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Dimitian

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  1. Fortify enchantment on the staff, yes. Not affected by your armor. For example, if you have a destruction staff at 40pts of damage, and you take it to a workbench, and use alchemical ingredients to apply the Fortify Destruction alchemy enchantment at 25%, it would increase to 50pts of damage, thus facilitating an upgrade system like other weapons. And, depending on your alchemy skill + relevant perks + enchanted armor, the enhantment could be increased further afterward. It would apply duration effects to conjuration and illusion staves. SO, doe this sound like a feasible way to get staves to keep up with other weapons? Or would it require editing the staves as well?
  2. As many have noted, staves get left behind by normal spells and melee options due to the fact that weapons can be upgraded and the master destruction spells can be made dirt cheap with item enchantments. I have noticed, whilst brainstorming other mod suggestions, that there are two Fortify effects present in the game for Illussion, Restoration, Conjuration, and Destruction; one in enchanting, and the other in alchemy. Would it be possible to apply the alchemy Fortify Des/Res/Ill/Con effect to staves, and in greater intensity in accord with your alchemy skill? If so, what might it involve, at a guess? Edit: I should specify, is it possible to add the Fortify enchantment permanantly?
  3. I have been browsing undead mods, but have only found mods that just add a new species to the selection, or a transformation into a lich. While the lich transformation mod is very immersive and well done, I'm looking for something a little more similar to vampirism; progressive stages, with weaknesses and strengths. In my mind, a Lich would have three stages, instead of four; 1) Eidolon, 2) Illmenni (Icelandic -Villain), 3) Daemon At the first stage, your appearance has only minor changes; pale and colourless skin, bright ice-blue eyes (like a draugr), and a slight constriction of the flesh around the body. People treat you normally, but say something is off about you. Second stage, your undead state is noticeable; your skin is withered from loss of moisture and fat (so you would have a thin and upturned nose, visible cheekbones, ect). People warn you to stay away, and will attack if you get to close. Third stage, your undead state has become unstable, and section of flesh are missing, showing the zombie glow from within (proof of concept; http://www.nexusmods.com/skyrim/mods/36158/?), and your skin in parched an grey. Weaknesses would be vulnerability to Dawnguard enchantments and spells, limited benefits from potions, drain life effects do nothing for you (nor to you), no health or stamina regeneration, and normal healing spells having no effect. Strengths would be no drowning, constant magika absorbtion from incoming spells, higher undead minion count, disease and poison immunity, drain life effects do nothing to you (nor for you), and a few unique powers. Has anything like this been done already? If not, how feasible is it?
  4. As in, add new destruction effects - Fire, Frost, Shock, Drain, Damage Magika/Stamina/Health/Regen. I had also meant bleeding damage, but I've found that already exists.
  5. I went looking through the Magic Effects and Damage Types on the uesp wiki, and I got to wondering if making new damage types is at all possible. If so, how is it done?
  6. I thought about how the Lunar Forge doesn’t really do much, and neither does the lunar enchantment. I wanted to suggest expanding on the lunar enchantment by adding Moon Magic, so I went over the internet to look up moon magic. In doing so, I came across blood magic while researching the blood moon phenomena (which actually exists irl. The things you learn...). If anyone just wants to do a few of these spells, that's fine. I would just like to see these ideas in the game. So, two new types of magic then. Moon Magic: LORE The moons are known to be related to the werebeast, but the layman knows not why. Many decades ago, a few magic institutions came together to make intensive study into the matter. They found that the moons have no connection to lycanthropy, but instead has influence on the mind; the moons affects to mood of mortal beings at certain phases. Going further, they discovered a potent source for augmenting illusion magic, in the same way that waystones may augment other magics. But it requires that the moons be out, otherwise the spells do not work. It also requires great concentration to resist succumbing to the influence of the Moons while tapping into their power, draining the stamina of the practitioner. The spells developed by means of this “Moon Magic” are; NOVICE ILL {•} Moon flame--- The many mages involved in moon research found that Moon Magic manages to merge the schools of illusion and destruction. This spell casts a green tinted fire that is silent and renders the caster invisible, allowing them to disappear as soon as they have fired. While a single casting of flame is unlikely to kill anything, it can provide distraction to lead away a guard. The fireball does 15 points of damage (fire and forget). ILL {•} Charm---------- Basically this; http://elderscrolls.wikia.com/wiki/Charm_(Oblivion). Place spells in their respective classifications (novice, apprentice, etc). APPRENTICE ILL {•} Beserker------- The Moons influence the feelings of mortals, as does existing Illusion spells. By staring at the Moons to channel their power, one can enter a self induced fury, doubling stock weapon damage. This, however, is a risky spell, as all around you will see your feral state for what it is – a threat – and seek to detain you. This spell does not augment enchantment damage. ADEPT ILL {•} Silence – The moons have an unexpected property; the ability to disrupt magic in general, by means of subtly disrupting the overall emotional state of a target so that they cannot determine what they are feeling an cannot focus. The targets magika is drained by 1000 and their magika regen is decreased by a factor of %150 (fire and forget). ILL {•} Moonlight----- When the moons are out, the player can charge and cast a brief gout of light that burns the target for 20 points for 3 seconds (max 60 points if you track your target correctly). ILL {•} Moondark-----When Masser waxes to full (bloodmoon, I think it was called by one of the Hunters of Hircine), Moon Magic becomes twisted; this spell requires that Masser be at its prime phase, and sputs a brief stream of dark tinted energy that burns the target for 40 points and drains 3 HP over 3 seconds (total 129 points of damage and 9 health recovered). EXPERT ILL {•} Lunacy---------- Fury and Fear can both be augmented by the Moons, but only if you know how to. The mages involved in moon research not only found out how to augment them, but also how to merge the two; this spell will make all affected either launch into fury or succumb to terror, at random for each person (fire and forget). ENCHANTMENTS ARMOR {•} Fortify Illusion- When the moons are out, your skill in illusion is fortified by %20. Blood Magic: LORE In the most ancient of times, the Dragons ruled Nirn, and brought unspeakable terror, pain, and death and death to mortal-kind. Their most feared of instruments were the Dragon Priests, men who were given terrible powers in return for their allegiance and faithful execution of the will of Dragon-kind. When the Priests began their most tyrannical period of oppression, they sought abominable knowledge from the Daedric Princes, trading legions of the innocent in return for powerful magics. Among these magics was Blood Magic; the use of the power of life, instead of magic. As necromancy is backed by the Ideal Masters, and Namira is the patron of revolting acts, Blood Magic was given forth by the Dadric Prince of Domination and Enslavement; Molag Bal. Created as a gift to those who commit mass cullings, Blood Magic was independent of Magika, requiring only the power of life. Legends of Arkay and Meridia – the longest standing contenders with the Prince of Domination – taking all means possible to wipe out this magic aside, the art of Blood Magic was among the unspeakable sorceries of the Dragon Priests. When mortals rebelled, and waged successful war against their oppressors, they sought to destroy all their accursed knowledge; their Necromantic Longevity and Revenant Binding, their corruption of the minds of men and mer, their warping of time and fate, and their abhorrent abuse of blood. The mortals were successful, but only as far as destroying previous users – the Dragon Priests and their aides. Molag Bal still held the knowledge, and improved on it over the course of centuries. It was his gift to his Nirn borne spawn, the Vampire. And so Blood Magic persists, with the most powerful spells – ones that utterly dominate life itself – being hoarded by the Vampire, and the lesser, more crude spells being given to their thralls. And once in a while, a thrall manages to break free of it’s master’s hold, and leaves with all their knowledge, either to prey on whomever they encounter or spread their forbidden knowledge. Thankfully, this accursed art has a weakness; blood. It requires that the caster sacrifice his own blood, losing HP instead of MP, even if they are affecting the blood of another being. Also, the more powerful spell require another living being be present, be it man, mer, or beast. Blood magic is at it’s weakest against enemies that are immune by their very nature; automatons, familiars, and atronachs – which are all bloodless – and the undead – which while having blood, have no life within it, and thus no power. The spells developed by means of “Blood Magic” are: SPELLS DESTRUCTION NOVICE {•} Hematoma – The easiest manipulation of blood is to move it. In this case, it is moved out of the veins and into the surrounding tissue, causing intense pain. Target takes 8 points of bleeding damage and slows the target for duration of casting. APPRENTICE {•} Haemorrhage – The vein rich orifices of the target are violently ruptured, causing 25 points of bleeding and stamina damage and staggering the target (fire and forget). {•} Blood Ward – Blood Magic can make use of the blood in others, with horrifying results. The target is damaged for 15 points and a ward that diffuses fire and frost for a total of 40 points is created in front of the caster. It will not stop lightning. If the caster allows the ward to drop, another target will be needed to activate it again. {•} Blood Drain – The life within the blood of others is transferred from their blood to yours, causing 10 points of bleeding damage and draining 15HP from the target, restoring 15HP to the caster (fire and forget). (Remember, Blood magic uses HP instead of MP; don’t miss). ADEPT DES {•} Heinous Blood Ward – The target is damaged for 60 points and a ward that diffuses fire and frost for a total of 75 points is created in front of the caster. It will not stop lightning. If the caster allows the ward to drop, another target will be needed to activate it again. DES {•} Blood Rune – The caster creates a blood rune on a nearby surface that explodes, draining 8HP from all targets in the blast radius for 15 seconds. EXPERT {•} Hematemesis – Blood is violently ruptured from all vein rich areas on and within all targets within a 10 meter radius, causing it to gush from the eyes, ears, fingernails, and be vomited from the mouth. All affected targets are staggers and vomit blood, and the caster is surrounded in a Blood Cloak. {•} Abhorrent Blood Ward - The target is damaged for 70 points and a ward that diffuses fire and frost for a total of 90 points is created in front of the caster. It will not stop lightning. If the caster allows the ward to drop, another target will be needed to activate it again. RESTORATION APPRENTICE {•} Transfusion – The caster uses their blood to heal another. Target is healed 10pts per second (HP and ST). Cost 10HP per second. ALTERATION NOVICE {•} Oakblood – The power over blood means a Blood Mage can move blood...or make it immovable. This spell improves the caster’s weapon damgage by %8 – by means of moving the blood in the limbs to add velocity to a strike – and reduces all damage taken by %5 – by means of making the blood rich areas of the body harder to move, causing a cushioning effect. APPRENTICE {•} Stoneblood – Improves the caster’s weapon damage by %10, and reduces all damage taken by %8. ADEPT {•} Ironblood – Improves the caster’s weapon damage by %15, and reduces all damage taken by %10. {•} Blood Cloak – The caster draws their own blood out of their body, making it available for use, and drains HP from any who get too close; 8HP per second. {•} Inert Binding---Minds are especially vulnerable during sleep. The blood of the victim moves to your will, effectively turning the target into a puppet, albeit an incredibly ungainly one. Target will attack who you attack, but will have all skills reduced to zero due to awkward movement. Target will still incur bounty, and will be hostile once the spell wears off. Lucid targets will resist this spell. (Fire and forget.) EXPERT {•} Unwavering Ironblood – The Blood Mage holds his blood within his body, even when an open wound exists through which blood may bleed. Improves the caster’s weapon damage by %15, reduces all damage taken by %12, and increases healing rate by %10. MASTER {•} Lucid Binding—The blood in all beings bends to your every whim, moving victims however you wish, either lifting them and throwing them about, or causing significant damage through concentrated effort. The target is immobilised and takes 70 points of bleeding damage every two and a half seconds, and can be thrown wherever you wish. Death cancels the spell. CONJURATION NOVICE {•} Blood Summon; Bloodhound – The caster creates a blood sigil (seal) on a nearby surface that explodes to damage only one enemy, causing 20 points of bleeding damage and soul trapping the affected target. At the time that a valid target is damaged by the sigil (a living creature), a Bloodhound is formed by the blood of the sigil and the blood of the victim. The Bloodhound attacks any nearby enemy, draining 5HP of damage per hit. The Bloodhound will continue to drain 2HP from the target affected by the blood sigil until the Bloodhound disappears or is destroyed. (appearance; death hound made of blood) APPRENTICE {•} Blood Binding – The target is cursed, their blood being attracted more and more to the summons of the caster. At death, the target’s heart is torn from their body and into your hand, adding it to your inventory. (which heart you get depends on target; Human, Spriggan, Werewolf/Werebeast, Daerdra) {•} Blood Curse – When revealing the secrets of Blood Magic to the Dragon Priests, Molag Bal directed the creation of the first Blood Cursed beings; beings whose blood was profaned into a disgusting mockery of life, worse than anything spawned of necromancy. These beings were especially abhorrent to Akatosh, who visits his hate onto any such abomination to enter the Sun’s light by burning them with the sacred light of Aetherius. For 60 seconds, the target is counted among the undead and is %25 weaker to fire and sun damage and burning under the Sun’s light. (turn undead, necromantic healing, and any items that trigger upon use on/against undead targets will now work on the target. Normal healing spells do not work) ADEPT {•} Blood Blade – The caster forms a blade from blood. Requires Blood Cloak be active. Sheath to dispel. (appearance; red ebony sword) {•} Blood Arrow – The caster creates 12 arrows from blood. Requires Blood Cloak be active. {•} Blood Dagger – The caster forms a blade from blood. Requires Blood Cloak be active. Sheath to dispel. (appearance; red ebony dagger) {•} Blood Summon; Serpent – The caster creates a blood sigil (seal) on a nearby surface that explodes to damage only one enemy, causing 40 points of bleeding damage and soul trapping the affected target. At the time that a valid target is damaged by the sigil (a living creature), a Blood Snake is formed by the blood of the sigil and the blood of the victim. The Blood Snake attacks any nearby enemy, 9HP of damage per hit. The Blood Snake will continue to drain 5HP per second from the target affected by the blood sigil until the Blood Snake disappears or is destroyed. (appearance; a snake made of blood, if at all possible to do that. Perhaps an elongated Ice Wraith?) EXPERT {•} Blood Tentacle – The caster forms a blade that drains. Requires Blood Cloak be active. Sheath to dispel. (appearance; red Miraak’s sword, with red tentacle animation and long reaching damage) {•} Blood Summon; Wraiths – The caster creates a blood sigil (seal) on a nearby surface that explodes to damage only one enemy, causing 70 points of bleeding damage and soul trapping the affected target. At the time that a valid target is damaged by the sigil (a living creature), four Blood Wraiths are formed by the blood of the sigil and the blood of the victim. The Blood Wraiths attacks any nearby enemy, 9HP of damage per hit. Each Blood Wraiths will continue to drain 4HP per second from the target affected by the blood sigil until the Blood Wraiths disappear or are destroyed. (appearance; ice wraiths made of blood) MASTER {•} Blood Summon; Wyrm – The caster creates a blood sigil (seal) on a nearby surface that explodes to damage only one enemy, causing 120 points of bleeding damage and soul trapping the affected target. At the time that a valid target is damaged by the sigil (a living creature), a Wyrm is formed by the blood of the sigil and the blood of the victim. The Wyrm attacks any nearby enemy, draining 25HP of damage per second. The Wyrm will continue to drain 15HP from the target affected by the blood sigil until the Blood Wyrm disappears or is destroyed. (appearance; Apocrypha Seeker made of blood) BLOOD CURSE (ENCHANTING) WEAPONS {•} Blood Extraction – %25 chance to violently pull blood out of the target for XXHP. (target vomits blood) ARMOR {•}Blood Cursed Armor – Illusion and sneaking are improved by %25. Wearer takes sun damage. {•} Blood Hoard- Once a day, if health is low, restores health to wearer and allies for XX and damages nearby enemies for XX. (Amount of health restored and damage done to enemies relies on power of enchantmet) (Curaiss, amulet, ring) {•} Fortify Blood Magic and Health Regen – Blood Magic costs %XX less to cast, and Health regenerates %XX faster. (Restricted to unique item. Cannot be disenchanted and cannot be enchanted onto items) {•} Fortify Blood Magic – Blood Magic costs %XX less to cast. (Restricted to unique item. Cannot be disenchanted and cannot be enchanted onto items) {•} Fortify Blood Resistance – Increases resistance to Blood Magic by %XX. PERKS DES {•} Blood Poisoning – Blood spells do %25 more damage. %50 at second rank. DES {•} Gorge – Will entirely absorb a targets HP if their health is low. CON{•} Blood Summons cost half health. ITEMS HEARTS It makes sense to include something other than soul gems to give a greater sense of immersion. More powerful hearts mean more charges for the Blood Curse. Spriggan Taproot è Equivalent of Lesser Soul Gem Human Heart è Equivalent of Common Soul Gem Werewolf/Werebeast Heart è Equivalent of Greater Soul Gem Daedra Heart è Equivalent of Black Soul Gem
  7. A strictly magic battle weapon, much in the same way that dual wielding and two-handed weapons are strictly close-range, and bows and crossbows are long range. The idea comes from the book-reading idle; holding the book with one hand and flipping pages with the other. The change in animation would be casting a spell with the right hand instead of flicking pages, perhaps with a flat palm gesture or whatever (I'm happy with whatever on that). 'Sheathing' the book would be closing it and carrying it underarm (on the left). Unique details for it, in my mind, would be as follows: No flame shots, ice shots, lightning shots, or streams of the aforementioned elements; already covered by staves. Spherical wards; instead of a single ward in front, an all around barrier (perhaps the barrier effect used in the vaermena quest, or the barrier used with the eye of magnus?). Activated by the left-weapon button. Higher magika use than other wards, but with higher damage threshold. Magical stagger; a 'bash' that expands the spherical ward to break any other wards. Activated by holding the left-weapon button and pressing the right-weapon button. Area of effect spells that are deployed like summonings; fear, calm, fury, all higher power too (level 50). Also fire, shock, and soul trap spells that create a wide circle at the targeted area that are filled with the element effect. That's pretty much all of the idea. If there's anything that might be added, post it below.
  8. Hey, I sent you a message a week ago. I was wondering if you had gotten it or not?
  9. Hey, just wondering if weapon mods that simply add a new weapon are compatible with each other or not. Also, are there any enchantment mods that feature 'reduced shout time' as a usable enchantment? If so, link please. If not, would someone please consider making one? Also, an antonym spell of the lunar enchantment (one that only works when the sun is out), some other elemental properties/options for the lunar spell, poison spell, and perhaps a curse or two? Transformations I've seen a few mods of; extra features for werewolf, adding werecats, dragons and foxes (oh my!), and the official DLC. My question is; can a transformation into an atronach-esque being, were crocs, amphibians, and some avian/ornithoid creature? Also, on the subject on birds, hagraven transformation; Crow-Lord/Knight or Dom-Raven for male, Crow-Lady/Maid or Fel/Dom-Raven for female. (NOTE: Dominus and Dominae are latin for Lord and Lady, respectively. Dom would fit for either gender, I think.) Again, if any of these have already been done, post a link please.
  10. Okay, I know some of you may have rolled your eyes at the last weapon on that list, but I ask you to bear with me for a moment on it. I've seen a lot of animation mods, and I was wondering how far and how complex modification of that sort can be. Can new animations be made for spears and scythes? And for blow darts as well? A tonfa seems to me like a fairly straight forward item to put in (just use the fist-fight animations), but then what about blocking? Any thoughts? Double-bladed lightsabers came to my mind when I saw the magica sabers mod. Two handed, able to block, looks very cool...but animations, going from the nature of the weapon, would be a nightmare to do. Does anyone think it possible? That's all for the topic matter. I've a few more 'food for thought' suggestions. Khopesh - One handed weapon, made of iron and corundum (because Skyrim doesn't have bronze). More medieval-esque armor - templar helmets, medieval masks and boots, some other european armor and middle eastern/asian armor from that era. Maybe including chain-mail? Crowns - We've already got circlets, why not go the full mile? If anyone has any answers, I'd appreciate them.
  11. Okay. I'll get the custom designs ready, though one of them may take some time yet.
  12. Hello. I'm new to Skyrim, having only purchased it very recently, and I've already taken a look through the mods available, but I didn't find any that were to my liking (not including Better Vampires, by Brehanin). Assuming there are no legality issues, here are the Swords I would like; Rebellion - Devil May Cry 4 (only thing I'd like to point out is that the only difference between the two faces of the sword, is that one side has two spikes/horns on the skull, the other is bare) Fusion Swords, aka Buster Sword - Final Fantasy (this sword is wielded by cloud, and has a total of six pieces I think. I'd like the pieces all seperate - no completely assembled sword; I imagine that one or two people out there might like to do a sidequest to put them all together, or something like that, and I want to be considerate of this. Also, for the centre piece/main blade, I'd like the blade to be in its extended state <unless by some astronomical chance it could be animated to alternate between drawn and sheathed>) Marka Ragnos' Sword - Jedi Knight: Jedi Academy (while I am a Star Wars Fan, and am aware of the Magicka Sabers mod, I'd like something a little more in tune with skyrim) This; http://www.amazon.com/Fantasy-Master-FM-453-Sword-Overall/dp/B0013RLPA8 Miroku - Mai HiME (wielded by Mikoto Minagi) And two custom designs which will be displayed to the person who takes the request. If there are any issues with any of the swords, (i.e., they are too complex) say so. I have the aforementioned Better Vampires mod installed, so please state if there will be compatibility issues. QUESTIONS: Custom Animations - How complex can they be? Are they limited to simple things, or can entire new attacks, movements, stances, and gestures be made? Capes, warskirts, jackets, and cloaks - in the case of mod requests, can those be animated to work correctly when running?
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