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LEGENDSOFMAGNUS7

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Everything posted by LEGENDSOFMAGNUS7

  1. If anyone still actually reads these and is good with papyrus, would it be possible to make a mod that causes skill xp and eventually levels to drop over time? It'd need a script to run every so often(every in game hour maybe?), subtract all skill EXP by X amount each time it's run, if a skill is at 0 xp when the script runs it'll set the skill at a lower level with (current skill EXP) = (Total EXP needed to advance skill level) - X, and finally if the script de-levels a player's skill below what's required for a perk then it'll remove the perk from the player and award them a perk point for each perk removed. Maybe make it so people can set what X is in an MCM, and maybe also make it an option to turn off getting perk points back when perks are removed. This would solve a lot of skyrim's late game problems of becoming amazing at everything by slowly removing skills players don't use often so they have to think about the build they want to strive for and maintain. It also removes the level cap without needing to mess with the legendary system. It's also already self-balancing. Lower leveled skills give less character EXP than Higher leveled skills when they level up, so people trying to cheese the system by keeping all their skills below 25 for easy level ups will only end up taking the same amount of time with a worse character build.
  2. Is it possible to change the way skyrim's 3-4 stats regenerate ad drain from their respective pools? For example, If I wanted to make magicka/stamina regenerate slower the more you used and drain fro health if you tried to cast/power attack at 0 of either(+having it stop at 10 HP or if you don't have enough health to cast/power attack so it would only kill you if you had Exactly enough health to cast/power attack)? In another way, is it possible for shout cool-down mechanics to be changed so that the script instead drains the cool-down "value" from stamina and gives shouts a 1/3/5 second cool-down to prevent derping the physics engine? Or is this stuff hard-coded and unmodable?
  3. Could someone with SKSE experience please make a port of the awesome Space Wiking's Dwemer Exoskeleton mod? https://www.nexusmods.com/skyrim/mods/19212 The mod author left full permissions for anyone who want's to convert the mod to SSE, but unfortunately seems to have quietly left the modding community. It's a mod that's had thousands of endorsements and millions of views, so I imagine it'll become a front page mod the moment it gets ported.
  4. I've been following a very good mod coder for a while called Etherealcoder and it's brought up a question I've had for a while. Why don't more modders use any of the "Modders Resource" items on the nexus. For example the above moders content: A ready to use Left-for-Dead style AI director: https://www.nexusmods.com/skyrim/mods/94857 An in-game NPC faction system that allows individual NPCs and groups to level and gain items independent of the player: https://www.nexusmods.com/skyrim/mods/76803 AN AI framework system that allows you to give NPCs better classing, tactical awareness, and behaviors that's compatible with the major combat mods: https://www.nexusmods.com/skyrim/mods/73912 This stuff could be used to elevate many of the new lands, combat overhauls, and NPC overhauls to Godly levels. This guy was implementing ideas back in 2016 that'd make most combat mods in 2018 jealous. So why is this guy so obscure? I might not be mentioning anyone else off the top of my head, but there is a treasure trove of abandoned mods and modder's resources on the skyrim nexus that just languish in obscurity and don't get adapted/used in other mods despite amazing ideas. If anyone else knows any Open Content mods/authors that deserve far more recognition, please post here so we can get more popular modders to use their resources.
  5. I've been trying to find a list of City overhauls that compliment the Sneak Tools/Simply Climb style of 3D Movement and Parkour, but Very few City overhauls I've found do much with rooftop access and most "Comprehensive List of City Overhauls" type posts don't mention vertical access. Can anyone point me to which City mods open up more rooftop Play options, or at least a City Mod Guide that can?
  6. Weredaedroths aren't a race of therianthrope available to the people of tamriel, there is only 1 and it was killed in a contest between sheogorath and hircine. It would also be physically impossible for anyone to become one as it was a daedroth given lycanthropy from hircine, not a mortal.
  7. ^pyrotx, the skill level requirement is there because otherwise the it'll have the same problem as vanilla, where most players simply warrior their way through the main quest as there's no reason not to. Why should you be able to become archmage if you know little to no magic? Simply clearing two dungeons or killing one mage shouldn't automatically make you leader of the guild on it's own. In the thieves guild you have to rebuild the guild from nothing before you're made leader, in the dark brotherhood you are named listener, but you don't lead the guild until after the previous leader is dead and you've proven yourself to be the greatest assassin in the guild. In the dawnguard you're never made leader in the first place as Esran is more than capable. The only other guilds that do this are the vampires (you killed their leader yourself and are the only other vampire lord(serana and valerica don't seem to want the position) and the companions(thankfully fixed with enhanced factions)
  8. Yeah, If I can't find anyone to make the "filler" quests I'll try my hand at it. I wouldn't expect anything professional though.
  9. It can last forever, you just have to taint the Bow with vampire blood not just the arrows(tainted bow could fire unlimited tainted arrows), but in order to do so you must kill the vampire you got the blood from.
  10. As anyone would pobably agree the mages quest line is a mess. You go around not really learning anything about magic, acting as the delivery boy for the other NPC's as they do the important research and it all ends with you becoming archmage despite never working for the position and having no qualifications besides being the player. But I guess that's what mods are for, so if someone, anyone, would be willing to fix it I'm very sure thousands of modders out there would download it in a heartbeat. The best way I could see this working is if the "First Lessons" quest was split into two parts, after learning wards in class tolfdir(instead of taking a group of unprepared students into a dungeon they know nothing about) simply dismisses class and the quest objective becomes Learn the basics of magic. From then on you can visit the arcanaeum and find or buy research notes of different teachers that start small quests like "test the effects of fire magic on 3 draugr" and at the end you get a small permanent perk like "fire and turn spells are 10% more effective on undead". After completing a set number of those quests and gaining at least a 40 in three schools of magic, oyu complete "First Lessons" and "immediately start "Advanced Lessons" where the quest objective is speak to tolfdir. He starts the "Sarthaal" quest, then after getting to the point where you inform him about "Night of Tears" he dismisses you with a reward so he can continue researching the Orb. You the go back to the arcanaeum where Urag, having a better opinion of you after helping him recover the stolen books, tells you about the hidden writings of shalidor and the lost books quests, but instead of paying you a random some of gold he trades you research notes from retired mages and archmages. These notes start small quests like "find quest incredient X, Y, and Z and combine them in a cooking pot after using one of shalidors scrolls to make a potion that gives you a permanent 15% damage increase to destrustion spells"(said potion can only be made once and while you have the quest), and like before after achieving a set amount of these quests and having at least a 60 in three schools the "Advanced Lessons quest is completed. "Hard Lessons" starts up and you talk to tofldir again, and he discusses with you about the Eye of Magnus before the series of quests that lead you to learning the staff of magnus's location. After coming back with everything normal, you give this information to the archmage only for him to tell you that laberynthian is a place where he'd be reluctant to send a master let alone an adept like your character, but he does reward you for your work by naming you as a professor and giving you a room in the hall of countenance. You are now able to trade the research notes you've obtained from Urag with other teachers for knew quest such as "Find a way to harness power from the Eye" where after drinking a potion of amplify destruction and using a duel cast electrical spell on it you gain a permanent 50 extra Magicka. After completing a set number of these quests and getting 80 in ALL the schools of magic "Hard Lessons" completes and "Final Lessons" begins telling you to speak to the archmage, only to find ancarno messing with the Eye and the normal mages quests proceed to the end with you becoming archmage. Then after gaining 100 skill in all schools and completing all the master ritual quests "Final Lessons" completes, with you coming into your title as the legendary Archmage of winterhold.
  11. I'm a role-player and this is my character: Name: Magnus Opus Class: necromancer/summoner RIC (Role in combat): distracting the enemy with summoned creatures while team-mates attack/heal ROC (Role out of combat): enchanting gear Alignment: Lawful Evil, He obey's the law and respects others, but doesn't hesitate to pull dirty tricks in combat and stealing the souls of his enemies. Goal: Apotheosis, Magnus wishes to be a god and create a perfect civilization with this power. He is intelligent and patient, willing to use any means to reach his goal. Mod suggestions: requiem, frostfall(when compatible), Realistic needs and diseases, chasing the dragon, revenge of the enemies, elemental dragons, and sanctum of the fallen.
  12. Everyone's heard of Tamriel Online the skyrim multiplayer mod and most of us are pretty hyped for when it's finished, myself included. So while we wait, Why don't we talk about what we plan to do when it's finished? What characters will you build? What mods will you install? Will you guys try to roleplay it or just mess around with friends in-game? If you do want to roleplay, what roles will you take in the team? will you be the tank, the archer, the summoner? Will you be good or evil? how will you increase the difficulty to deal with more people? Don't be afraid to spill everything, I certainly won't. ; )
  13. I love that mod. I just wish there was something out there more to scale with being a vampire or werewolf in a modded game. where you progress over time becoming stronger and better at using your abilities, taking on modded boss after modded boss until the day where you stand before the steps of sanctum of the fallen or the portal of skaldofn (world eater beater and violet aduin legendary edition with a self made patch), and you walk in confidently as your minion trip over themselves in excitement before the final battle.(and possibly getting dog-stomped because ASIS glitched and the final boss unlocks his super-omega form after being given spells/perks from inferno, colorful magic, and requiem)
  14. Sorry, I got a little ranty there didn't I? Point:I just wanted a mod that allowed you to progress as a necromancer, like what vile art of necromancy and psikotics necromancy mod were trying to do before they got abandoned. Were you start out as a no-name and end being a necromancer lord able to command powerful undead minions.
  15. Anyone else notice the lack necromancy mods as of late? I mean there are plenty of spell mods, quests, and good scipteing mods being pumped out daily, but it's like necromancy has been wiped of the map. This is strange to me as we all know there's a fanbase out there frankly starving for more, the popularity of undeath and corpse preparation are proof enough of that. So why no necromancy mods? heck there aren't even mods that pretend to be necromancy mods anymore, you know the mods that would put a new summoned skeleton or two into a mod and call itself necromancer's ultimate edition or something. I really wish there was a Real Necromancy mod out there, were it's not just about raising one or two undead, but instead about researching the dirty secrets of magic and forbidden knowledge to make yourself a more powerful mage. What most people seem to forget is that necromancy isn't about being a regular mage that raises one minion and lives in a cave for no reason, it's about devoting yourself to learning about ALL aspects of magic, making deals with deadra, taking knowledge from the souls of the dead, perfecting every magic, and finding immortality. That's why Mannimarco was so terrifying, he wasn't just some cavedweller with a minion or two, he was the overlord of armies of the dead and a mage with more knowledge and magical power than any archmage in the world. That's how he could ascent to godhood.
  16. I never meant you were abandoning it, I Thought you said you were going to put mod updates on Hiatus for a while after the next update in one of are conversations. If this didn't come across than that's my fault, my English is horrible sometimes. Besides that the point I was trying to make was there are so few REAL necromancy mods coming out as of late, the fact that the great mods are all being abandoned/hiatus/completed only adds to my worry.(Again if I didn't say this properly, entirely my fault.) I would also point out the fact of a mod being completed can be just as bad as it being abandoned, as there would be no reason to visit the mod page after download, the less reason to visit the mod page the less traffic a mod generates, and if a mod doesn't generate traffic it fades into obscurity, only known by people who were fans from the beginning. The reason for this is after the mod is completed, the people who know about it will download it and forget about it because they have other things to worry about. In doing so, word about the mod will slow to a crawl and few new modders will ever know about its existence. The less new people who know about necromancy mods, the less new modders will make NEW necromancy mods(beyond the skeleton summoners who think that's how necromancy works of course).
  17. If you don't know what any of these mods are I'll post mod descriptions and links below later
  18. Why are 90% of necromancy mods just some new summon skeleton? I mean seriously guy's there are some amazing dark magic mods out there like vile art of necromancy, corpse preparation, psykotic necromancy mod, undeath and undeath-addons. All of these mods work great individually and if used together they make being a necromancer on par with being a werewolf or vampire on a heavily modded game with its own quests, powers, magic and baddass transformation to boot. Unfortunately both vile art and psykotics mods have been abandoned before coming to fruition and they've given away full permissions rights to their work (although most of the feature work fine even now, they have many bugs). undeath has yet to be officially abandoned, but the mod author has not made any attempt to update his mod for 2 years. The maker of addons doesn't report that he intents to keep addons much longer due to responsibilities to other mods and life. My question is why, why is necromancy a dying field. It has a thriving community of supporters just waiting with baited breath for a dark magical fix. I request,no, I beg that a bright eyed and talented author take the abandoned works of the greats and turn them into the sparkling gem they were meant to be, A single mod that shows the spirit of the dark arts and shows young modders what a REAl necromancer is; not some small time conjurer hiding in the woods, but a scholar diving deep into forget lore and ancient texts for the dirty secrets of magic. A man looking for the wisdom of the ancients to and a visionary who not only practices, but combines ALL of magical study to make him a stronger mage.
  19. If your reading then I'll take it that your interested. Everyone who's played skyrim as many time as 50% of everyone subscribed to the nexus have heard of the blades and lore nuts like myself, borderline obsessive compulsives that scrounge around every library, dungeon, and Wikipedia site to meticulously find and read every book we come across to have another small piece of skyrim's vast world, don't have to look far to see their amazing potential for content. Those like myself, easily excitable loonies that we are, found the found the genuine thing to be well... underwhelming. As anyone who's ever played skyrim will undoubtedly have seen from the main quest, skyrim's blades content more than... hmmm what's the right work?..... a clubhouse. It can't even be called a guild as skyrim's real guild's have grand immersive stories of their own, while the most you can do at the blades is recruit people(and only 3 at that), and before you can do that they demand(yes demand, as if you were some wet behind the ear's trainy instead the experienced DragonBorn warrior. When the first sentence of the blades pamphlet they would hand a trainees would say the words "We exist solely to humbly serve any and all dragonborn heroes".) that you kill one of my favorite characters from any game ever! *Nerd Rage Cooling Down* Besides that, I believe the Blades\Thalmor war should player a bigger role at the end of the main quest in a way that both sides properly deserve. Blades: Because the blades originate from Akavir(Basically The Elder Scroll's Asia) it wouldn't be unlore-friendly for them to have some eastern-mythology style techniques (Example: Ki abilities that consume stamina and\or health in return for increases in damage, resistance, movement speed, etc. in order to help fight dragons(and mages, because we all know about the balancing issues skyrim has when a straight melee player goes up against dragons\mages at higher levels, especially modded)), but said techniques can only be attained after completing quest's to fight against the thalmor as a blades spy. these quests would in turn need to be unlocked by recruiting member and expanding the blades information network by becoming a thane in each hold, and finally allying the strength of each guild just before the final fight to drive the thalmor out of skyrim. The guild related final quest's should depend on which guilds you've completed the quest's for, in which a summit will be held at Sky haven temple. During which the leader's of each party(the guild's, the side of the civil war, the greybeard) will only show up is you completed their quest line(otherwise the have more important things to do and don't owe you anything, or in the grey beards case you may have pissed them off by killing partharnax), and during the summit your going to have to convince the parties you've gathered to work together(all the guild will obviously hate each other, ulfric and\or tulius will be busy with destroying the remaining opposition, the grey beards and blades will still hate each other over partharnax). After the final quest the thalmor will pull an unexpected surprise attack with superior forces on your home, ending with you fighting your way out of a thalmor controlled dungeon\prison and coming out with a 100'00 gold bounty on your head in every hold(leaving room for a sequel involving the riften face sculptor and revenge on the thalmor headquarters in a secret location) Thalmor: similar to the blades quest in that it is based around spying, only instead you'll be preventing the blades return by destroying there attempts at an information network by winning over the jarls, and killing their new recruit's. your ending forces will still depend on the guild\civil war\partharnax quest completions, but the summit will be held in the thalmor embassy. The thalmor will reward you with unique ancient aldmer spell you can't find otherwise, but after the final quest they will unavoidably betray you because either your not an altmer\bosmer or (if altmer\bosmer) you are a political risk, leaving you to fight your way out of a thalmer controlled hideout and a 100,000 gold bounty on your head in every hold.
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