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Lives2DieAgain

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Everything posted by Lives2DieAgain

  1. Have you tried Necromancy-- Undead FX by WDog367? That might just be what you're looking for.
  2. But this doesn't remove agency. This just adds debuffs to the player. There is no mind-controlling in this. This is just one way I could think of that adds in Illusions to the game. If you have other ideas, then please tell me. I'd love to bounce them around.
  3. Give NPC's the ability to cast illusion spells. We have a whole class of illusionary magic and yet the only person capable of using it in battle to the fullest extent is the player character! What if we had NPC specific illusionary spells. Just call them NPCCalm, NPCFear and NPCFury. NPCCalm essetially makes the player character deal 50% less damage and take 50% less damage. Even trade-off, right?NPCFury makes the player character deal 35% more damage and take 55% more damage.NPCFear makes the character have -50 in all skills and attributes but gives 25% stamina and magicka regeneration. Ya'know, to run faster and cast invisibility longer, wimpy Dovahkiin. Health gets none.Also, just give the NPC's Rally or one of the spells like that and make them target allies and voila, Illusion casting NPC's. Make a new NPC and add him/her to all enemy factions wearing their clothing and everything. Ex; Forsworn illusionist, Bandit Illusionist (though this one is hard to believe), Necromancer Illusionist, ect. Give the NPC Invisibility, the aforementioned new spells and rally. The new spells should level with the NPC and always effect the player character. As for what weapon the NPC should use, anything big and one-handed, to take the target out of the fight fast if they get too close, like a mace or something small and quick to deliver like a dagger. If possible, could you try making the NPC use illusion spells from other mods as well. Thanks in advance for anyone willing to take this up!
  4. I'm asking for a mod that adds in a master spell for Illusions. I'm asking for a spell that'll hopefully be called 'Illusionary Armor'. What this spell does is it makes the first hit to strike the player either negated, by making the hit 'look' like hit the player when in fact it never happened, or reduce the damage of the hit by 60%-80% by making the attack veer off course slightly. Like if a strike was coming for the chest, it instead hits the shoulder or something of that nature. The spell can last for like 300 seconds through ∞ for all that matters. The spell should have the master animation and have a cast time of 2.5 seconds if it negates all damage. If it doesn't it should have a cast time of 1.5 seconds. This is a spell that should be cast before battle, not during battle. As for the armor appearance, it doesn't have to be 100% unique. Maybe Ancient Nordic Armor slapped on with some ghostly shaders to dive it an illusionary feel. Even leather armor with ghostly shaders would work. Anything with the ghostly shaders would work really. Kinda like how the bound armors are, except ya'know, blueish as to differentiate them. Thanks in advance to anyone who takes this on.
  5. Thanks for looking into this. Be sure to notify me it anything comes up. Thanks again!
  6. I like to play as the non-Dragonborn character. With me I have a mod that adds a Dragonborn NPC. It feels a little immersion breaking that the comments of Dragonborn are being directed to me. Even more so when the Dragonborn isn't with me. If someone could remove these comments, I'd be grateful. Thanks again.
  7. Ok, so the Argonians in our game only have one default look. I was hoping that someone would be able to give them different heads like a snake, like the Naga, or a crocodile. Maybe even a dragon like head? Something to make the Argonians feel different from each other. Just imagine a crocodile Argonian with the Brutish Argonian Male. Give it more feathers, fins, and horns to accessories the head. Maybe a spiked and spiny tail and you'd have a beast of a Beast Race.
  8. Can I request a mod, that may seem a little cheatish. It is the power of the Ur-priest. Like it says, it is a power. A greater power with a long cooldown. I'd say seven Skyrim days or even a month. Anything to balance it really. It would allow the caster to regenerate health stamina and magicka for ten minutes at the speed of Highborn, Adrenaline Rush, and Histborn. It could last 60 seconds, 30 seconds, 5 minutes or even 10 minutes. Like i said anything to balance it. Adding in a non-damaging Stendarr's Aura would seal the deal for me. Thank you in advance and thank you for taking the time to read this.
  9. I'm looking for a sword that looks, basically, like a giant shiv. It's a Stiletto sword. Can be made from all materials, and has a bleeding effect on hit. Why the bleeding effect? It's a giant metal spike being jabbed into someone then being torn out. That leaves a gaping hole in both the flesh and the armor. The design doesn't have to be intricate or fancy, just something simple. The damage shouldn't be too high considering this will be doing a stacking bleeding effect of up to 5. I'd say lower than a sword but higher than a dagger and classified as a sword. All in all, I'm looking for something like this. Quick Edit. I don't want the guards on the sword. Just a sleek and slender sword. A simple giant shiv like blade. Like a rapier, just without any sort of guard.
  10. So what I'm asking for is a power, once a day, that casts Highborn, Histskin and Adrenaline Rush like effects for 600, 300 or 60 seconds. It doesn't even have to be the racial traits, People who use mods that alter those traits should be able to use the greater power. Basically, I want a greater power that makes magicka, stamina, and health regenerate at 10x normal regeneration speed for either 600, 300 or 60 seconds. This could be considered a cheat mod alone, or given a quest for an over powered greater power, really doesn't matter to me. So long as the affect happens even on heavily modded games, or lightly modded games, it's all cool with me.
  11. Basically, what i'm asking for is a standalone armor mod. In short, a retexture of the Thieves Guild armor. Something to match the The Gray Cowl of Nocturnal. It's more stitched up than normal thieves armor. Gray colored too. It has random oblivion alphabet around it as well. It can be sleeved or sleeveless. The fingers have to bee seen, as to be nimble, so no gloves. Any boots will do, so long as they match. I'd recommend no hood, but if there has to be a hood, do not make it the cowl. There are already mods that add in the cowl, this is just the armor. The stitches are located on all parts of the armor, to make it flow with the hood.The daedric letters could possible pulsate, or glow, to show their resonance with the hood.The nightingale symbol could be placed near one of their shoulders, faded.The armor could be enchanted or not, really. That's up to the person whom wishes to take this on.Thanks for reading and thank you if you so choose to do this.
  12. In vanilla Skyrim, there are three major categories of destruction magic. Fire, Frost and Shock. What I want is for the last two elements of magic in the ever present circle of fire, water, earth, air and lightning to be in Skyrim as well. There is already an air magic mod from what I've seen. What I'm looking for is an earth magic mod and something to finish of the stages of water. For water, that's something simple. Just steam for gas and water for solid. Nothing overly special (I think). It should round of the most versatile of the elements seeing as it has the most form. A little steam spells and a little water spells and that should be it. Since water in the real world makes you heavy when you're sopping wet, causing you to exert more energy to do what you do making you get tired faster, it should retain it's effects of damage health and stamina. Same for steam, as a blast of hot or cold steam over time starts to make your clothes heavy and wet. The spells you decide to do with this are up to you really. As for stone, I think this one should do bleeding damage. If you were repeatedly hit with jagged shrapnel, you'd gain cuts and bruises, would you not? I think that the bleeding over time should be the exact same points of x, only increases the duration by spell. So, say you get hit with a novice stone spell, and you loose x points for 5 second. and you get hit by a master spell and loose x points for 25 seconds. X being the damage based on destruction level. The duration increases by spell level. The spells shouldn't be stackable, but should reset the duration counter. I hope that someone takes this up. I've searched for a stone based destruction mod but haven't seemed to find one. If this isn't enough information, please tell me what needs more information and I'll try to set it straight. Thanks again.
  13. Thanks for taking this up. I don't mind if there aren't any custom textures. Doesn't bother me at all. You can remove or not do the runes you deem unfit or not needed. Yes, I would like them as a power and a spell. The spelltomes could be added to the Mages guild vendors or in the hall of elements. Thanks so much again.
  14. In Skyrim, the conjuration tree has 3 elemental daedra. There summons attack and act in specific ways. A ranged fire, a melee frost, and a ranged shock. What I'm asking for is more a variation between these. I'm looking for a melee fire, and ranged frost and a melee shock. If they could have different models to differentiate the types, that'd be great too. If not, that's cool too.
  15. What if you could wield arrows like a dagger. They're sharp and pointed. Why not plunge it into chest of a bandit or two. They can be held in hands, sorta like a dagger (Hint Hint). Imagine this, you're going though a dark and dank bandit infested cave. The bandits seem to be moving around a lot. You can't take aim and shooting would alert them to your presence. You pull out an arrow and palm it, making your way down to a single bandit "guarding" the entrance, drinking mead. You slip from behind him and plunge a single arrow through him. You didn't waste a shot. You repositioned yourself and now you can take out the rest. I got this idea from this little picture right here. If anyone would be willing to make this, I'd be thankful.
  16. In ESO, there are armors for every type of race. In Skyrim, we're limited to the type of racial armors in game. What I'd want is for the recreation of ESO armors for Skyrim. Not only is this lore-friendly, but it also add in something that I believe should have been in the game from the beginning, armors for each race. Adding the armors to the smithing trees under already existing perks (ex. Advanced armors to unlock Breton, Redguard and Imperial. Elven unlocks Bosmer.) It doesn't even have to be armors for the races. It could be random armor sets that can be found around ESO too. Along with the armors, there should be weapons. This could be like an add-on or something of that nature. The main focus would still be the armors. Having the weapons to complement the armors would be nice. Since Skyrim is in the future, the armors could have changed slightly, but overall they'd look the same, along with the weapons. Smithing styles do change over time, ya'know.
  17. If you could make runes a lesser power and still keep it a spell, I'd really appreciate it. Maybe if you could add more runes too that would be nice but what I really want is just runes as a lesser power. Here are a couple runes that can hopefully be added. Absorb Health Absorb Magicka Absorb Stamina Banish Rout Pacify Paralysis Damage Magicka Damage Stamina Soul Trap Turn Undead Sun Fire Close Wounds (Non-Hostile Only) Iron Flesh (Non-Hostile Only) Conjure Atronach - Flame Conjure Atronach - Frost Conjure Atronach - Shock Weakness To Flame Weakness To Frost Weakness To Shock Weakness To Magic Weakness To Poison Regeneration - Health (Non-Hostile Only) Regeneration - Stamina (Non-Hostile Only) Regeneration - Magicka (Non-Hostile Only) Fortify - Health (Non-Hostile Only) Fortify - Stamina (Non-Hostile Only) Fortify - Magicka (Non-Hostile Only) Fortify - Armor (Non-Hostile Only)
  18. So, the mod that I've installed, The Honored Dead, adds a lot of dead bodies to certain areas. What I'd like is for somethings that goes hand in hand with this mod. Just to add some Draugr and Necromancers to the game in random areas. I really don't think this one is hard to do. I could be wrong though. Thank you, though.
  19. So, after downloading the Immersive Patrols mod a long while back, I had noticed a plugin for Witchhunter's. This got me thinking. 'What if there a guild for these Witchhunters'. Using the same mechanics from Oblivion style Witchhunters, and modern day Witchhunters (Uses magic but only the pure kind, like healing opposed to necromancy). You could join up and be sent on missions to hunt down spawned NPCs of various types placed within dungeons. It could also have a quest line or two, like where you can join up with the Dawnguard, (For Dawnguar users) the SilverHand and Vigilants of Stendarr (not at the same time, just recruit them or do missions with them.) The main aspects of the quests is that there is a group of highly trained, and deadly group of necromancers, lead by several heads called "Viper's Fang" who use poison, poison magic, and conjuration. (Poison can be used as a darker part of Restoration.) These people are planning to take down all the thanes of Skyrim, replace them with high ranking members, and place their leader as king. Within their ranks, there are Vampires, Werewolves necromancers, normal necromancers of many different rankings, and Daedric worshipers. The three highest ranking members, those who have moved passed the others are a Necrowolf, an undead werewolf and ex-general of the Imperial Legion who left because he got too bloodthirsty and forgot his oath to the people and the Emperor, a Thousand Year Vampire, having been around for a thousand years (give or take some years) this vampire has mastered all that he could with his 'tainted blood' not being a proper vampire, having been given the disease instead of made a proper way, and the highest of Daedric worshipers, the champion of Mehrunes Dagon, carrying with him/her the book Mysterium Xarxes. This can be turned in to the Vigilants of Stendarr, or if read allows the player to summon his old champion wielding his razor. (The champion is like a ghost, so ethereal.) Because the champion of Mehrunes is here, the Mythic Dawn shall be reborn. After killing the three generals, the player has a chance to go up against the big man/woman his/herself. They main enemy will be an Arch Necrolich. Already undead, they can use the spells of necromancy and bone. Bone spells are new spells added to the conjuration class. When nearing death the Arch Necrolich turns into an hulking, floating skeleton. Using powerful bone and poison spells, (as well as cloaked in the mist from Boethiahs armor without the poison) they summon corrupted shades archers, warriors and mages. When finally killed, they drop one of each tome. Again, you can turn these in or learn them. You have the final option to become guild high ranking guild member or leader. The player, also has a chance to join the other side, A new group of guilds shall be added in. The Mythic Dawn for one. The next is a unique group of vampires specializing in blood magics. They shall be known as 'The Tainted'. The last is the undead werewolves that use necromancy in their human form, but turn into undead werebeasts when they lose enough health. They are known as the Canis Mortis, a group of Necrowolves founded in Cyrodiil. The last faction of the "Viper's Fang" is the necromancers guild; a group of people who use the bodies of their enemies to fight on their behalf. If choosing to join this side, you cannot join the other side and vice versa. In this, you start off with only the necromancers. You must recruit the others to you guild. Each time you start recruiting, you gain more enemies. You start off with only the Witchhunters guild after you but as you progress you gain the Silverhand, the Dawnguard and finally the Vigilants of Stendarr. (Or the werewolf hunters, the vampire hunters and the demon hunters.) Your job here would also be to gain power over the holds, seeing as you cannot take the jarls on yourself, you go for their military commanders (New NPCs added to further the quest) these commanders, once killed must have a spell, potion or something hit them to bring them back to 'life' they will return to their post and your job shall be complete. there will be skirmishes where you and the Witchhunters guild fight it out. A main part of the quest will also be to wipe out the Witchhunters headquarters. Some side quests might be to wipe out resistance or kill a Witchhunter making too much of a name for themselves. At the final quest, the leader of your guild and the leader of the enemy guild shall fight. As you help the Vipers leader out, all he/she will do is support from the side lines. Once the battle (relatively easy, because it is not the final battle) is over, the leader will talk to you. all options lead to the same thing. You have to fight the leader. Once you fight (same as above,) and win, you can either become new guild leader or disband the guild. Disbanding the guild causes a clash for power, making all factions hostile to each other. They will also hate you and attack on sight. Some new spells shall be added as well as some armors and weapons. Hopeful i can add them in when i come back. This was all rushed as i had to leave. I will edit this soon. Anyone willing to take such a shortly though out idea has my sincere gratitude and any ideas that come from you all will be greatly appreciated. Also, I'm not very creative at naming.
  20. All that I'm asking in this request is that the ring of Hircine be turned into a necklace. This would allow the rings from, say, the Dragonborn DLC to be used in conjunction with the the neckalce. It could also be used with other rings, like Namira's Ring to make the Dragonborn more beast like. This mod can either be a stand alone or a replacer. Still gained after completing the Ill Met By Moonlight quest. Any awesome modder wanna take this request? Or any thoughts?
  21. I respectfully request a stand alone Werebeast. The WereCat or WereSabreCat. Make it a disease, similar to the beast blood. It allows the same things as the werewolf, but is instead a sabre cat. I don't think this is a very hard mod, but seeing as I have zero modding skill I wouldn't know. If other animals can be added in as well, that would be nice, if not I would be ok with just a WereCat.
  22. I was just thinking of adding it to the higher end of the Archery Skill Tree, but a challenging quest could make it more rewarding. I think that it could be something like if you have x amount of skill in archery, you hear a rumor about ancient lost Bosmer Art of Speed Archery. You would go to the Drunken Huntsman (It feels right to me) and see an NPC who wouldn't interact with you until you had x amount of skill in archery and heard the rumor. They would send you on quest. What that quest is, i don't know. In return, he'd teach you the Greater Power (In the form of a book, like the black books can do). I say Greater Power because 'spam arrows kill more!'. If it's limited, then it can be used tactically and only when really needed. I have no skill in modding so I can't make this. Hopefully someone can. This is just my take on how it could happen. Hope it helps spur more ideas! Also, Bosmer art because well, archery. Thus, the book can be called that; The Bosmer Art of Speed Archery. Well when you first learn it I would imagine you would be able to speed shoot 2 or 3 arrows at a time before you're able to "reload." And as you progress you can hold up to ...say...6 arrows in a hand. Maybe the rumor is found in a book and during the quest you see the NPC at the Drunken Huntsman, but he refuses to speak any further on it until you have the skill level enough. Perhaps make it a little more challenging by making you have to hold the mouse down for a split moment before you need to let go, to prevent you from spam clicking mouse1. And hold it too long and you enter standard firing mode. Ok. So we've agreed on a rumor starting once you reach a certain skill level in archery. Following that rumor you reach an NPC that refuses to speak to you unless you have a high enough skill level. Once you do, he/she tells you to do a quest (Hopefully archery based or something similar). Once completed you learn a skill that progresses with use. It's a greater power. Once activated every shot shoots 2-4 arrows. At full mastery, you can shoot 8-10 arrows. It consumes arrows in your inventory to make it balanced. You also get the penalty. If you hold the mouse1 button too long, it shoots normally. This means you can hold it for 1-2 seconds. 3+ returns it to normal firing. If we are going with this method, do you think it would be easier to go with a toggle ability, since you'd be wasting arrows and the skill seems balanced as it is with the time limit? This is what we've put together so far.
  23. I was just thinking of adding it to the higher end of the Archery Skill Tree, but a challenging quest could make it more rewarding. I think that it could be something like if you have x amount of skill in archery, you hear a rumor about ancient lost Bosmer Art of Speed Archery. You would go to the Drunken Huntsman (It feels right to me) and see an NPC who wouldn't interact with you until you had x amount of skill in archery and heard the rumor. They would send you on quest. What that quest is, i don't know. In return, he'd teach you the Greater Power (In the form of a book, like the black books can do). I say Greater Power because 'spam arrows kill more!'. If it's limited, then it can be used tactically and only when really needed. I have no skill in modding so I can't make this. Hopefully someone can. This is just my take on how it could happen. Hope it helps spur more ideas! Also, Bosmer art because well, archery. Thus, the book can be called that; The Bosmer Art of Speed Archery.
  24. I think it would be nice to have a lesser or greater power that allows you to reload or nock an arrow instantly. Doing so would allow you to shoot just as fast as you can click the mouse button. I think that would fit in nicely. In turn, other high leveled archers can do the same, not just the player. I support the idea. Just one question. How would one go about learning this? Is there a shot that would teach this as well as sell archery type items, or is there a quest (read: rite of passage for aspiring archers, male and female) that one would do to gain such a skill?
  25. A simple (or at least what I believe is simple) mod that allows bow bashes to deal 1/4, half, 3/4, or full bow damage. That does not take arrow into account. It does take enchants into account. This would, in turn, make bashing with bows a little more than a minor (I say minor because it stuns for a couple seconds) distraction. I hope to see this made compatible with some of the blocking perks. Like deadly bash and such. That would make this not only a more viable tactic in combat but actually useful. Thanks.
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