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Posted (edited)

hello again! some of you might remember me ^_^

so

i was modding for oblivion back then

i recently started modding skyrim

and like always...

i came up with a big project haha

 

so

my idea basically is

100 levels/maps to go through, each one with a boss to defeat

i might put a introduction to the mod like

some evil person makes you try out a dwemer machine telling you 'if you go inside there you can see a virtual world simulation'

BUT

then if you get inside there, you notice its not just a simulation, you got trapped there for real!

so you need to get to the exit, which is behind the 100 levels!

 

so

i need to come up with the maps for it

 

thinking of walls around... edgy or round maps? i think round looks better

 

and the monsters? im rather bad at picking out monsters and getting the right stats for them

maybe someone could help me with that :wink:

 

map1:
[monster name] + ??? hp + ??? attack + additional info

[monster name2] + + +

[boss name] + + +

 

map2:------

and so on

 

adding a town every few levels... maybe every 10? or 20? so the player can go back to the town somehow

thinking of disabling fast travel in the maps

 

okay

so

the more people help, the faster it goes (please discussion, add ideas and monster stats)

 

thanks for reading

 

-----------EDIT-------------

 

what i need in order for the mod to get the best result, is:

-Level uncapper (so the player can go at least to level 100)

-Weapon no leveling (weak weapons will stay weak, but the +20% skills should still affect it)

 

--edit--

 

so i made a world now

and its less a town than a village

 

Edited by Wildangel7
Posted

I can see it working out neatly. You could potentially go the extra mile, set it up to make the PC immortal through whichever quest stage being in the simulation would be, and then when you get to 1 or 0 health it could send you back to Skyrim and set the quest stage back a step to before entering. At least in theory... I'm just throwing out fluff, I have no idea if that would work that way or not! I've never even touched questing in the CK. In theory if the CK doesn't support a check to your health like that then SKSE would if you want to add that as an optional addition. (Two versions, one with normal death, one with immortality monitored to reset your progress if you "die" in the simulation)

 

So most likely completely non-helpful idea aside, you can't go wrong with seemingly harmless domesticated animals as your first few levels of enemy. In fact the entire first 9 levels could be wildlife of various scales, with things like Trolls or Sabrecats used as bosses until you get to the 9th level with the hardest boss yet; a Mudcrab with obscene amounts of health, scaled to be the size of a small building! 10th level being a town to rest and restock in. Next few levels, maybe some bandits with trained Wolves, a collection of bandit mages being used as bosses until you have to fight the bandit leader? (Plot twist; he turns into a Werewolf after you kill him?)

 

Just a few ideas. Let me know if they suck so I can bugger off and not fill your thread with any more such spam.

Posted

i like the ideas

but

my idea is more like, trapped inside that virtual world and if dying inside there, you die for real, so theres no escape unless you beat the whole thing

actually im even thinking of putting that as the beginning of the story when creating a character, but for that i would need more knowledge of the modding

 

wildlife is a good idea to me too

that giant mudcrab made me laugh but yes that could be done

instead of a town to restock... maybe just a little camp with friendly people

 

and about the bandits, i think not, i will add npcs which might attack you, but they wont belong to the main monsters on the mod

they will just kinda resemble other players which dont want you to get certain items from special places or something

or after getting that kind of item, they get jealous and try to kill you to get that item

so prepare for ambushes on things like that ^_^

 

but its all going slow, would be faster if i had someone with skyrim modding experience as help on a chat somewhere

 

and, dont worry, every kind of ideas are good ideas

 

well okay i plan 1 human to be a boss on map 100, the evil person who trapped the player in there

Posted

I have been watching SAO so I know the angle you're coming from, but unless saving were disabled you couldn't really enforce that. And I figure that most people would feel slightly less inclined to reload a save in the sim. if they aren't actually dead, y'know? But certainly don't let >me< dictate the mod >you< plan to make for >FUN.<

 

The problem I keep going full circle to is variety in your encounters. If you really intend to just use monsters for the entire 91 combat floors, then you limit yourself even further than you're limited just by Skyrim's disappointingly low number of unique new creatures. If you're willing to make more creatures yourself or ask for permissions to use other creatures from other mods, I can see it being easy enough to pull off. But 91 levels of Wolves, Trolls and Dragons all in a row without the option to take a break would be tedious for me personally.

Posted

wow that i didnt think of yet...
i guess i will ask some monster mod creators, if the time comes close

and i could create some models for it easily, but for so many floors, would be too much work for me

im thinking of adding some self made weapons to it though

 

the mod will take months anyway... i got time ^_^

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