JAvatar80 Posted April 27, 2014 Share Posted April 27, 2014 I have an extensive mod I'm thinking of making, though it will take much time before I can actually start it: First I have to learn the Creation Kit. From the basics to cell creation and script writing. I have zero experience, hence I would like some feedback here if possible. As such, I will outline the things I can readily think of that will need a form of conversion to make it work. First: Player death. I have seen a few respawn mods out on the Nexus, so I know it's possible to respawn instead of reload. My question is this: Can I create a portable item that could set a respawn point? One of the mods was where you ressurect at the last shrine you used. Would it be possible to, following this mod's idea, create a shrine you can pick up, carry around, then drop and use? So long as the shrine doesn't move from that spot, when you die, you would respawn there, but then you can pick up the shrine and place it elsewhere and re-use it, setting that as the respawn area. Second: Portable fixtures. Ties into the first point, certain things that are static that benefit the player, but can be picked up and carried around elsewhere to be used, such as a bedroll for resting, restoring health, and getting the rested bonus. Or perhaps a portable cooking kit. Those kinds of things you can find in the wild, but I want the player to have access to anywhere. Third: Non-skill-based items. For example, if I don't want the player's 100 destruction to benefit the spells he casts, can I create a fireball that doesn't work off destruction? Or a sword that doesn't benefit from or give XP to one or two handed? The basic idea for the mod is you are thrown into a unique dungeon for a crime you didn't commit, and the scaling of enemies and other mobs is actually rather static and not reliant on the PC's level in any way. Only level 1? Sucks to be you when you encounter the lich. In essence, the spells and items I place in the dungeon should not benefit from the PC's skills, nor should they grant XP to the associated skill. This then ties into the fourth point. Fourth: Custom stats and combat. I want this mod to have it's own leveling system. When first thrown into the dungeon, the player will have all their gear stripped and put into a chest. Upon exiting the mod(via command or completing it) they will end back at the starting point with a chest of their gear. They will have an arbitrary set of skills and stats that tie to the combat system which will then be raised by using the level system I place in, which sort of limits their growth and makes them think about what they want. Should they raise their skill with my swords? Or axes? Or magic? Or am I stuck with the combat system of Skyrim?Fifth: Custom interface for magic/Magic system overhaul for the mod. I want the classic Skyrim magic to NOT work in the dungeon of the mod, like a "No casting" zone for the entire thing. Powers, Shouts, Lesser Powers, and Spells just don't work. Instead, you will have a bag of talismans that combine to make the spells I design. The player would then have to open the bag, slot in the talismans they want for the spell they want. The talismans stay slotted, even after use, so they can have the mentioned fireball ready at all times, then by pressing a key, they cast the spell slotted. There would be a backstory reason for this, which I will detail out when I get to making it. Those are the biggies I can think of for now. I will say that I will learn SKSE and to use the MCM in my mod, which(in my experience as a user) seems to add versitility and more options for the modder. I'm just not sure of the limitations of these, and if my idea as a whole is too ambitious. If only some of these things work, and others would not, then I can still do my mod, just have to tweak the base idea to account for these limitations. Thanks in advance! Link to comment Share on other sites More sharing options...
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