you can kill someone trying to assassinate her during her speech. If not, she's assassinated, too bad. All assets used are vanilla, not much is changed. Apart from that, you can meet the Emperor Titus Mede II. You get on the ship, all NPCs are friendly etc. When you enter in his cabin, there's Cicero in his room, and Titus is telling him what he would originally tell you "And once more, I prove Commander Maro the fool. I told him you can't stop the Dark Brotherhood. Never could." You cannot attack neither of the NPCs, but after Titus finishes his line, Cicero becomes hostile and attacks Titus. If you are quick, you can save Titus and kill Cicero. If not, Cicero kills Titus, and both Cicero and Titus end up dead (unless Cicero kills you too). If you save Titus, he approaches you, dialogues you and says "Thank you." "Now, on to the business at hand, I suppose, hm?" - these were, originally, his last two lines. He gives you some gold and a necklace that should represent a sort of honorific medal. With this, we exit the dialogue and Titus goes to Cicero's body, kneels to look at it, and says "But so it is with assassins and emperors, hm?" - again, a vanilla line. Afterwards, you are teleported back to Skyrim, and thats it! No content missed. Everything almost just like in the vanilla, but with a different spin! Someone, please, PLEASE, make this happen!
  10. Hello! I'd like to know if there's any way to have both Immersive Creatures and Monster Mod installed... And if yes, how to do it? I guess it has something to do with using Wyre Bash, but I have absolutely no idea how to do it, so if anyone could point me to a sort of guide or method to combine this mods, I'd be greatly appreciated... Thank you for your time!
  11. You can always include a Brotherhood quest to assassinate the current Jarl... Then get contacted by the Jarl's Steward, who is actually responsible for the contract, he wants to make you Jarl, leave you the financial benefits ( i.e you get the taxes from the people) but leave him alone to administer the city so he can perpetuate his corruption. You can continue the main questline, with things like fending off a bandit attack, and retrieve a Jarl heirloom, some sort of relic that has been long lost, at the request of your people. The more interest you grow in the city, the more tied to it you are, the more the people love you ( like when you go up to them and talk, they change attitude ). Eventually, either because you've grown fond of the city, you like it, and want it to prosper, or because you're greedy and you want to take the whole power in your hands, you kill the steward, and start investing more in the city, build an army etc. Here, you can have civil war options ( ally your city with either Stormcloaks or Imperials, if you haven't already, or say your city is neutral and face attacks from both sides ).
  12. But you could at least do that... I mean, it's surely better than nothing, right?
  13. Ghosu, this guy meddled with the animations on bows... He modified this animations, weapon related: bow_idleheld bow_idledrawn bow_equip bow_unequip bow_drawlight bow_drawheavy bow_release Why don't you ask him out? He might know...
  14. Arvak is a very convenient mount... You have it with you only when you want, it won't stay to budge the fights, you don't have to worry that it will get killed etc. I'm very fond of the concept. But I'm not fond of Arvak himself. I'd like to be able to summon a normal horse. I roleplay a sort of Dragoon, a cavalry unit which uses ranged weapons ( now a musket, with the Musket Mod) and sweep in with the sword in times of need, but Arvak is too magic for me. So having a Summon Horse spell would be fantastic!
  15. Ghosu, take a look at this mod, it has animated items with custom animations, maybe it will help ( unless you already knew about it). http://skyrim.nexusmods.com/mods/14060
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