Jump to content

ArrowFoot

Supporter
  • Posts

    8
  • Joined

  • Last visited

Nexus Mods Profile

About ArrowFoot

Profile Fields

  • Country
    None

ArrowFoot's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. As the title says, I would love to see a child bed (or two, if there's room) added to the Hearthfire small house (first layout before adding the main hall). I always thought it was dumb that you have to build a mansion, just to adopt a couple urchins. If this mod already exists, please post a link, as I couldn't find one. If anyone decides to help with this, my only other request is that you start with the Morthal house , since that's the one I currently own.
  2. Daedra don't have mortal forms. I just read the wiki section on him. It said the wards that kept him out were sealed. Unless there are sources from within the games themselves that say his 'mortal form' was destroyed, I won't change that part of my idea. I know that it won't technically be lore-friendly in that it won't canonically happen, but I still believe he could return without breaking past lore. EDIT: My bad. I just read a forum post that said that said daedra can have their physical form destroyed, but they will regenerate their physical form over time.
  3. You raised some very good points. The whole thing about the child of the PC was just to allow enough time to pass in order for Dagon to take over much of Tamriel. Another rout could be a simultaneous attack across all regions, although not much of the other regions would be playable (if at all). Skyrim wouldn't have to be completely rebuilt, either. There are plenty of mods that replace vegitation and textures. All that would have to happen is replacing the grass with bloodgrass, the trees with dead/burned/broken/etc trees, and changing the animals into daedra. I am well aware that this would still be a massive undertaking but with enough help it is definitely possible. Granted I am not a modder, so my understanding comes only from reading devlogs and seeing other mods.
  4. As much as I like the ward spells I found them lacking in the fact that they're only useful while fighting other mages. I understand that the mage-armor spells (oakflesh, stoneflesh, etc.) are to protect the mage physically, but I'd also like to see a ward that can be used as a shield. My ideas are as follows: -Novice spell: Absorb 25% of the damage dealt -Apprentice Spell: Absorb 50% of the damage dealt -Adept Spell: Block all incoming damage -Expert Spell: Block all incoming damage with 10% chance of staggering the attacker -Master Spell: Block all incoming damage with 10% chance of staggering the attacker and a 50% chance of stopping arrows
  5. Very true. I wish Bethesda hadn't abandoned throwing weapons after Morrowind. A skill three for them would be immensely wonderful. I have honestly only tried the Javelins and iron throwing axes, but you're right. The power attack is weird. And the kill animations... I hate it when I try to throw one at close range and my character ends up throwing three or found. I accidentally killed Lydia once with a stray spear from a kill animation.
  6. The Throwing Weapons mod by Madrilous ( http://skyrim.nexusmods.com/mods/14176 ) is great, but it struck me as odd that the primary attack is the throw and the power attack is a bash with the shaft. In my opinion it should be switched. I would greatly appreciate it if anyone could switch them and, if possible, make the bash attack strike with the tip for a more realistic feel.
  7. http://i736.photobucket.com/albums/xx3/MrTimoshi/OblivionUnleashed_zps42801a7e.png?t=1364410954 Okay, so I had this idea a while ago and recently decided that I don't give a crap if someone uses this idea without informing me... I just want to see this mod get made. (SPOILERS... kinda) This is a quest mod that will take place after the main quest, civil war, and sleeping with your spouse (of the opposite sex [not judging, just keeping with biology]). It's two hundred years after the Oblivion crisis. Alduin was just defeated and Skyrim is still reeling from a devastating civil war. Mehrunes Dagon sees his opportunity to strike. In a single unexpected attack on every hold, simultaneously, the remnant of the Mythic Dawn quickly unleashes a horde of evil upon the unsuspecting populous. The news of the Dovahkiin was not lost on the depths of the abyss and Mehrunes himself finds this champion and (after a very hopeless fight) kills him/her as his army is fighting to assert control of the north. With his/her final breaths Dragonborn calls Odahviing to fly his spouse and child to safety. The majority of this mod will be played as the aforementioned child fighting to banish the evil that is still spreading throughout the Arena. The remnant of Skyrim is hold-up in Blackreach and the more intelligent enemies are now allied against Dagon. The fires of Oblivion have engulfed the whole of Skyrim, Hammerfell, and High Rock as well as most of Cyrodiil and Morrowind by the time the offspring of Dragonborn arises to battle the encroachment of evil. There are Sigil Towers littered throughout all of Skyrim, the shrines to the divines (and the other Daedra) are destroyed with images of Dagon where they once stood. The sky is ever black and red, and Dagon's mighty fortress is where once was the center of trade for the province. This mod will also re-introduce my favorite thing about Oblivion: Sigil Stones. As well as ACTUALLY getting to fight Dagon. For those who believe that Mehrunes Dagon can't return... the Dragon Fires were never lit. He was wounded and weakened but not gone. In my opinion the various major quests in Skyrim create a perfect backdrop for the Prince of Destruction to return. So. What do the modders here think? Only constructive criticism, please.
  8. I've had the idea for Blackreach to be a living city ever since I first stepped in there. I would like to see a mod that sends you on a quest to reclaim Blackreach (after the 'Discerning the Transmundane' and 'The Elder Scroll' quests) from the Fallmer and other enemies that dwell within. The next step would be to find settlers to repopulate the city, become the Jarl, set up a guard, and collect taxes. Blackreach would have a fairly healthy economy based on the many Ore veins (and the option to expand mines) and the red Nirnroot plants growing there. I don't know if there's a limit to how many people you can have in one area, but I'd love to see a realistic population instead of the ridiculously small 'cities' in the rest of Skyrim. I know nothing of modding but am planning on learning after the current semester. I would love to see some experienced modders take part in this endeavor. Thanks for reading.
×
×
  • Create New...