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RussianInquisitor

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  1. How cool would it be if you could combine dragon words like alchemy ingredients to create different shouts. Is there a mod that does that or something similar?
  2. Could you please suggest me mods that let you side with the evil guys in any way? Like join a cult, a bandit group? Or let you be buddies with outlaw necromancers and other fellows that hide in the ruins? Altering some vanilla quests so you can side with the bad guys? Like the quest in which you have to retrieve books for the college of Wintehold from some daedra worshipers, give me the option to buy the books from the cultist or to help them with their ritual. I already have Undeath, Cults of Skyrim and armor disguises, the latter being not what I ask for, but close. Thank you.
  3. A pretty simple mod. When you kill a living humanoid and then leave the corpse behind, after a couple of hours the corpse will rise to become undead, roaming the area. Optional stuff: enemies killed by decapitation or being burnt alive don't come back. Maybe some enemies, like the draugr, are immortal. The only way to kill them is to burn them. If you kill them the normal way they are alive again once you come back.
  4. I mean every weapon. So, there is a mod "Bleed them dry", which gives every attack a chance of applying bleeding depending on the weapon type and the character's skill. From what I can see, the bleeding effect is a spell, which is applied when OnHit event happens with an actor via script. The spell part I understand, the script is a different matter.
  5. Sounds reasonable. However, I can't find a tutorial that would help me with what I have in mind. I'll keep searching, but if anyone knows something that can help that would be appreciated.
  6. I'm totally new to Skyrim modding, semi-new to programming in general. I have read the scripting tutorial on Creation Kit Wiki and wanted to ask something: I'd like to alter the way damage works. So, I'd like to make weapons apply damage-over-time effects instead of direct damage, also damage stamina. Then to create consumables and spells with custom effects. Then to make armor react differently to different weapon types. Could anyone please suggest me a fitting tutorial?
  7. Blood And Bruises I have this idea for a combat overhaul mod: Blade weapons now apply bleeding to a target instead of damage. Bleeding drains health every second. Bleeding slows down with time. The stronger your bleeding - the slower your stamina regenerates. Blunt weapons apply very little bleeding, but directly damage your maximum stamina temporarily (like in a mod that decreases maximum mana if you have a lasting spell activated). If your max stamina drops below, say, 15 percent - you lose consciousness. Meaning either you die or get arrested if it was guards attacking you. Maximum stamina recovers over time. If you beat an enemy unconscious - he stays alive, wakes up after some time, but at the moment you can loot them and move them around, like the NPC KO overhaul does. From now on stamina damage means maximum stamina damage. Weapons Daggers have highest bleeding damage, lowest stamina damage; Sword - high bleeding, low stamina; Axes - average bleeding, average stamina; maces - low bleeding, high stamina; Greatswords - high bleeding, average stamina; Greataxes - average bleeding, high stamina; Greathammers - low bleeding, highest stamina; Bows - high bleeding, low stamina; Crossbows - high bleeding, average stamina; Weapon bashing - very low stamina damage, but takes out a lot of current stamina; Shield bashing - low stamina damage, but takes out even more current stamina; Armor Light armor has high bleeding resistance, minimal stamina resistance. Heavy armor has average bleeding resistance (or a high resistance, but a chance of a hit avoiding resistance), high stamina resistance. Spells Fire and fire spells do high straight health damage, but decrease bleeding. Lightning spells do average straight health damage, as well as stamina damage. Ice spells do average straight health damage and stop bleeding completely, but when the frost effect on the character ends, the bleeding gets a lot stronger than before. Drain health spells do very little health damage, but cause bleeding. Items Health potions don't cure bleeding but restore health, and a new item, bandage, slows down bleeding, but applicable only outside of combat. There is a potion that also slows down bleeding, but it slows stamina recovery as well (maybe slows down movement). Some poisons can intensify received bleeding, some slow it down, but also slow stamina regeneration, some make the enemy sleepy, doing stamina damage. Injury Injury system. If you score a critical against the enemy, you have a chance to give him an injury, which lasts until rest. Optionally, if locational damage is implemented, the injury depends on the body part. Concussion - maximum stamina decreased and doesn't recover above that point. (If locational damage, this is a head injury. Deal x5 damage if target is wearing no helmet, x2 if the helmet is light, x2 bleeding if helmet is heavy and open, normal if closed heavy) Leg Injury - decrease movement speed. Arm injury - decrease attack speed/block effectiveness, low chance of disarming. Spine injury - increase stamina consumption by character, decrease block effectiveness. Lung injury (if hit with blunt) - slows down stamina regeneration. Gut injury (if hit with blunt) - makes character unable to consume food and potions. Gash - (if hit with blade) - adds slow bleeding that doesn't end by itself and has to be treated.
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