Jump to content

RainingFrogs

Members
  • Posts

    11
  • Joined

  • Last visited

Nexus Mods Profile

About RainingFrogs

RainingFrogs's Achievements

Apprentice

Apprentice (3/14)

  • First Post
  • Collaborator
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Question #1 - Does anyone know a mod that makes "convenience perks" like Block Runner, Ranger, Fence, etc. etc. at a lower level or easier to acquire? Question #2 - What's the best way or best combinations of mods to balance out combat? I currently have a lot of scaling mods (unarmed damage scaling, torch damage increase, magic damage scaling) with High Level Enemies to try to better balance out high level combat but I was wondering if anyone had another setup they preferred.
  2. so I've noticed some items in the developer's console have literally like 7-8 different copies of themselves under different source codes, for example after typing "help dragonbone" there are like 8 dragonbone bows and 8 dragonbone swords as opposed to 1 of each. is this normal? if not, could it be a side effect of mods or messing with the CK?
  3. I have to say this is the one and only thing stopping me from playing a werewolf. It is easily the most obnoxious part of the whole werewolf characer. A mod like this would also make it so that the ring of hircine works as intended and gives unlimited transformations without the hassle of re-equipping it. Anyone else find this the most unattractive part of being a werewolf?
  4. Basically, make it so wearing multiple items with the same enchantment don't grant the effect multiple times (i.e. stops 100% spell cost reduction) but DOUBLE the power of all enchantments by level 100. This would mean you could have gloves with +80% bow damage, instead of 40% gloves and a 40% helm, it also means you can't cap out on magic resist so easily. very simple concept but I feel like this would really improve the overall balance of enchantments without taking away from their power and fun factor. The only complicated part might be making sure buffs like Mara's quest Magic resist buff and the lord stone still stack with enchantments, I don't know how they interact with enchantments. I'm also not sure how this would affect artifact balance. If someone could take the time to look into this I would really appreciate it, I feel like this would be a great mod to have around.
  5. if you have steam there is a really good mod on the workshop called Craftable Clothes and Robes by Squidgy which I believe has every version of that hood aleady in vanilla skyrim including a red and a yellow. hopefully you find what your looking for with it.
  6. So I'm trying to give dunmer Augment Fire adding 25% to their fire spell damage. For the longest time I thought it didn't exist, but then I found a corresponding ability in Dragonborn, from the masks. problem is the CK has it's magnitude stuck at 0, I can't change it. I already feel like the worst modder in history, this should be so simple but I can't figure it out. Am I missing some sort of utility that other people use to make things nice and cut and dry or is the CK just this temperamental?
  7. I've been messing with the creation kit trying to figure out how to change starting spells, not much success, same with trying to make the augment fire/frost racial abilities, is it going to require learning some scripting, or am I just bad at this?
  8. I just wanted to make a few simple alterations to things but so far it's been anything but simple. It would be great if anyone had some insight into how to make it happen so my primary concern right now is the following: give nords 25% increased frost damage as a racial ability and give them Frostbite as a bonus starting spell give dunmer 25% increased fire damage as well and replace sparksa as their bonus spell with Firebolt the problem is neither of these are listed under racial abilities in the CK, and i have no earthly idea how to go about creating them, and there was no section for modifying starting spells.
  9. So I have a list of things I'd like to add to skyrim, I've never modded myself and I have no idea how although I'd be willing to try if what I wanted seemed attainable. Here is a list of the things I'd like to add to skyrim, it would be cool if modders with some experience could tell me if any of it is way out of bounds/overly complicated/overly time consuming. -Races- Argonian and Khajit base unarmed damage increased to 15Orc and Nord base unarmed damage increased to 10All other races base unarmed damage increased to 5 Altmer bonus spell changed to Fear and get an additional bonus spell: Bound SwordBreton bonus spell changed to Bound SwordDunmer bonus spell changed to Firebolt instead of Sparks.Nords now start with the Frostbite spell as well as Flames and Healing Dunmer base skills changed to Alteration 15 One-Handed 20Imperial base skills changed to Speech 25 Restoration 20 Enchanting 15. Altmer:Highborn (Active) - UnchangedPureblood - +50 Magicka, -20% Fire Resist, -20% Frost Resist. High Knowledge - All spell costs reduced by 10%. Argonian:Histskin (Active) - UnchangedWaterbreathingHardiness - 50% Disease resistance, +30 Health.Argonian Claws - +15 Unarmed Damage.Retilian Reflexes - +10% base movement speed. Bosmer:Natural Camouflage (Active) - Invisible for 60 seconds, only usable outside.Survivor - 50% resistance to disease and poisonForest Friend - All Animals are nonhostile. Woodland Archer - +20% movement with bow drawn, -20% draw time (should stack with Quick Shot and Ranger perks) Breton:Dragonskin (Active) - Unchanged25% Magic Resist+20 Magicka Dunmer:Ancestor's Wrath (Active): 15 points of fire damage per second, enemies on fire take double damage.Fire Affinity: 50% Fire Resist, +25% fire spell damageSword and Spell: +20% damage with One-handed weapons while wielding a spell.Ancient Secrets: Destruction spells cost 10% less to cast. Imperial:Voice of the Emperor (Active) - UnchangedImperial Luck - UnchangedWit and Guile - learn all skills 10% faster, 10% better buying and selling pricesSkilled - 1 free perk Khajit:Toggle Night Eye At WillKhajit Claws - ACTUALLY gives +15 Unarmed damage, not 12.Shadowcat - +20% better sneaking and pickpocketing.Feline Agility - 75% resistance to fall damage, +20% base movement speed, +10% increased jump height. NordBattlecry (Active) - UnchangedFrost Affinity - 50% Frost resist, +25% frost spell damage.Blood of Atmora - +10 Health, +10 Stamina, 10% better at improving weapons and armor.Tenacity - Nords stagger 25% less. OrcBerserker Rage (Active) - UnchangedBrute Strength - +25% increased damage with power attacks.Thick Skin - +50 armor.Orcish Smithing - +15% better at improving weapons and armor. RedguardAdrenaline Rush (Active) - Also increases move speed by 20% for the duration.Diehard - 50% poison resist, +30 Stamina, +20% increased health regeneration.Combat Expert: +20% increased damage with all weapons, +10% chance to block. -Spells- Destruction (should end up boostable by spell magnitude and all scaling mods) Transfusion - Concentration, costs 5 health per second, deals 10 damage per second heals 75%. Bloody Bolt - blood red colored lightning bolt costs 25 health deals 45 base damage and heals that amount Crimson Current - blood red colored Chain lightning spell that costs 50 health, deals 75 base damage and heals you for the damage dealt Bloody Swathe - Vampire Lord's Blood Ball in human form, deals 50 base damage and heals that amount, costs 30 health Bloody Shroud - costs 60 health Drains 15 health per second from close enemies (cloak spell with about 25% increased range) Sanguine Slash - unrelenting force + drain all hit by 100 health, costs 100 health (think warriorkeke style on these last two) Sanguine Storm - 360 degree unrelenting force + drain all hit by 200 health, costs 200 health, two handed Alteration Crimson Curse - Red colored Paralysis spell that costs 80 health, lasts 6 seconds and drains 15 health per second Sanguine Flight - teleport, costs 30 health, red mist effect upon arrival. Restoration Infusion - buff spell, drains 5 magicka and stamina each second and heals 10 health per second lasts 20 seconds Armor Dark Brotherhood Armor overhaul - jet black armor with hood both masked (dont use dragon priest, UG-LEE) and maskless, single large bright red bloody handprint front and back that glow in the dark, smaller red hands as buttons or buckles, similar job on the robe set as well.
×
×
  • Create New...