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borgmaster

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  1. I did not see that mod but ill look it up. As for the enchantment it doesnt let me place it on a weapon.
  2. Im interested in starting a sword mage mod. The sword mage type in question is loooooosseeelly based on dnd. So far i just plan on making a few custom spells and enchantments to go with a quest but im not sure some of the mod ideas would work. Biggest concerns: Can i make a barrier spell persist for a few minutes after casting? Like a shoot and forget spell. Could i give swords the spellbreaker enchantment so that when any sword is used to block it would cast the barrier. Ive seen teleport spells work but they can be finicky(through walls and such), is there a way to combine a teleport spell and a invisibility spell without messing up the ai horrendously. Minor concerns: Making good aegis spells such as snare aegis and assualt aegis. Its more balance than anything. Can i make a barrier spell persist for a few minutes after casting? Like a shoot and forget spell.
  3. Like how the vamps and wolves work but as a separate form all together. I'm looking into making a class mode mod that allows a player to become a highly specialized fighter without messing up a players main perk trees. When he wants to enter his class mode he activates his mode and it would give him a different set of perks like when he goes into wolf mode.
  4. I agree. this post came a little late. I would like to help you out with your project as a beta tester and gameplay brainstormer. Once the CK comes out I have a few plans for mods but to help spearhead the co-op mod if it comes out would be a blast. I have no in-depth knowledge of programming itself but as a tester im great for bug finding, if there’s a glitch in the gameplay itself I will find it. As far as gameplay goes I am great for bouncing ideas off of and have some ideas of my own on how this game would work as a co-op game. I know you will have your hands full with just trying to get the multiplayer to work let alone work on the fine tuning of reworking quests and character interactions. Admittedly this project might be overstepping my skills as a novice Modder but as a tester and brainstormer I would be great. Some food for thought concerning gameplay. Death: When the player dies in game there will need to be a compensation for that. A few options are available for the gameplay but im sure in the end it will boil down to what is easier to script. · Respawning o When the player dies he will simply resurrect in a city or preset graveyard with only some ragged cloths. o Respawns as above but with a hit to his stats, as if he was in prison. This could be ignored by a resurrection spell from an ally. o Respawns with all of his gear in the nearest city or tavern. Leveling: As the project continues there will be a need to decide on balancing player levels. Will they let a player level up by himself or will the whole team need to find a balance. · Levels Shared o All players work from a shared exp bar. Each player could only fill up the bar partially to prevent a single player from forcing a level up by training while the others are only just leveling up a skill. · Levels separate o Each player levels up individually as normal and all the dungeons would be set by the first person to enter them. This has a possibility of imbalance as a level 1 player could end up in a level 20 dungeon.
  5. You sir deserve a cookie. I would pay some money to see this project working. Not being a coder and all ive focused my thoughts onto the time and effort end of this project you've proposed. There might be a way to gain more support with this mod if you think you want to try. Set up a kickstarter fund of some sort and post your information on discussion boards. With the extra money that could come in from it you might be able to get some support from the community if you show your work and use the funds to continue the project. Obviously this would have to wait until the right tools are available and the project proven feasible. Im not sure how Bethseda would react to this kind of project if it actually got funding and ended up working. You could be sued or given a job on their staff. Dont take advice from random people on the internet.
  6. On that note I have an interesting proposition. If someone were to take a list of people and how much they would pay it might be possible to convince 'B' to make a addon for multiplayer, or at least the bones of one. Even if the addon was shoddy the skyrim community is already so big that I would place bets on the multi-player being fixed a week after it came out. Im not joking about the petition though. We should set up a site to take down names and the amount of money people would pay to start a multiplayer addon. We would also need a secondary petition that would take down the names of legit modders/programmers that would be interested in fixing bugs that would arise from the addon. Maybe set up a kickstarter fund to give B some incentive to make one. The reason they don't make one right now is that it is not overly profitable in their opinion. If we could just show them that the community would be willing to pay and maybe even help them make the addon itself they might decide to give the addon a try. Even if they just get to a beta we would be set for the future. On the programming aspect of it I do realize the problems faced. World sync, lag, not made for multiplayer. But that's what we have modders for and will climb that hill when we get to it. I think that if B made a multiplayer addon, even if it was choppy at best, the community would eat it up in an instant. In the end any kind of multiplayer made would just end up unrecognizable after people modded it and re-rigged it to their liking.
  7. The idea of a village start seems the easiest, all that needs to happen though for some continuity ingame is a trip to helgen to see the dragon attack so you know to go to whiterun and warn the jarl there.
  8. Maybe just make the college taller and add some more basements. The middin would be a great place for some of the darker mages to hang out. Population would increase with the building size. In my opinion the college should be a little like Hogwarts as far as living quarters go. Have a nice big room for the students to all sleep in and have special rooms for the teachers.
  9. As far as voice actors go you might want to find a good free auto-tuner or sound editor of some sort to make the voice acting manageable. I wouldn't trust half of the volunteers you get to make a good werewolf voice let alone an attractive normal voice. If i figure out the modding tools when they come out i would love to help you on your mod. Just don't count on my assistance until i see the tools.
  10. Some good ideas but as for realism i have my own say in this. Potions: Let potion drinking be available but add an animation for the drinking so its realistic. Weapons: Switching between a bow and a sword is not a hard thing to do, at least for a one handed weapon. You just place the bow on your back and take the sword from its holster, simple as that. I do have to say no 2 handed switching though. Loadouts: A load-out change should be partial in a fight at best. You cant change armor but changing your weapon would be all right, its not like you cant have multiple places to place your swords and daggers. Dragon fighting: The dragons do a good enough job as it is really, higher level dragons can literally eat you in two or three hits. NPC fighting: NPCs need to be a little smarter at least. A necromancer should not be trying to use his bound sword on me when hes got plenty of mana left still. This is all i really have to say about the game for now, im still working on my first play-through.
  11. So heres the list of magic mods that i think would be good to have. How they are balanced is up to the modder of course but it needs to be a fair fight, the magic in this game isnt bad it just could use a bit more variety with magic. I give Bethseda props, the magic in Skyrim is kickass and i wouldn't change a thing about it, adding is another story however. Warding magic enhanced: You can set a semi-permanent ward instead of a maintained ward. Its main use would be to buff up tanks and weak healers without reducing their dps. There are plenty of ways to do it but for my perfect mod i would want to see the ward active like it was still being maintained by the initial cast. (I want to see someone running with a wall in front of them.) A stationary ward to be used as cover: Archer and caster would like this because they wouldn't have to fear nukes from 5 archers aiming at them out of cover. Adjustable spell damage: They didnt put in spell-making so the only way to get a stronger spell is to dual cast. Less clunky dual wielding: I had problems with how while charging up my fire spell that when i attacked with my axe in my right hand all i did was kinda thunked the monster on the head and stalled. A battle mage is hard pressed to not get hurt when hes trying to kill the troll that takes out half his health in three seconds because he cant strafe and strike efficiently while casting. Offensive barrier magic: Elemental shield spells are pretty good and so are rune spells but they dont give the kind of glamour as a wall of fire does. The spells would let you spew the floors and walls with an element that gives a negative effect to anyone who passes through it while it is still active. Ive would slow and drain stamina, fire would burn and fear, lighting would shock and drain magicka; pretty much like there basic level spell counterparts. There are plenty of options for this kind of magic, it could be fused with the rune spells to make a trap that once triggered activates the barrier effect. Efficient necromancy: Its under-powered how you can only have 1 weak zombie or fire elemental out at a time regardless of level. There needs to be a way to have a small army of cannon fodder at your disposal without maxing the perks tree to just get 2 minions. Dragon necromancy: Unless i haven't found the spell yet there should be a mod to make dragons resurrectable. They would follow the same rules as any other undead minion but with the perk of being a kickass undead dragon. Ice man ice slider spell (Like in the comics): Im sure this might not even be possible but i still want to see it made.
  12. At one point anyone who has played Oblivion has thought to themselves, "If only I had a smart mage with me so I could just slash this stupid troll". We have all also seen this, "Skyrim will not have multiplayer." There have been mods in the past to try and make TES multiplayer, none have ever made it past a beta stage. But for this game I would think that maybe there is a way to make it so, if only given the chance. What would happen if Bethesda left the door open to modders to try and rig it themselves, their only excuse would be ruining the heart of the game. But if there is a crowd of ballsy modders out there why not give them a better chance at it. What im getting at is if Bethesda gives modders a stick to work with on Skyrim how do you think the community would react and what kind of a multiplayer mod would they need to make in order for people to not riot. As a man of little knowledge in modding I also ask the question of what would be needed for modders to be able to work at a multiplayer mod. There will always be people against the idea of a multiplayer mod but it also has a great potential for RPers who love this game and simply want to get a band of heroes together to save the world. In my opinion the things required for a decent multiplayer mod would be as follows.
  13. I am making a mod and still in the learning process but i have not found an answer to this question. I have created an NPC and have tried adding custom armor to him. I am using Slythers armory for the armor and i have found that his armor does not spawn with the NPC i have made. Normal armor isnt a problem but his armor (Other than the shield) doesn't spawn with the NPC. I dont see how the armor affects the situation but the NPC just doesnt spawn with it in its inventory.
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