Zuppon Posted February 14, 2015 Share Posted February 14, 2015 (edited) Ever get tired of people ignoring your request for an epic adventure, sweet set of armor, or totally rad weapon? So do I. While possibly not the best solution, I think a mega thread for mod requests is a good idea, as constant posts will keep it at the top of this forum's board, so that the potential creator of your requested mod can see them (assuming they decide to read the thread trololo) and make your dream into reality. Before I get to the requests, here's some guidelines I'll follow myself (to save you, be ye modder or viewer some time), but I won't complain if you don't. I just do it make my posters a littler faster to scroll past and allow you, dear viewer, to see the bits that interest you. Guidelines:Please put large and/or multiple images in spoilersTry to focus on details you want to see in the mod, so a modder has some (more) ideas to draw from, should he/she decide to sit down and make your mod.If there's something you think should be changed (added, removed, etc.), talk about it. This is more material a potential modder can draw on to shape the requested mod.If you use a picture from, say, DeviantArt, make sure you credit the creator of the image if you can find the creator. If you're requesting a port of a mod from Oblivion, for example, make sure you give the name of the original modder. This gives modders a chance at finding more pictures for reference or allows others to look at other works by the creator of the picture that you've used.With that, some requests: Esther / Purifier Armor:(Artist is Exaxuxer, on DeviantArt.com) http://th05.deviantart.net/fs71/PRE/i/2013/136/1/6/esther_the_templar_by_exaxuxer-d65h18s.pngI would love to see a capable modder creating this armor. It's sexy in the TERA armor style: revealing skin where it's sexy and keeping other parts of the wearer's body wrapped in armor. I feel that the book on the model's thigh and sheath on her back would make for an enjoyable challenge to an experienced modder, and should be considered. I have no special attachments to the weapons, but if someone feels like sprucing them up a bit (IMHO the sword would look much better if you took a leaf from the tree of DCR Swords Reloaded). Gurthang / Anglachel(I don't know who the artist is, but the sword is from the LoTR universe) http://img3.wikia.nocookie.net/__cb20120608193308/lotr/images/3/33/Gurthang.jpghttp://th02.deviantart.net/fs71/200H/i/2010/109/5/b/Gurthang_2_by_HorheSoloma.jpgThis sword hails from the earlier works of Tolkien, and it's name, "Gurthang," means "Iron of Death." Pretty metal name. Now, before I get down to the details, let me say something really obvious: this is a very nice looking sword. So nice, in fact, that I challenge / invite InsanitySorrow himself to render its like into Skyrim. If I did have to harp about anything on this sword, it would probably be the Elven engraving right above the crossguard. Edited February 14, 2015 by Zuppon Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted February 14, 2015 Share Posted February 14, 2015 oh and a few more guidelines:-we cannot port from other games (even bethesda games)-mod ports require permission from the original owner to port otherwise... well that really sucks doesnt it.-abandoned mods are not free to use, some modders leave their mods for open use though. unless a modder has explicitly stated on his page that it is okay the above point comes in on permissions-LOTOR things are really finicky due to copy right restrictions being better enforced then the American border-be polite, the modders owe you nothing-the modders owe you nothing if they pick up your idea, though odds are they will still give you credit. im just sayin dont demand it.-NO OFFERING MONETARY COMPENSATION OF ANY KIND! also i support this thread good idea Link to comment Share on other sites More sharing options...
Zuppon Posted February 14, 2015 Author Share Posted February 14, 2015 oh and a few more guidelines:-we cannot port from other games (even bethesda games)-mod ports require permission from the original owner to port otherwise... well that really sucks doesnt it.-abandoned mods are not free to use, some modders leave their mods for open use though. unless a modder has explicitly stated on his page that it is okay the above point comes in on permissions-LOTOR things are really finicky due to copy right restrictions being better enforced then the American border-be polite, the modders owe you nothing-the modders owe you nothing if they pick up your idea, though odds are they will still give you credit. im just sayin dont demand it.-NO OFFERING MONETARY COMPENSATION OF ANY KIND! also i support this thread good ideaAw man, Copyright always ruins the dreams of so many modders and mod-ees. Anyhow, I'm glad this thread didn't get outright ignored :') Link to comment Share on other sites More sharing options...
DoctorKaizeld Posted February 14, 2015 Share Posted February 14, 2015 Anyhow, I'm glad this thread didn't get outright ignored :')honestly i try to read all of the new requests... im still practicing modeling and im still very amateurish when it comes to scripting so i dont take requests currently. also most requests arent ignored. actually if you look at most of them they all have about 20-50 views which is about the number of people who frequent the forums. two issues are very prevalent though:1) only about ten people who are regularly on these forums are modders who are willing to take on requests.2) if a post has more then 1-2 comments on it, people tend to stop looking at it and that causes the thread to die. another problem people have is they keep acting like their idea is going to be the best thing since digitally sliced bread in Skyrim. or they talk about how they cant mod, instead of talking about what they want made... it gets to be quite irritating. as well as the number of people asking for ESO armors or armors from other games without putting any thought of copy right and how they all have to be modeled from scratch. (after ESO was released there were over 20 requests for the armor from the cut scenes! seriously?!) what we need is another ES or FO game to come out to revitalize the community and bring back the modders. in the mean time i'm going to lurk in the shadows of these forums like Batman and try to help all the peoples i can with trouble shooting and hopefully modding (coming soon). as i like to say, i may not always fix the problem, but at least i tried. Link to comment Share on other sites More sharing options...
AJtwins Posted February 15, 2015 Share Posted February 15, 2015 I posted it on the site, but I thought to post it here too. I think it's a moderately easy mod to create, yet also I think it is important Background:I'm walking around Skyrim, when I see a group of mages. Before they have time to cast a flash spell, I fus ro dah them, take out my sword, and hack and slash them for 5 seconds as they try to get up. They succeed in getting up. After I stab their bare flesh 10 times with a sword made of steel. My request:Simply to make any unarmored NPCs AND the player die quickly when not wearing chest armor. This should not apply to anybody wearing alteration armor. The reason why chest armor is because gauntlets, boots, and a full helm is not going to protect you vs. a sword/arrow through the chest. At least with alteration armor/light armor, it can be justified that the armor stopped the blows. But a sword vs bare skin equal gg. What I was thinking:● When not wearing chest armor of some type, or having a flesh spell active, attacks with a melee weapon or bow should do 3x damage. (So not an insta-kill all the time, but more than likely you will die or be severely injured). This applies to NPCs and the player. ● The mod to be script light. It can use a script if it needs to, but I don't want the mod to kill my system. ● The mod to not require SKSE or Script Dragon. Link to comment Share on other sites More sharing options...
xshamirx Posted February 15, 2015 Share Posted February 15, 2015 This is a great board! Background: I like runes, I think they are exceptionally underused, yet the limitations on Vanilla Skyrim is so basic. Sure Dragonborn introduced three more runes, and you have mods to increase the number of runes and the distance placed, but what we need is more quality not just quantity. Mod Idea: More rune spells in all different fields. Attack Runes: Calm runes, runes that harshly poison, runes that stagger or cause paralysis Defensive runes: Runes that cast ebony flesh etc on self or companions, invisibility and muffle, that heals a bunch of health, that kills low level people and raises a dead thrall in its place. Just a larger Rune pack would be loved. I just want to be able to roleplay as a pure rune master. Link to comment Share on other sites More sharing options...
IzzacSturnburg Posted February 15, 2015 Share Posted February 15, 2015 (edited) REQUEST: Dynamic Pricing & Supply and Demand MCM (Idea/request) Love this idea so that items can random Generate dynamic prices from minimum to maximum generated values, I hope this idea goes far with features, because you know how when you add to many items to skyrim and all of a sudden your play through makes gold super easy to get but can't find a mod to balance the gold with difficulty and inflation of items? Well here Is an idea for you modders to take a look at, I garentee you It Is FRONT PAGE material, Mod of the month.*day progression for dynamic day price values: 1-10000/ hours/days*minimum and maximum price range differences depending on general settings of the user.* for (difficulty) ==SUPPLY AND DEMAND== setting : more items bought the price will dynamically increase percentage depending on (dynamic day of total buy {specific items} percentage. (Ex: potions go up in price by how much was spent and bought from he user's dynamic day price settings.)(concept: say you set the dynamic day/hour to 50 or 7000 hours for dynamic pricing: after your 50 hours are up you will see a dynamic pricing depend on user choices from the MCM like I would like my minimum (which would be considered user's lucky day of dynamics) If the default price is 100% I would lower It to 75% and maximum to 300% (If It were my settings) that these prices will random generate on each of the 50 hours after that time period. you shall see price change random and dynamically after the 50 hour mark.however for difficulty and realism supply and demand would come into play for the user who buys more specific items the more it's base percentage price increases increasing from (random price) to the amount of maximum which would be capped at 300% for my settings on the MCM.supply and demand would be based on mathematics of course so If the base value of my item was 100% pricing (default) those hours and I kept buying potions the base value would increase by (0.2-6.0%) depending on MCM settings 0.0-6.0 maximum ... let's say 5 purchases would increase the random base value of that cached information for the next dynamic day to increase by 0.2%, depending on your limited hours (such as long waits for dynamic pricing) this could add up slowly and feel like it's realistic enough for the build up of prices bought on items.supply and demand can be set at 0-6%and total quantity items to increase demand: 1-20 per item1000 hours for me and build up on survival and potions and ingredients I could see a increase slightly over periods0.2%0.4%0.6%0.8%to the point where It would be by the end of the dynamic wait it could end up being a 30% or 45% increase if I were to abuse their shop for service, making bargains and sales realistic and after dynamic pricing is over the total resets the demand to 0% and prices will random back to 75-300%even if you are a good trader you shouldn't be able to manifest mind control on their prices to be static.So this is just a concept.It might work might not. but hey I think it's a front page idea. Edited February 15, 2015 by IzzacSturnburg Link to comment Share on other sites More sharing options...
marchofflowers Posted June 3, 2015 Share Posted June 3, 2015 (edited) This is a great board! Background: I like runes, I think they are exceptionally underused, yet the limitations on Vanilla Skyrim is so basic. Sure Dragonborn introduced three more runes, and you have mods to increase the number of runes and the distance placed, but what we need is more quality not just quantity. Mod Idea: More rune spells in all different fields. Attack Runes: Calm runes, runes that harshly poison, runes that stagger or cause paralysis Defensive runes: Runes that cast ebony flesh etc on self or companions, invisibility and muffle, that heals a bunch of health, that kills low level people and raises a dead thrall in its place. Just a larger Rune pack would be loved. I just want to be able to roleplay as a pure rune master. you could probably make ruins like this in the creation kit, its pretty simple to switch around the spell effects, hell I could do that for you if you wanted? assuming you can just do this in the creation kit and im pretty sure you can and its as simple as I think if it is its pretty simple to make a new spell in the creation kit as far as I know and you can use vanilla affects and stuff like calm and change its power and stuff the only issue is what the ruin look like, if you wanted new looking ruins or something thats something I couldn't really do right now im not even sure how those work because its animated. im not sure if I could do the second ones and i'm really not sure how the kill a person and then raise a low level thrall would work for one ruin, i could possibly do it with two ruins stacked on top of eachother though? assuming they don't both activate at the same time... they might do that, it would maybe need a script or something to only activate when there is a raise able dead body on top of it there also might be overhual mods like skyre, the new skyre thing that i don't remember its name, and requiem, they might add some of these spells, other spell packs might also, ill look in the console and see what stuff there is and how easy it would be to edit what the ruins look like, you could maybe find re textures of ruins or something and get permission to use them im not sure but I can definitely make new ruin spells with different affects Edited June 3, 2015 by marchofflowers Link to comment Share on other sites More sharing options...
marchofflowers Posted June 3, 2015 Share Posted June 3, 2015 (edited) Im wondering how easy it is to make a mod that allows you to cast spells in chairs? or basically whenever you do the sitting animation, so like if you used a mod like this you could sit anywhere and cast spells, I want to roleplay sitting in a bar or wherever, my room, and I wana roleplay casting spells to train and stuff. is this actually possible though? id make it myself but I don't even know if its possible or whats required to make it, if i knew where to start id maybe start looking up and learning how to do things Edited June 3, 2015 by marchofflowers Link to comment Share on other sites More sharing options...
Hannes821 Posted June 3, 2015 Share Posted June 3, 2015 Hey guys! If anyone Needs a newbie modder for adding some simple stuff (but with good style) or simple Navmeshing / lightning and / or writing ingame books or stuffpls let me know; i would be gratefull to contribute to a Team and also learn more about skyrim modding; could also use TS3 / Skype or other messengers for real time conference to get things done... i am 26 and have just finished my first mod (Hanor´s House). would be nice to hear of you! :blush:Peace and fun! :cool: Link to comment Share on other sites More sharing options...
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