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LithianLord

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About LithianLord

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    United States
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    Skyrim
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    Stalker: SoC

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  1. I had a thought about the powers in the game - they are very fun but don't go with every character concept. There are many ways to implement this idea to add the powers to a character via neuromods. Or at least have them linked to expand on established lore. That way, you don't need to join Constellation or explore temples for them. This would go great with an alternate start mod. I imagine it as either neuromods give powers when equipped, or make a quest line that rewards powers by "installing" neuromods. In any case, I think moving these to a more cyberpunk style would allow people to play any character with them.
  2. player.setgs fJumpHeightMin X - Modifies min jump height by the player. player.modav SpeedMult X - Modifies the base speed of a player. TIM - Immortal Mode. I'm sure this was posted, but I use it for now due to no safefall spell. player.setgs fJumpHeightMax does not work as far as I can tell. Whenever I modify my jump min it looks/feels like I jump up and hit a ceiling no matter the variable change. Does anyone know if there is a way in Skyrim to modify the height max so it creates a seamless jump no matter how insanely high?
  3. "The creation kit isn't even out yet and this guy wants to remake entire games already. What a looney." Yes I know how the title sounds, but I am here to give you a logical explanation of my findings and interests. I don't expect this to get past discussion by any means, but I have complete faith in the community to see the opportunity that lay before us. There have been mods such as Morroblivion (that caused a stir last time I checked. Apparently people didn't like combining games) and so forth that allow you to travel to different games. There have also been total additions of provinces that have gone past little but area design. MY favorite mod is Elsywer and I remember having a mod that added valenwood and skyrim. Both of the later hardly had any content and no NPCs. Still amazing feats of creation that I loved every moment of. I remember modding in Fallout 3 and trying to make whole new areas outside the border areas. After many talks with various modders, we came to the conclusion that adding new areas entirely with transition points in the vanilla world was not only easier, but much more compatible. I find this a shame though as any addition areas are so obviously modded projects and create a disconnection to the main world. Where am I getting at in all of this? Skyrim has the resources and framework to add on other beloved provinces. By no means a small feat, but the attention to detail Bethesda has shown gives us the opportunity to think big. I now draw your attention to this Youtube video: http://www.youtube.com/watch?v=PlbA2qiXsf0&feature=player_embedded For those that cannot watch this or do not understand where I am going with this...let me explain. As a background design, Bethesda has created hallow landscapes for the surrounding provinces of Skyrim. Now this is so those who venture to the farthest mountains in the game have a sense of direction. From what I see, it may be possible to see the white tower from a mountain in Skyrim. But what does this mean for the modding community? From what I can see in this video alone, there is a full framework for talented modders to recreate areas of Tamriel. Again, no small feat. What I take out of this video is not - "There is land! Someone add some buildings!" Instead I see it as Bethesda has made the engine support a much larger area than the game contains. We are shown that we can easily remove the barriers provided by the game and continue building where Bethesda took off. It doesn't need to be Tamerial, but the opportunity to expand is there before we even have our hands on a creation kit. TL;DR - Skyrim is jam-packed with detail. Every part of the game is hand crafted and it shows off. We don't have huge empty space like in oblivion nor do we have the "simplicity" of morrowind. For those teams dedicate to larger projects, please consider expanding this beautiful game instead of trying to cram more content into an already filled province.
  4. Oh god yes this. I personally would change some things, but man that mod had everything. Strategy guide lied to me and said the ring would only allow 2 transformations a day. I'll just make the ring do something else then.
  5. I was PMed a very interesting idea. When you shapeshift back from a werewolf you should have a "sickness" that lasts about a minute. Not sure how I want to set it up, but the idea is that changing back isn't a painless thing.
  6. http://www.thenexusforums.com/index.php?/topic/456954-werewolf-power-toggle-onoff/ Already a thread about this. TL;DR - I am going to make a werewolf mod that does all that and more when creation kit is out.
  7. Maybe future mods will fix that http://www.thenexusforums.com/index.php?/topic/456954-werewolf-power-toggle-onoff/
  8. Why would you want to join the Silver Hand? THEY ALL NEED TO DIE FOR THEIR IGNORANCE.
  9. Go play on a console then. It is that simple.
  10. While it is fun to have corpses fight with you....the ability to spam atronachs makes it less effective. I always forget I can raise corpses when I can summon elemental demons to fight for my side without needing a reagent. The zombie effects this time around are a million times better than Oblivion however. If there was to be a necromancy mod, I would absolutely want the ability to raise more than one corpse. Diablo 2 necromancer raises to my mind with the playstyle.
  11. Hmm never tried anything like that before. I would need to look at the script. Probably could make it first-person, but the animations would probably look wonky.
  12. I notice that your companion does not attack you if you turn into a werewolf....unlike my wife. It could probably be done, but I am not a fan of the idea. Werewolfs should be seen as vile creatures that must be purged. If you have a whole faction decide to ignore your "condition" it really throws away the whole "nobody can know I am a werewolf" when an entire army knows about it. I will look into it though when I get ahold of the creation kit. Most likely I can just add a script into the part where you join a faction to change that faction to be friendly with werewolves. I see a lot of these ideas to expand factions. The problem is that if you further the quest line you will have no voice acting for those parts. So it goes from a full beth questline to a modded part where everyone talks in text. Not a bad idea by far, but I do not support non-voiced quest mods. Ruins my precious immersion.
  13. I second this. Seems silly I need to catch fish with my hands like a bear.
  14. http://www.thenexusforums.com/index.php?/topic/456954-werewolf-power-toggle-onoff/page__p__3783995__hl__werewolf__fromsearch__1#entry3783995
  15. Except you know...that whole "the engine will never support multiple players" thing that has been going on since arena.
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