-
Posts
61 -
Joined
-
Last visited
Nexus Mods Profile
About BloodBond76

BloodBond76's Achievements
-
What do you guys think? Can you suggest anything?
-
Personally I think the masks in Skyrim are sort of pointless. They look sort of ugly, don't match well with many armours and don't really have powerful enchantments anyway. The masks are also meant to be powerfully enchanted and mystical, well sought after artefacts. In skyrim this is not the case. Take the Masque of Clavicus vile, the base enchantment is 20% better prices, Speech +10% and +5% to magika regeneration. This is a pretty average enchantment and gives a bit of a boost to your charisma overall. This is very unlike the lore. The masque, as described by the lore, is meant to make the wearer very charismatic and very influential, making anyone the most popular person in town. The enchantments that are currently on the masque do not match the power as described in the lore. To correct this error I was thinking of a mod called "Cursed Masks - Masque of Clavicus Vile" This mod will add a lot of depth and some gameplay aspects to the mask in the game. My thinking is that powerful artefacts (especially from daedric princes known for trickery) would likely infuse itself with its wearer and as the wearer continues to wear the mask the enchantments will increase in power. At first the mask will start with a simply plus to some stats, then increase those stats as the wearer continues to wear the mask. As the wearer wears the mask for longer periods of time he/she will gain special abilities and powers, making the mask worth to wear. But there is a con to this growing power, if the player takes of the mask they will lose all of the debufs and powers and will go in a state of withdrawal (making the mask into an addiction of sorts). The first few days it will be a large handicap to speech and barter (plus people will start will a lower deposition towards you), making persuasion chances lower (drastically) and prices much higher. In a week things will normalise a bit (people will treat you with normal deposition), easier (than before) speech attempts and slightly lower. After 2 weeks speech and barter will normalise and no more addiction to the mask will occur. The only way to cure these debufs is too either wait the entire 2 weeks or to wear the mask, although this will hinder any progress made in regards to enchantments (except if within the first 3 days of withdrawal). My general idea for the progression is: Base enchant - [10+ Speech, 10%+ Barter] Day 3 - [15+ Speech, 10%+ Barter, 20% to Speech chance] Day 7 - [20+ Speech, 15%+ Barter, 30% Speech chance, Remove low bounties (free bribe)] Day 14 - [25+ Speech, 20%+ Barter, ", ", Mercenaries are free] Day 21 - [30+ Speech, 30%+ Barter, 40% Speech Chance, Medium bounties, ", Join any faction for 5 min] Day 28 - [", ", 50% speech chance, ", ", Join any faction 10 min] Day ....
-
A possible work around might be to add a special gauntlet that fires arrows when you punch. This could look alright as punching sort of looks like you are extending your arm to shoot.
-
Man this mod is hilarious. Thanks for the advice
-
I'm not all that good with scripting (I'll learn if need be) but could u possibly give an example. P.S. Your mods are awesome
-
Essentially what I'm asking help for is on how I could bind a Target Actor effect to an arrow projectile. Just clearing it up
-
So as of late I've been working on a mod to add bombs and one of the bombs I wanted to make is one which will command dwemer robots (like the normal command spell for daedra) to aid the player in combat. The thing that adds difficulty to this seemingly simple idea is that I need to attach the normal (slightly modified) command daedra magical effect to a projectile (via Explosion) because its vital to my mod. So I ask any modder who may read this if they could help me get a spell that fires a projectile that, upon impact of a dwemer robot, will let the player command it. My only real progress so far for this bomb is getting a spell that applies an effect only to dwarven robots and staggers them, meaning I know how to isolate a spell effect to only effect a single race. Also as a side note, I don't know really anything about the papyrus script language and want to avoid the use of any complicated or intensive scripts. Any help or advice would be great.
-
LE Looking For Tech Artist and Animator For Custom Creature mod.
BloodBond76 replied to baldy3456's topic in Skyrim's Mod Ideas
First of all i completely support this mod and think that you have a brilliant idea. I for one can't do any modelling and aren't too great at the ck either but i can definitely give some ideas. How about you remake, with custom buffs and animations, creatures from previous games such as the ogres, imps, minotaurs and possibly dadroths from oblivion. The daedra from oblivion would be great as their were a lot of really unique creatures which added depth to the daedra and conjuration, so if you were to make the daedra then you be adding both new custom creatures but also new spells, powers and possibilities for you or other modders to use for mods. Also you could, for a few creature, just alter already existing skeletons for various creatures. For example: imps could use the Vamp lord skeleton but with a smaller body but same size wings, daedroths could possible use an altered werewolf skeleton, scamps - falmer and ogres could use giant animations. Lastly the minotaur mesh you have is really good except that the head should be a bit more on top because otherwise it looks like a steroid-junky-bull with a hammer :P Also please allow other modders to use your work with permission of course :) ...and good luck :D -
read the elder scrolls books and you'll understand the reference that the tree hints too, and its also just a great book to read for TES lore fans
-
how about you just rp it differently, like that in order to do the thing that is just and good (killing/"removing" Grelod as to free the kids from her abuse) you can only achieve it through a cruel and dark way. This could possibly be a interesting dilemma for your character especially if your playing a rogue or a good all round hero (like the current 'richard' lp by Gopher)
-
and it could use the skyre 'direct hit' sort of mechanic
-
yeh more or less, but i want it to be a bit more dynamic and more challenging, cause even if u failed that quest u could get into the thieves guild
-
yeh more or less, but i want it to be a bit more dynamic and more challenging, cause even if u failed that quest u could get into the thieves guild
-
so pretty much it will be set after your haggling 'initiation job' where upon you see Brynjolf greet two-three other thieves and tells you of the ACTUAL initiation quest. This quest entails that the thieves and the player have to compete in a 'competition' to acquire a prized jewel from ______ manor (haven't thought of it yet but it is in the works) but cannot kill anyone and have to bring it back to him before dawn of the next day. The thing that really spins this comp is that no one knows where the manor is or the jewel inside there (might be changed). So the rest of the quest will be stuff about the thieves trying to trick and sabotage you as well as some added bits of characters. Also the manor will intergrate well with the tools from the sneak tools mod so that the player, and thieves, can all have varying ways of completing the quest. Thats all there is for now, don't want to give off too many spoilers :P If you like it I will try and power through it as fast as i can (but i have school and stuff). Or if your interested in helping another helping hand will be great :smile:
-
I'm currently working on a small initiation quest for the TG that will involve a lot of thievery and stealth. It will most likely be something of an imitation of the initiation quest in Oblivion.