Jump to content

LithianLord

Premium Member
  • Posts

    107
  • Joined

  • Last visited

Everything posted by LithianLord

  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.
  16. Ive been playing around with the idea of making a city housed in some old dwemer ruins. I don't want them back, but I would love to see more mods and content incorporate dwemer machines. But for the record these are what they look like: http://www.uesp.net/wiki/File:TR_Creature_RadacStungnthumz.jpg I would almost think if you wanted a mod to add dwarves you should make a more traditional race called something else.
  17. Ring of Hircine? Where could I get this and what exactly does that ring? I don't want to spoil anything in the forum yet, but I was referring to it because during the quest you have a chance to randomly turn into a werewolf. Then after the quest it gives the bonus of allowing you to turn twice a day.
  18. This works perfectly. Just install OBMM to your oblivion folder just like normal. Then go to your Skyrim data folder. Open VoicesExtra with OBMM. (Should already be the default application) Say yes when it says "Can't verify version, open anyway?" Now just hit "extract all" and direct it to your skyrim data folder. Play!
  19. Lithianlord? Have a file of the month? Now there is a long dream I have had. I also don't see the problem with a toggle. I wouldn't use the regular power functions as they would be using the time limit and have the problems you detailed. I could easily make a spell using the quest effect when you turn into a werewolf for the first time. I am not sure exactly how they did that, but to my knowledge that beast form does not wear off. Who knows? With no creation kit I am just guessing how everything works. Update: I want to somehow make a function where if you haven't feed for X days, you have a chance to turn randomly into a werewolf. Ala Ring of Hircine. Also I will be making more totems at some point. Like I said - I am going to focus on werewolf mods.
  20. I like the support. The day the construction set comes out I am 99% sure I can upload a mod that changes it from a power to a spell so it can be cast any amount through the day, unless they changed the creation kit in some radical way. After playing as a werewolf for ten levels now here are some ideas: -Werewolf form is as powerful as it should get. I can take on dungeons my regular form cannot with feeding and the stun-lock ability. -I don't just want to scale damage. It would be lame to be a giant werewolf doing less damage than your sword because you haven't killed in a while. Damage will still be scaled, but on a smaller decline. -What I really want to add is more active powers. I liked in oblivion how vampires lost powers and abilities from not feeding for a while. What I don't want is to make werewolfs play exactly like vampires. I though about this and morrowind werewolfs needing to feed like vampires, but I want a completely different playstyle than "I can go out in sun". -Therefore I want to change the way werewolfs work in just combat. I want my "rage" system to act as more of a combat multiplier. For example: say you feed on three people and then you get a "X2 critical hit" till bloodlust wears off. Then feed on 2 more and get a "10% chance to paralyze". These are all hypothetical. That way the combat of a werewolf works out like: Bloodlust 0: Normal swing attacks -> Bloodlust 1: Chance to deal critical damage -> Bloodlust 2: You can now use the fear ability -> Bloodlust 3: 10% chance to paralyze Goes away after 2:30 minutes of not feeding or changing back to your regular form. Post active abilities you would like to see or ideas for this. My big problem now is I want to make a toggle system just so I can loot a room and move on killing.
  21. I'm going to take in replying to topics and instead make my own. This is my one and only request for a mod you will see me specifically state. It is simple, I want my jump spell back from morrowind. In the game I could jump from one side of the continent to the other with "Jump 400 for 3 seconds". Oblivion really felt pointless in it's acrobatics and spell creator when compared to my jump spell. Seeing as how all these wonderful things are removed from Skyrim, I am not sure how to do it. I want a mod that allows me to jump high into the air as a spell effect. That is it. That's is my dream. Help a Khajiit out - won't you?
  22. Think I have that. On mine the dragon's flamethrower ability does the same thing.
  23. The real problem is the cities are not open. You would fly at a city as a dragon and realize behind the walls is practically nothing. You would need a mod to open all the cities "walled off areas" like that before you even thought of a proper flying mod.
×
×
  • Create New...