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Jappards

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  1. Casting spells as a mage is a feature that could use some more depth. Dual casting adds to the depth a little bit, but eventually you are just dualcasting everything in order to get the most power out of your mana. Spell Reservation is a way of putting nonconcentration spells on hold and casting them later. You precharge your spell, but instead of releasing it, you reserve it with the use of a button in combination with a button for that hand. Whether you cast it with your left or right hand is saved as well. In order to cast a reserved spell, you have to hold a spell in that hand or an empty hand and not concentrate on the casting of a different spell. The same button will then be used for casting a reserved spell. If multiple spells are reserved on the same hand, you cast them in the order you reserved them. Reserved spells are cast instantly except for the release animation. To balance this feature, your magicka bar is reduced by an amount equal to the cost of the spell for each spell reserved and you can only reserve up to 4 spells depending on your alteration level.
  2. Someone may create a mod that recolors bound weapons, but if you like to see a specific mod ported, mod devs cannot do so and distribute it without permission from the mod author.
  3. You can do that using console commands and mods aren't needed. Use: Player.RemoveItem <Item Form ID> <Amount you want to remove> You do need to find the relevant IDs though. You can do this by searching for the items using the "Help <Item Name>" command. Just be careful as removing some items can break your game. The Command "Player.Additem <Item Form ID> <Amount>" may fix it if you removed something you didn't intend to. If you worry about weight, quest items despite what is said on the item, do not actually contribute to your carryweight.
  4. Have you tried Violens?: https://www.nexusmods.com/skyrimspecialedition/mods/668
  5. The closest thing I found to building a village is Blackthorn: https://www.nexusmods.com/skyrimspecialedition/mods/2242
  6. The one thing that bothers me about dawnguard is that the shouts you learn are unrelated to vampirism. I had a few ideas written down below and ones I like to see. Some of these shouts can only be used by vampires. These shouts use existing words of power to allow them a sound without adding voice lines. For Vampire hunters: Laas Shul Dur (Life Sun Curse) - strips a vampire off their powers and weakens them temporarily. The idea is to allow vampire hunters to level the playing field. Joor Hah Gron (Mortal Mind Bind) - Permanently break the curse laid upon thralls and gives them their free will back. Hun Nir Viir (Hero Hunt Dying) - Call down an ancient vampire hunter to destroy abominations that stand in your way. Shouts only vampire lords can use: Dur Shul Maar (Curse Sun Terror) - Darkens the sky(Essentially Auriel's bow with cursed arrows), scales with the amount of words of power used. Aus Dur Zol (Suffer Curse Zombie) - Take on an aspect of Lamea Beolfang, the first vampire. Increases the strength of your vampire spells and powers. Can only be used once a day. Haas Krah Slen (Health Cold Flesh) - Temporarily increase your armor rating and cold resistance.
  7. Amazing Follower Tweaks allows you to have any NPC be your follower: https://www.nexusmods.com/skyrimspecialedition/mods/6656
  8. The idea is, you bargain a piece of your soul for power with a Daedric prince and in turn, you become a Lesser Daedra. Similar to vampires, you have a Daedric form and Daedric perks. How you get perk points depends on the Daedric prince you bargained with. Lesser Daedra like atronachs that come from the pocket planes would be connected to one of the daedric princes. There is a consequence to this however. Vigilants of stendarr will hate you and attack you on sight regardless of what form you are in. Others will only attack you if you are in your Daedric form, like guards and imperial soldiers(they recognise you as an unbound daedra as opposed to a bound one). As with Vampires and werewolves, you cannot become a Werewolf, Vampire and Daedra at the same time. To cure yourself of Daedra-hood, you speak to falion and do a similar ritual as you would with vampirism. The soul cairn would treat you like a vampire such that you can enter the soul cairn without becoming one.
  9. One thing that bothers me about the different Hearthfire houses is that they all look the same. For Lakeview, this looks fine. Heljarchen Hall and Windstad manor look out of place with the buildings near it. You would expect Windstad to be made out of the same stone that is used to build the walls or buildings of Windhelm. Heljarchen should look more like whiterun's buildings due to its close proximity to loreius farm.
  10. Sounds useful, but I can't imagine some NPCs letting you take something for free. Others may take some convincing. Perhaps add a sell, persuade and intimidate option with its difficulty depending on the item if the NPC says no(with quest items as exceptions)?
  11. That would be cool, but are you looking for them to be functionally different from staves? A cool difference could be that tomes drain your magicka while Staves have to be refilled with soul gems.
  12. The one problem with runes is getting enemies to step on them. In a shallow hall, it is easy, but not so much in open spaces due to its low range. Open Spaces are most of skyrim, which makes them effectively unuseable. My solution is to make runes bigger and give them a bigger detection radius. One change is that the current size runes should be of novice spell level and add spells of bigger sizes. Each spell level should be a 20% increase in size over the last. As for a bit of Quality of Life, a spell should be added to detonate runes remotely.
  13. Sensible NPC commenting may fix it by having NPCs not speak unless you are facing them: https://www.nexusmods.com/skyrimspecialedition/mods/13373
  14. I would like to see the ability to corrupt daedric artifacts similar to what you can do with Auriel's Bow or the Black Star. It's corruption would be the opposite of its original artifact. Corrupting the daedric artifact will be dangerous and the associated daedra will be angry for corrupting their artifacts. The prince may choose to attack you with his daedroth or find someone who can get the artifact for themselves(similar to how you become a champion of the various daedra). One corruption I like to see is nightbreaker, a corruption of dawnbreaker, this artifact would create an explosion that slays the living and resurrect them as undead when killed. This gives you a temporary follower similar to the reanimate dead spells.
  15. I too find it weird that dragons don't shout. Alduin shouts, other greybeards shout, the 3 heroes of old shout. Why do dragon enemies not shout? "There is no distinction between debate and combat to a dragon. Tinvaak los grah. For us it is one and the same." -- Paarthurnax.
  16. Warning, long wall of text ahead!There are a number of problems with enchanting. Examples of this include the enchanting-alchemy loop, the fortify <school> enchantments and isolation from other parts of the game. I will first go over the main mechanic I like to add to the game, then discuss the various problems in the game when it comes to enchanting and how they can be fixed. Some mods have done some of what I suggest, but those mods are incompatible with each other due to altering enchantments. What bothers me is that you don't know what soul is being used and that each soul of a tier is equal to another soul in the same tier. For example, there is no difference between using an ice wraith soul for resist frost as it is for resist fire. The named souls in gems mod is a great start, but those are names only. My solution to this is to give "aspects" to souls. An aspect is a modifier for enchantments, making some enchantments weaker and others stronger. Animals and other creatures have their aspects pre-set, but humanoids have their aspects set depending on the skills or class. Going over the Fortify <school> enchantments, some mods tried to fix this by completely removing it and replacing it with the X% more damage for a specific school enchantment. This is an early game nerf as without X% less to cast, you will not be able to reliably cast the spells associated with your skill level and due to having a low skill level, your damage enchantment will not be very powerful. I also don't like punishing the player for using a spell when he got the perk related to it or when it is part of his skill level. The early game is also when any enchanted weapon you find is more powerful than the one you recently enchanted. In the late game however, this is actually a buff that makes magic more powerful than weaponry due to not having to deal with a recharge bar except if the enchanting-alchemy loop(I will discus this later) is removed and you take tempering into account. Adding a cap to enchantments and other effects punishes the player for any further effort or further investing into the skill. It also makes a player specialize less and take a much more broad approach to their build since any increase in power is not linked towards enchanting more of a specific effect and it has the unintended effect of making characters across playthroughs more similar to each other. I consider specialization to be a good thing and it makes each character more unique. The recharge bar itself can be quite a hassle to recharge every so often and soul gems are quite expensive. Removing it would be a substantial boost to weapons with the exception of uniques. My solution would be to either implement a cooldown or make weapons with a recharge bar recharge passively over time. Most uniques are quite weak and they could do with a buff, so them not having a recharge bar works rather well. Enchanting as a whole is kind of "out there"(The same can be said about other crafting systems). While you can find enchanted items, the mechanic of enchanting an object is not connected to much of the game outside of casting soul trap or having a weapon with the soul trap enchantment. This can be solved with radiant quests having to do with enchanting(examples of this are soul trapping a specific animal or stealing a specific soul gem). When it comes to the enchanting-alchemy loop, some mods have removed it, but they don't solve the underlying issue that makes people use it in the first place. I do agree however, that one should remove the fortify enchanting effect. Not replacing the effect with something else reduces the integration of the different crafting systems and enchanting and alchemy only feel well integrated due to a single enchanting loop that you will commonly used. My solution to this is to replace the Fortify alchemy enchantment and to replace the Fortify enchanting potion effect. Instead, there would be more specific enchantments and potion effects for the various aspects of enchanting and alchemy. An example of this would be a "Fortify poisons" enchantment that increases the damage of poisons applied to enemy creatures. There is the issue of enchantments in early game being fairly weak and this may be the underlying issue of the enchanting-alchemy loop I discussed earlier. The problem may just be with percentage based effects. Let's say you are level 10 and wearing a ring of resist fire(The ring of resist fire associated with this level in loot lists has a protection of 30%). You encounter a witch who uses firebolt, which is 25 damage per shot. Your ring would only prevent 7.5 points of damage and it only applies to that element. Note that you have to find the ring to begin with and such rings are rare. My solution to this are enchantments that prevent a flat amount of damage.While weapons have the option of being enchanted, spells themselves cannot be enchanted. My solution to this would be enchantments that add various effects to spells the player casts. Additional changes:No limit on the number of enchantments per item, but each enchantment after the first enchantment is weaker than the previous.You can enchant already enchanted items(this may or may not work better as a perk) to have either another enchantment or to make an existing enchantment stronger on the item.All armor enchantments work on all types of armor as well as jewelry.Using a higher tier soul gem gives you more enchanting experience. Additional enchantments:Destruction spells you cast have the soul trap effect(reduces the hassle of casting soul trap on enemies).
  17. This is mod only works for books and makes it so you need to be sneaking, it is as close it's going to get: https://www.nexusmods.com/skyrimspecialedition/mods/11304/
  18. This mod should have most of what you are looking for, although I don't know if it barbarian style bracelets. https://www.nexusmods.com/skyrimspecialedition/mods/5336
  19. In between quests, you will spend a lot of time going to NPCs to sell or buy stuff, spending money on training skills or going over to NPCs to see if they have quests for you. For some places however, you can spend 10s of minutes of playtime just finding a specific NPC as they can and do wander a large area. Examples of this include Jorrvaskr, College of Winterhold, Sky haven temple, and sometimes dragonsreach. Other times you may just be looking for a specific skill trainer, but you don't know which NPC is the skill trainer of which skill. What I am asking for is the ability to ask NPCs where other NPCs are. Some restrictions should apply for it to be immersive: Faction NPCs know only of NPCs that are within the same faction as them(Companions NPCs wouldn't know where college of winterhold NPCs are and vice versa).Thieves Guild NPCs know where everyone is, but for a price unless you are part of the thieves guild(the thieves guild have connections with a lot of people over skyrim).NPCs with a profession know who the location of a skill trainer related to that profession(they would know who trained them and should be able to direct you towards someone who can train you, especially if the person is famous for doing it).Most NPCs only know of what happens in their city or town(they don't visit other places often). Innkeepers and vendors like to keep the privacy of their customers and aren't easily swayed(see the quest where you have to find a moth priest and talk to an innkeeper).
  20. I too would love to have a healer type follower. I wanted to ask something similar to this as well. What I find most important is for the follower to be a cleric/priest, a devout believer in the divines and who could function as your moral center. Erandur can be a bit lacking sometimes. As long as they have a fun personality I am fine with it. I don't care about race or gender. If possible and not too ambitious, even include a small story around him. I prefer for him to be a caster and not be very tanky. Specialized characters are better than jack of all trades or those that approach it. I already have a tank and her name is Lydia. There are some mods that allow you to teach spells to a follower as well manage other things in-game.
  21. I love this idea. What if the animation shows the hand holding the spell going near the book and taking some kind of energy from it? And would I be able to enchant a weapon or shield to be able to have the same effect as a tome, but weaker? I think this mechanic to be really cool for spellswords. It always bothered me that there are no spell-enhancing staves or wands in game. Flexibility for more power seems like a nice tradeoff. If you want to be dual casting, have some more flexibility and quickly change spells in combat, tomes wouldn't be the right item for you, but otherwise it should be amazing both mechanically and thematically. What about adding tomes for other uses, like enhancing the magic of your followers or the enchantment effect of your weapons? Why should tomes be restricted to solely your magic alone? And what if I want to be dual wielding tomes for the sake of dual wielding them? Should tomes require some kind of recharge, like damage enchants on weapons or would they drain magicka while using them? How about allowing conjuration mages to have bound tomes?
  22. Why are my forum posts not showing any text?
  23. I have been thinking about putting some of my ideas here and decided to do so to see what people will do with it. One thing that bugged me is that items sold go into the void, as if sithis directly intervenes against his own interests. 1. items sold are put into a pool depending on the hold you are in. 2. Items from this pool are randomly distributed among NPCs every 48 hours(along with merchants restocking), prioritizing weapons for warrior NPCs, books for priests/housecarls/court wizards and so on. 3. Items bleed into neighboring holds, doing so every few days. And maybe: 4. Each item has a sentimental value that can be positive or negative. The value decreases when you are caught with a crime and increases when doing certain quests and saving people. 5. Ordinary shopkeepers will give a higher price for items with a high sentimental value, but refuse to buy any item with too low of a sentimental value. The higher the sentimental value, the higher the price. 6. Merchants willing to buy your stolen goods will have a high price for items having a low sentimental value. 7. Occasionally, NPCs may get caught with such items and go into prison for a few days for it.
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