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Chrizmo64

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Posts posted by Chrizmo64

  1. Thanks a bunch for the reply. I've gotten my feet wet with modding, and even made a decently successful (albeit simple) follower mod. I've started building another mod that will serve as sort of a quest hub, and am slowly learning the ropes of what all that entails. I know that what I want to do with this is way beyond where I am currently, I'm just trying to get an idea of whether or not it's possible.

     

    To elaborate, and maybe clarify -

     

    Anytime I play through the game these days, I usually completely avoid the main quest chain because I've done it enough that its not really exciting or interesting anymore, and most of the characters I have the notion to create/play, have no interest in being the savior of existence.

     

    My idea was to create an NPC that was essentially the dragonborn. He ran the main quest chain in the world as I did my playthrough. He would gradually progress through the chain as my character leveled. I may or may not encounter him throughout the game, maybe while i was out and about on a quest, or by chance come across him in an inn when I come to crash for the night.

     

    I just thought it'd be neat to exist in the world along side everything that would normally happen during the main quest chain, without actually being directly a part of it.

     

    Hope that helps paint a better picture of what I meant.

     

    Cheers!

  2. So I have kind of an ambitious idea for a mod that involves an NPC running a series of quests, rather than the player. As someone who is a complete noob to scripting, and almost a complete noob to modding, I'm curious as to whether or not such a thing is even possible.

     

    For instance, would you be able to make an NPC who runs through the companions quest chain, or at least does so from the players perspective, even if the player isn't necessarily running through that quest chain themselves?

     

     

  3. There are some mods that try to capture this. I think with some tweaking/creative combination, you can get your game working as close to that as possible.

     

    TK Dodge

     

    Lock On

     

    Those two would probably help with the basic player character combat mechanics.

    From there, you would just want to try and make the enemy AI a bit better. I use these two and things are pretty beefy on Master/Legendary:

     

    Enemy AI Overhaul - Revenge of the Enemies

     

    DUEL Combat Realism

     

    Hope that helps at least somewhat.

  4. Forgotten Magic Redone adds some pretty awesome spells that level independently and have some great talent/perk points that you can add to them to make them stronger.

    Phinix Geomancy adds an interesting spin on Alchemy and Enchanting and makes it so that you can break down gems and soul gems into dust for different alchemy recipes.

     

    If you're not already using it, Immersive Armors has some cool mage stuff, and some umarmored versions of Ebony/Dragon gear that's pretty cool.

     

    Hope those help.

  5. I played with your first mod quite a bit a while back and really liked all the different options that it gave. At the time I was playing a summoner and there were a ton of crazy summoning spells I enjoyed using.

     

    Since then I've played around w/ Forgotten Magic and I really dig the way that it allows you to sort of evolve certain spells into more powerful versions of themselves as you use them with new added effects to each spell. I know that is probably a tall order for a mod like yours with so many spells, but maybe something not quite as in depth. Maybe where each spell gains more effectiveness as you use it. For instance a fireball type spell gains +1% damage every so often, or a conjuration spell gains 1 second duration every so often, the more you use them. Stuff like that.

     

    I definitely look forward to whatever you come up with for the new mod, as I really enjoyed a lot of the spells offered in Evolved.

     

     

    I didn't think about it at first, but I remembered after looking at your mod page again - your mod kind of did something similar, but using the perk system instead of doing it per spell, lol.

  6. I played with your first mod quite a bit a while back and really liked all the different options that it gave. At the time I was playing a summoner and there were a ton of crazy summoning spells I enjoyed using.

     

    Since then I've played around w/ Forgotten Magic and I really dig the way that it allows you to sort of evolve certain spells into more powerful versions of themselves as you use them with new added effects to each spell. I know that is probably a tall order for a mod like yours with so many spells, but maybe something not quite as in depth. Maybe where each spell gains more effectiveness as you use it. For instance a fireball type spell gains +1% damage every so often, or a conjuration spell gains 1 second duration every so often, the more you use them. Stuff like that.

    I definitely look forward to whatever you come up with for the new mod, as I really enjoyed a lot of the spells offered in Evolved.

     

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