Teabone3 Posted February 9, 2015 Share Posted February 9, 2015 (edited) Hi everyone, I've been modding for quite some time, mostly with the Fallout series but have now switched over my complete focus to Skyrim. I've decided to make an ongoing Mod that will serve more like a DLC with additional items, quests, spells, characters, interactions, encounters, mini-quests, locations and much more! While remaining lore friendly and avoid compatibility issues with top mods.Here is a list of all the changes and additions: Tweaks * Dragon and Mammoth melee attacks impose more realistic impacts* Some shops sell mammoth cheese* Wolfs are now in the same faction as Werewolves* Predators of different species may attack each other New Spells IllusionBlinkFade OtherRageInspiration ConjurationSummon Ice WraithSummon Magic AnomalyDevouring Swarm (Afflicted Power)Summon Guardian Skeever (Afflicted Spell) DestructionDebilitate - (Cloak)Vile Vapor - (Afflicted Lesser Power) RestorationCure PoisonCure DiseaseCureDecloakDispel AlternationStunBurden (NPC only)Feather (air spell) - Gives a temporary bonus to carry weightGust (air spell)Wind (air spell)Mistral Blast (air spell) New NPCsDire WolfRat(Wild) HuskyVampire DelegateFatal DragonCopper DragonDivine ConjurerDivine ElectromancerDivine NecromancerDivine CryomancerDivine PyromancerAeromancerDivine AeromancerThalmor Wizard (Level 60) New Items (will be checking to see if these are compatible with the CCOR) Charcoal Stick (craftable)Clothes Iron (craftable)Woodcutter Axe (craftable)Pickaxe (craftable)Shovel (craftable)Shovel (craftable) - second variation Locations* Thief Camp added near Redoran's Retreat (you can purchase stolen goods from thieves)* Hammerfell Pass (passage way to the Province of Hammerfell)* Afflicted House of Worship* Fang LairWorking on a couple of new locations even a few outside of Skyrim. While keeping lore friendly and to the geographical respect of the Elder Scrolls universe. Currently experimenting with a passage to a section of Hammerfell in the south west area of Skyrim. Also possible boat trips to other areas.* UPDATE 6 / 25 / 2015 *I have decided to strip this mod into different mods as requested and advised by the Nexus Mod community. Since there are some aspects of this mod that would conflict with others. I'll list below the completed mods as I finish them. Pickpocket Giants (Plus Bonus Tweaks) - Pickpocket Giants- Slaughter Meat- Wolf Meat- Sabrecat Meat- Quill weight changed from 0.5 to 0.1 (there is a quill quest item that is weighted at 0.1)- All vanilla invisibility spells and abilities sound levels have been changed from Loud to Normal Mod Link:http://www.nexusmods.com/skyrim/mods/67242/? Edited June 27, 2015 by Teabone3 Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted February 9, 2015 Share Posted February 9, 2015 can you make some more fish related foods? or even some more fish for the peoples who like fishing. also as just a side thing a useable fishing pole would be nice but i understand if you cant make that. Link to comment Share on other sites More sharing options...
KiritoKirigaya12 Posted February 9, 2015 Share Posted February 9, 2015 Something i feel like id like to see is more npc reactions with vanilla npc's. I know its a big task to do but i feel they are just too bland and you can only download so many sandbox themed npc's. I beleieve they should be able to have a more broad dialogue between the other npc's and themselves, This should include the animals, kids, guards, and even modded followers animals etc. They should also be just a tad diverse in their looks and now all just bland 3 clothing choice for male and females. Link to comment Share on other sites More sharing options...
Teabone3 Posted February 9, 2015 Author Share Posted February 9, 2015 Been mostly avoiding creating additional scripts, retextures, models and quest events. But I'll keep it listed for consideration. Link to comment Share on other sites More sharing options...
OpenWorldAddict Posted February 9, 2015 Share Posted February 9, 2015 Spells wish list:Mark and RecallDivine InterventionWeakness to FireWeakness to IceWeakness to LightningWeakness to MagicWeakness to PoisonWeakness to ParalysisWeakness to BleedingUnlockDispelUnsummon Also I don't know if this is possible, but I would like to see more regional border monsters. It doesn't make sense to me that at least some of the monsters seen in the other games wouldn't ever cross the border into Skyrim. So I would like to see the occasional goblin, minotaur, or ogre in the mountains south of Falkreath, Helgen, Ivarstead, and Riften on the border of Cyrodiil.I would also like to see the occasional cliff racer, netch, or nix-hound in the mountains east of Windhelm and Riften on the border of Morrowind. That's all I can think of now. I actually suggest going through other mod recommendations in this forum for ideas. Link to comment Share on other sites More sharing options...
Teabone3 Posted February 9, 2015 Author Share Posted February 9, 2015 (edited) Also I don't know if this is possible, but I would like to see more regional border monsters. It doesn't make sense to me that at least some of the monsters seen in the other games wouldn't ever cross the border into Skyrim. I've added Rats which are basically just smaller weaker versions of Skeevers. With the amount of boats you do see in Skyrim there is no reason they wouldn't traverse to the region. Though right now I haven't been focusing on modeling for Skyrim as its very time consuming to set up the meshes with the bones and textures. All great ideas though. Mark and RecallDivine InterventionWeakness to FireWeakness to IceWeakness to LightningWeakness to MagicWeakness to PoisonWeakness to ParalysisWeakness to BleedingUnlockDispelUnsummon These are all very do-able spells. What does unlock do? I was working on a spell that would unlock low level locks. Edited February 24, 2015 by Teabone3 Link to comment Share on other sites More sharing options...
OpenWorldAddict Posted February 9, 2015 Share Posted February 9, 2015 Well, actually it wouldn't be one spell, there would be one unlock or open lock spell for each difficulty of lock, just like there was in oblivion. Link to comment Share on other sites More sharing options...
Teabone3 Posted February 9, 2015 Author Share Posted February 9, 2015 Okay I'll consider it. For the Unsummon spell should it work only if you hit a targeted summoned creature of your own with a projectile or should it just be something you cast and it remove all summoned creatures?Going to test the Decloak spell I've just created. All those Weakness spells are very easy for me to create and I'll have them included no problem. Link to comment Share on other sites More sharing options...
OpenWorldAddict Posted February 9, 2015 Share Posted February 9, 2015 (edited) Unsummon would send away any summoned creatures that you have called. There needs to be some way of sending away your summons when you are entering a town or city or other populated location. Also, I recommend you looking at my other mod requests. Maybe they'll be somethings that you can add to this mod. Edited February 9, 2015 by OpenWorldAddict Link to comment Share on other sites More sharing options...
Teabone3 Posted February 9, 2015 Author Share Posted February 9, 2015 (edited) I checked out your spell requests and I'm going to make sure to work on those as they are fantastic ideas. I got dispel working and it seems to be a lot more powerful than decloak therefore I may class it as a higher level restoration spell over decloak. Considering dispel actually can decloak you. @awertyzeldar The decloak spell works great. Thanks for the idea. I've updated the list. If I do go ahead with Divine Intervention, where would this spell teleport you to? I may consider making it a purchasable scroll instead of a spell you can learn. Edited February 13, 2015 by Teabone3 Link to comment Share on other sites More sharing options...
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