Jump to content

LazyHobbit

Members
  • Posts

    4
  • Joined

  • Last visited

Nexus Mods Profile

About LazyHobbit

LazyHobbit's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Week One Done
  • One Month Later
  • One Year In
  • Conversation Starter

Recent Badges

0

Reputation

  1. I don't know if there is a mob for this, but I looked for it and couldn't find it everywhere. In Morrowind, you had lockpicks of different quality, and it affected lockpicking success. The lowest lockpick had a quality of 1.0, the grandmaster lockpick had quality of 1.4, and Skeleton key quality of 5.0. In Skyrim, it could either slightly increase lockpicking skill by a certain amount. 0 for regular, 20 for lockpicks of greatest quality. Or if it's easier to implement, just to expand a lockpick softspot, depending on witch quality of lockpick you use. In vanilla, boosting lockpicking would be an overkill for something that's already too easy. But in mods where lockpicking is harder, or where lockpicks either have weight or are scarcer, this would be a godsend. The other idea for a mod: There are a mods that add weapon degradation and repair, but I havent seen a mod that removes weapon tempering. You now can create an Iron dagger that is as strong as a Daedric dagger, which completely destroys the purpose of smithing. Instead, tempering could be completely removed and replaced with Repair skill. You spend ingots on grindstones and workbenches to repair the armors and weapons. How much you repair, depends on how high your skill is and how rare is the weapon you are repairing. Weapon could never be completely destroyed, but could become unusable. Daedric Artifacts, Quest Items, and some uniques and bound weapons are immune to degradation. Weapons of different quality should still drop and be possible to buy. Better Smiths sell weapons and armor of better quality. This would make Eorlund Gray-Mane steel actually legendary.
  2. That was... really fast. Thanks. If I remember correctly, only one who doesn't have anything resembling a shrine is Sheogorath. That's fine. I think you should make spells slightly more powerful, at least adept level spell, and higher Magicka cost. So that low level characters couldnt use it from the start. Or maybe not showing it in the sell list before your character reaches 25 in that particular school of magic? I had an idea maybe turning Mark and Recall into Alteration, Divine Intervention, if you make it (you could also teleport into the nearest temple) Restoration, and Daedric Intervention a Conjuration spell? If you could cast the other spell from the start, you wouldn't use teleport mages. I think that starting price to the nearest hold (Winterhold-Windhelm for example) should be 100 and rest should be applied by distance, with most expensive being around 240. You can ask somebody else if the prices are OK. I'll try it tonight. Thanks again. That was... really fast. Thanks. If I remember correctly, only one who doesn't have anything resembling a shrine is Sheogorath. That's fine. I think you should make spells slightly more powerful, at least adept level spell, and higher Magicka cost. So that low level characters couldnt use it from the start. Or maybe not showing it in the sell list before your character reaches 25 in that particular school of magic? I had an idea maybe turning Mark and Recall into Alteration, Divine Intervention, if you make it (you could also teleport into the nearest temple) Restoration, and Daedric Intervention a Conjuration spell? If you could cast the other spell from the start, you wouldn't use teleport mages. I think that starting price to the nearest hold (Winterhold-Windhelm for example) should be 100 and rest should be applied by distance, with most expensive being around 200. You can ask somebody else if the prices are OK. I'll try it tonight. Thanks again. EDIT: M&R works perfectly. I tested it with mark in the same room, and with the mark in the different. I didn't test Daedric Intervention because I dont have any Daedric quests solved. Might get into it later. I tested teleport with Farengar, Falion, Sybille and Wuunferth, I teleported 10 times or so, and the only one who bugged was Falion when I teleported to Whiterun. He just stared at me and didn't teleport me anywhere, nor could I get out of the conversation. but second reload worked, it's probably nothing, unforseen stuff happens. Prices could be slightly bigger, for example Farengar: 120 Windhelm 60 Falkreath 80 Morthal. Your prices are not that low because you have to teleport multiple times to get to Dawnstar from Whiterun. I don't want it to be too cheap. Like I said, you could add spells to Farengar's or somebody else's spell lists, after you reach level 25 in Alteration. If you are going to create new NPCs, you could put them in cities main hall, instead beside the gate, where they can be dragon or vampire food. It looks really cool, for a 1.0. I just started learning to code, so anything more than "Hello, world!" looks like magic to me now. :thumbsup:
  3. This never bugged me before I started playing Requiem, because Skyrim was designed with Fast Travel in mind, and traveling options are not that great. So traveling for B to A becomes extremely time consuming, especially if you already explored everything between them, or if you die at 3/4 of the road and forgot to save, and using Fast Travel destroys the purpose of the mod. I had a few ideas, but I don't know if some of these are even possible to implement in Creation engine, and I am no modder, so I have no idea how hard or complicated these are: 1.) Mark and Recall There are a lot of mods with very well implemented M&R spells which are really good. 2.) Divine Intervention I saw two mods with DI, one had buyable teleport scrolls, but you had to buy special scroll for every town. And the other one was one spell for all, but you could only cast it outdoors. My idea was a alteration spell that will teleport you to a nearest Divine Shrine, if you at least once prayed on it. Also a prerequisite for a teleportation would also be a clear bounty (which would be an optional feature). Non-Mages would have a posibility to either buy scrolls of Divine Intervention, or Amulet that will do the same thing (although the amulet might be too much). 3.) Daedric Intervention You teleport to the nearest Daedric shrine, if you already discovered it on the map. Boetiah Shrine, Molag Bal house in Markath Sepulcher and shrine in Riften for Nocturnal... If you have refused the quest, teleportation to corresponding Daedric prince would be impossible. If you are a vampire you couldn't teleport to a Shrine of Meridia, if you save Erandur you cant teleport to Nightcaller's temple, if you desecrate the Azura's Star you can't etc., etc.... Also buyable scrolls. 4.) Mage teleportation a la Morrowind Since there is only a CoW and no other Mage guild buildings in the game, some of the mage npcs, either new ones or already exsisting like Farengar or Wuunferth would have a dialogue option to teleport you too certain places where are other teleport mages. Not every mage would be capable too teleport you to every Hold, except the mage in CoW, and the prices will vary from place to place, based on distance.
  4. 1.) No time stop lockpicking. So you could be seen while lockpiking. 2.)Mod that does Perk smithing books better. Instead of reading and getting perks, you would read a book and learn to make one item (one for Elven Bow, one for Daedric Boots, etc.). You should have required skill level and adequate perks for learning the armors and weapons. Daedric items book should be avaible after finishing quests for each Daedric prince (except Mephala, to easy). Also adding the perks that alow you to improve iron and leather items further (before steel smithing), and unique items (100 skill required + arcane blacksmith + adequate smithing perk). 3.) Removal of craftable smithing, alchemy, enchantments/potions, but that leaves unique items with this enchantments (silver-blood ring, ring of pure mixtures, Azhidals Boots), and potions that can be found adventuring. 4.) Shivering Isles addon, with Jiggy as the final boss, returning to take vengance to all Daedric Princes starting with Shaggy. There are already some models of Golden Saints and Dark Seducers. To enter the realm you have to find to the most insane person in Skyrim, Maiq the Lair (which would go nice with my theory that Maiq is the Corprus victim wich was scared mentally, but not physically).
×
×
  • Create New...