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Immersive Skyrim Overhaul


Kerberus14

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Immersive Skyrim Overhaul

What is it about?

 

I am trying to make Skyrim reminiscent of real life as much as possible with the limitations of papyrus by using small, effective scripts. None of these scripts will have 'tweakability' through MCM, they are part of the overhaul. I intend to make Skyrim a more gameplay based game, rather than perk based game. The perks are there to enhance your gameplay, sure they are, but not by a lot. I will include some of the vanilla perks and tweak armor values and resistances in the game.

 

 

Preview of combat system..

 

How many times can you get hit by a sword until you are unable to fight? One time, two times.. three times? Well, of course you can live while getting hit by a sword three times, but won't you bleed yourself to death after a time? Every hit you take will make you lose some of your health over time, lets say it multiplies over time and applying "bandages" is the only way to stop the bleeding.

 

But what about magic? Projectiles(arrows included duh) will work the same way as being hit by a sword, you will bleed, then you will die. Explosive and continous magic will work the same, exception being that explosive magic can throw you around.

 

Preview of subclasses..

 

I've had few ideas on how to enhance the combat and I've come up with this: Subclasses.

But before I go into subclasses I have to tell you what will happen to the perk trees with their introduction.

 

The OneHanded,TwoHanded & Marksman Trees will be merged into a tree called Art Of War.

The Blocking, LightArmor and HeavyArmor Trees will be merged into a tree called Aegis Of Protection.

The Sneaking, Lockpicking and Pickpocketing Trees will be merged into a tree called Shadow Walker.

The other trees will be untouched.

 

So now we have 6 empty trees that we can fill to our worldy desires..

 

These trees will be filled by subclasses and Vampires.

 

The subclasses... You can only have one at a time.

 

Mana Wraith - You cannot generate magicka, you must feed on humans to regenerate your magicka just like vampires OR drink mana potions. You have a Power that turns you Fake Ethereal , in this form you take less damage from all sources and deal more damage, you also move faster and jump higher and have a chance to absorb spells, but your magicka bar becomes your health bar. You will have stages just like Vampires and you will have buffs and debuffs coming with each stage. You have some powers like Seduction , Blink , Ethereal Explosion. Seduction works just like the Vampire Seduction, Blink is just a simple blink, Ethereal Explosion is an area of effect spell that you can activate to deal damage equal to your current health bar + every feeding you have done until then.

 

Spellbender - This subclass has to do with conjuration magic and conjured weapons, you will have no cast time or mana cost for conjuration weapons, they do more damage and you gain certain abilities and bonuses that only this class can have. Every time you switch from a conjuration weapon to another you slow time by 50%. You gain a few powers that equip conjured weapons when you equip the spells.

 

Vampires - This is where I'll add perks for the human form Vampires, if you are a Vampire then you may not become any other subclass, since I am treating Vampires as a subclass.

 

Briarheart - This subclass revolves around tanking damage, but at the cost of losing damage. After having done the ritual Briarheart Necropsy in the Alchemy Tree, you can take this subclass. While in the Briarheart state, you take 50% less damage, but deal 50% less damage. Your attacks throw people around like paper, you are a juggernaut. Your stats are overall enhanced, you attack faster, you move faster and you jump higher. All your weapons deal 1.5% of the enemies max Health per attack.

 

The below subclasses have not yet been fleshed out or had any ideas how to make them work correctly yet:

Timerender, Bloodmage, Demon & Duelist.

 

Timerender - You can stop time, but cannot deal any damage while time is stopped.

Bloodmage - You use health instead of magicka to cast spells.

Demon - Your appearance changes and you become more of a Daedra with horns growing out of your head.

Duelist - Has to do with the Parry perk and Blocking attacks.

 

Now you ask, how will you be able to learn these subclasses? You will run into them while playing, but in a special way, behind a special hidden door that hides a library with a pedestal that holds an amulet, you talk to that amulet and it will give you something, and in return the amulet will ask something of you, if you so desire to help it, but by doing what the amulet wants you will never be able to learn the subclass that the amulet is teaching you ever again.

 

The game..

 

You won't be playing just a game, you are playing a simulator that just happens to have fantasy elements. If you don't respect the conditions, you will receive debuffs, or even die. Well, of course you can die in battle as well, but that's what the campfires are for, they act as respawn points and you can craft and place them anywhere you want, activating the campfire will set your new respawn point.

 

Maximum Resistance Cap set at 50%.

Weapon Damage Multiplier set at 2.0X.
Armor Rating Scaling set at 0.06.
Damage Blocking Percentage changed to 95%.

All difficulties tweaked to -> 200% of incoming and 200% of dealt damage.

Armor ratings for all craftable armors have been changed and level restrictions have been imposed on armors.

Perks in the smithing tree are restricted by player level and not by smithing level.

Hide = Hide - 3 Armor Rating. (We are using this as base for all the armors.)
Leather = Hide + 3 Armor Rating
Iron = Leather + 3 Armor Rating
Steel = Iron + 3 Armor Rating
Elven = Steel + 3 Armor Rating
Glass = Elven + 3 Armor Rating
Advanced = Glass + 3 Armor Rating
Orcish = Advanced + 3 Armor Rating
Dwarven = Orcish + 3 Armor Rating
Ebony = Dwarven + 3 Armor Rating
Daedric = Ebony + 3 Armor Rating
Dragon = Daedric + 3 Armor Rating

Level restrictions are as follows:

Hide - 0
Leather - 3
Iron - 5
Steel - 10
Elven - 15
Glass - 20
Advanced - 23
Orcish - 25
Dwarven - 27
Ebony - 30
Daedric - 35
Dragon - 40

You can only craft the armor that you can wear.

 

Now I want to get into the perk trees, I won't be covering all the perks but instead I will be covering what each of the perk trees have special in them.

 

Alchemy - Briarheart Necropsy - The ritual that will change you into a Briarheart both by appearance and stats.

Smithing - Level restricted perks and so on, explained it above.

Speechcraft - Voice enhancements, nothing special in here mostly, already pretty overpowered.

 

Art of War

Keep in mind that once you have entered one tree, for example OneHanded, you can not learn TwoHanded perks anymore.

 

OneHanded - The ability to Parry, attacking at the same time as your enemy will cancel either attacks, no damage will be dealt and the enemy is staggered. DualHanded will disarm opponent.

 

TwoHanded - The ability to dislodge opponents with power attacks.

 

Marksman - Locational statistics, hitting the legs will slow them down, hitting their arms will make them unable to power attack, hitting their belly will make them unable to block, hitting their head will result in an instakill on a ALIVE humanoid opponent. Able to slow time considerabily while zooming in. With a shortbow equipped you shoot a lot faster.

 

This is all I have until now, if you are an animator and/or a experienced texturer/modeller then message me on the forums if you want to help.

Skype : laurian.avrigeanu.

Steam: Chevalier - http://steamcommunity.com/profiles/76561198022105078/

Thank you!

 

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I have atleast one month of experience of Creation Kit(and I'm not talking of the 5 minute brainstorming moments, I have been actively learning Papyrus from the time I wake up to the time I go to sleep), I've had some people teach me lots of stuff about CK(t3nd0,darkfox127, kudos to them, amazing modders), but sadly Papyrus is my only strong point, I'm only good at that.

 

Yes it is ambitious for one person, when I went into this project I was alone I knew it would take months of development to make it real, just now I have decided that I want more than just me.

 

My current schedule is empty until January, so I have nothing else to do than wake up, work, then go to sleep.

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I have atleast one month of experience of Creation Kit(and I'm not talking of the 5 minute brainstorming moments, I have been actively learning Papyrus from the time I wake up to the time I go to sleep), I've had some people teach me lots of stuff about CK(t3nd0,darkfox127, kudos to them, amazing modders), but sadly Papyrus is my only strong point, I'm only good at that.

 

Yes it is ambitious for one person, when I went into this project I was alone I knew it would take months of development to make it real, just now I have decided that I want more than just me.

 

My current schedule is empty until January, so I have nothing else to do than wake up, work, then go to sleep.

Wish I could help, but my Papyrus scripting starts at..."..I think I could do this...." and ends with "I CAN'T DO THIS!!"

I am a level designer/NPC designer and only know about those two subjects. (I know about quest design too, but it's not my best subject.)

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I can't provide technical support since I'm no modder. The best I could do was creating an NPC. Meh

 

I do have an idea you might implement though. How 'bout degrading equipment? Much like in Fallout, the more you use your weapons and the more you get hit, the more your equipment is going to deteriorate.

Not all equipment deteriorates in the same way though: a daedric armor can take a lot more damage than, say, an iron armor before breaking; a daedric sword is a lot more sturdy than an iron one and so forth.

The equipment can respectively be repaired at a workbench and at a grindstone much in the same way you upgrade it (and thus through the usage of ingots), only that in this case it's not upgrading we're talking about but rather maintenance. Would do well IMO

 

Just throwing my two cents.

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New implementations:

 

Athletics Based Stat System replacing the basic Level-Up Stat Gain System.

Let's get this straight, you won't be getting any stats from pressing those obnoxious "Magicka - Health - Stamina" buttons anymore.

event that triggers on game load attached to player

x=BaseStamina

while CurrentStamina <= x // Say your Stamina is at 40 out of 100
if CurrentStamina == 0 // When your Stamina reaches 0
x = x + 1.5*(PlayerLevel/2) // Your Stamina increased by formula
//After you have regenerated atleast 50% of your Stamina this effect can happen again.

endif

if x > 1000 // This is used as a cap for stamina.
x=1000 // The current cap for stamina is 1000

endif

// Just the basic idea, of course it doesn't work if you translate it into Papyrus ;)
endwhile

The same formula I would use for Magicka.

 

Oh and I forgot to add, there will be regeneration nerfs for all the classes mostly, so it'll be easier to reach that 0 value than you might think.

 

Health regen changed to 0.1% of your totals per second, they can be modified by subclasses, buffs, debuffs and so on. Basically if you are only human, then you have limitations, but I'll be giving just humans some needed love and attention soon.

 

Stamina -> 1%

Magicka -> 0.5%

 

Health values would only be affected by what you eat. Health values will be taken care of in the Realistic Needs implementation, but that is not of urgency as of now.

 

@NeroBlack

 

Thank you for your idea, I will consider it and I might add it, it does add some immersion to the game, but I hate not having any visual changes done to the armor. If any serious work is to be done I would need a modder that can make textures.

 

I want to make the hud as useless as possible in this overhaul, you would look at something and you would know what is happening to it, you would look at yourself and you would realise that something is wrong.

Edited by Kerberus14
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