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Cuchon

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  1. Hello you N'wahs, I have never done anything like that, so how do I get started? What I want to do is basically just change the default models of items like "Boots of blinding speed" and "Randagulfs Fist" to match the bonemold Armor set. Also, I want to adjust the armor value of the Redoran Guard Helm to match the armor value of the Redoran Master Helm. Any help would be appreciated.
  2. Everytime you attack somebody with a fire spell he should be screaming. If he dies, his corpse should look burned, too.
  3. Zombies die whenever you enter/exit an instance of the game (dungeon/house etc). I basically want to prevent this, however, I don't know how to do this. Modifying the spell duration of "Raise Zombie" doesn't help, since the zombies death it's somehow implemented in the very mechanic of the spell. Any input would be appreciated!
  4. Is the damage done with werewolf claws modified by one handed skills/perks? Which other skills/perks affect the werewolf form?
  5. You can respecc your character with console commands. Just google it. It is not necessary to be a good mage in order to become archmage. It's not necessary to be sneaky in order to complete the dark brotherhood either...this isn't Morrowind, guys.
  6. Pretty difficult in my opinion. Skyrim Wiki "Having engaged in acts of cannibalism during their lifetimes, they are cursed to walk the earth as undead." How could a Draugr interact with "ordinary people" without getting slaugtered immediately? Being undead and all. Any kind of interaction (especially the introduction) would feel out of place imo. An alternative would be that you start off as a Nord and become a Draugr at some point in the game. Considering their cannibalistic background, I'd suggest altering the Namira Questline. After having fed on, let's say, 50 corpses, you will be cursed by the gods and turn into a Draugr. Similar to Werewolves, there could be a way of changing your current form.
  7. I think it would be interesting if the Dragonborn could be a Falmer. I've tried realising this concept in vanilla Skyrim roleplay-wise and I've been successful to an extent. Your character is part of a new, genetically superior generation of Falmer that has seen the light of the day after a series of research conducted by Falmer Shamans. Those specimen have overcome their blindness to an extent and are able to learn to communicate in the common language of Tamriel. Leaving their underground caverns, they are meant to infiltrate the society in order to prepare and ensure the uprising of the Falmer once again. I chose to be a Bosmer for following reasons: - people will adress you as such, and Bosmer are pretty similar to Falmer, so it would make sense if they mistook you for one - Bosmer can control creatures -> Chaurus companion (for 60 seconds only :down: ) Their racial Boni would be the following: One Handed +10 (since there are no two handed falmer weapons) Archery +5, Heay Armor +5, Block +5, Illusion +5, Alchemy +5 Power: Summon Chaurus companion - summons a Chaurus companion which fights on your side until it dies. All that (except the Power) can be achieved via console commands (player.setav/player.modav). A relatively pale Bosmer, coupled with the mentioned modifications, clad in Falmer equipment makes for a nearly complete Falmer without the use of mods... but of course this isn't enough! There needs to be a Mod that creates a playable Falmer race! There are a few problems when it comes to the realisation of a playable Falmer race: a. They are considered hostile to Skyrim and its inhabitants b. They are supposedly blind c. Falmer would still attack you a. When creating the Falmer race, use Bosmer as a template so that the world adresses you as Bosmer. You don't want to be recognised as a Falmer! b. In Morrowind there was a spell called "Blind", that made your vision less clear. As far as I know, there is no such spell in Skyrim, so it could be difficult to add a passive effect of that sort. Even if this was possible, being half blind would be a huge drawback both fun- and balancewise. I suggest adding a toggle-able life detect ability in order to make up for their blindness. This would also explain improved smelling/hearing. c. I have no experience in modding and I dont know if there is a way of changing the disposition of certain creatures towards the player. Then again, this could ruin certain quests that involve killing falmer. These are a few of my thoughts. Feel free to comment/add anything related.
  8. Man -> Wolf is pretty much established, so there's no problem there. The Wolf represents the beast-aspect, which, in case of Khajiit and Argonian already exists (cat,lizard). As for the other races: for me it's the same deal as with humans. The Mer and Nords/Redguards don't have a beast-aspect attached to them, so adding the Wolf makes perfect sense. Their appearance, however, should differ in the color of the fur. (Orsimer get a slightly greenish fur etc.)
  9. Well the "Wer-" of Werewolf means "man", so it should be "catwolf" instead. Khajiit, however, are humanoid and thus "Wercats". In oder to make it coherent they should be named "Werecatwolves". o_O
  10. That's a shame. Gonna bump this then as soon as the kit is released.
  11. Could anybody tell me if this is possible at all without the construction kit? If somebody could give me instructions I'd do it myself.
  12. There are some great Helmets in this game, but perks like Well Fitted/Custom Fit, while being extremely useful, force you to wear a helmet if you want to get the bonus armor. My Khajiit looks so awesome that I dont want to cover his head with a helmet and I'm pretty sure that many people feel like their character is robbed some of its uniqueness by hiding its face. I feel that a minor esthetical measure like that shouldn't make those perks obsolete. Here is what I suggest: - create a "Invisible Helmets" mod -> only helmets equipped by the player are invisible. - let shields complement the set as an alternative to helmets.
  13. That's one major issue I had when playing my Khajiit. I liked the idea of the "beast inside" but there is no reason for a Khajiit to turn into a werewolf. I'd rather see them turn into a saber cat! As for the Argonians... I can't think of a fitting model that already exists in the game. Shouldn't be too hard to exchange the werewolf model with the saber cat, am I right? Gogo modders, make it happen!
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