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DragonGod06

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  1. This is one of my favorite armors and weapons in Final Fantasy XIV so far(except for the helm). I would love to have it in the world of skyrim, and I'd do it myself if I had the know how and skill to make it all. I'll be fine without having the helm, the armor could be daedric quility, and as for the blade... well if you don't want to do the animation part of the weapon it's fine I guess, but if you want an idea of how to tackle it, you could have it as just the handle for the weapon with the effect of it beig drawn generating the blade the same as one would conjure a sword. I've seen that done once or twice before.
  2. Yes there are mostly plants, but there are also good chunk of magical ingrediants to which two at least are plants(Nirnroot and Red Nirnroot must have some form of magic in order to pulsate that sound they make). To me if you use magic or magical items the wrong way then there is usually a neggative effect that happens, like an explosion. Also there are some items that are not magical which are also hazordous like Dwemer Oil. But at least you got the general idea, and i did forget to point out other types of negitive outcomes as well, like the gaseous clouds with effects that you mentioned. Would be nice to add drunk effects as well, could probly mix well with other survivability mods like INeed or Realistic Needs where getting drunk is dangerous.
  3. One thing I have been confused about when it comes to alchemy in skyrim is that there are no real punishment to failing. There is hardly any risk/reward to alchemy... No poison effects, No Debuffs, and No Explosions! Where is the fun in that? So here is my request, I would like to have a skyrim mod that adds a better risk/reward to alchemy. The more expensive and rare the ingredient, the bigger and more painful the explosion when you fail. With an added effect depending on what was mixed wrong, like being poisoned or being debuffed for a certain amount of time. Additionally they can reduce the risks by increasing their skill level or using enchantments and armor value, the more armor you have the less damage you will take. Some would view this as a hardcore request. I feel it to be more of an immersion type mod, after all, you are just throwing random ingrediants togther which who knows what will happen. It would make some sense for when you attempt to combind Fire Salts and Dwemer Oil together to result in an explosion due to the combination of Fire and Oil or when you attempt to combind magical ingrediants.
  4. First off I oppoligise for how little I know about the creation kit. For some reason the creation kit keeps deselecting the changes I make to any model/skins. And to make it worse it goes further to remove the model I've messed with from the body model completly... All I'm doing is making "Grimoas Plantigrade Feet For Beast Races" work with the custom race "Dagi-Raht by Nuska". The changes are simple enough, can anyone help?
  5. I can't wait for you to add your khajiit feet to Dagi-Raht Khajiit race by Nuska.
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