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"The Elder Scrolls V: The Covenant of Meridia" Mod Idea


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Basically, this is a quest/ content mod that will have you join the Covenant of Meridia, where you will get cool new things to help you combat undead, including (if sided with The Covenant) :
-Ivori Weapons: Using Ivori ore (not to be confused with Ivory, which comes from Mammoth tusks), which can only be bought from a vendor in the restored Kilkreath Ruins, you can create powerful weapons, which also has a special effect: All anti-undead enchantments, including the ones added with this mod, are 50% more effective when applied to Ivori weapons. You need to have the Glass Smithing perk (70) to craft them. Includes Daggers, Swords, War Axes, Maces, Great Swords, Battle Axes, War Hammers, Bows, and Crossbows. They are equal to Daedric Weapons in base damage.

-Ivori Armor: Using Ivori ore, comes in both Heavy (equal to Dragonplate in base resistance) and Light (somewhere in between Glass and Dragonscale armor in base resistance). Also requires Glass Smithing perk (70) to craft. Anti-undead enchantments are 50% more effective when applied to Ivori Armor
-Meridia's Light Spells: Very powerful anti-undead spells that hit their targets immediately (like Lightning, only for Expert spell) and cause a lot of damage. Only comes in Expert and Master spells, though the later wont require you to complete the "Master Restoration" quest, you WILL have to pay a VERY hefty price of 900K Septims (Gold), as it will be able to kill ANY undead instantly if its in its AoE. And I do mean ANY (including you, if you are foolish enough to try casting it while a vampire).

-Holy Steed (Power) : A summonable white horse you can ride. Works pretty much the same as Arvak.
-Silence Of The Dead (Power) : When used, will prevent undead from using shouts.
-Templar Mode (Active Abilities) : An alternate mode akin to Werewolf or Vampire Lord, even with its own perk tree, you can "transform" into a powerful Knight once every 24 hours. The Templar carries a Ivori Great Sword in one hand, and casts powerful anti-undead spells in the other, can resist 50% to 80% of damage (the later being what you get for getting all Damage Resistance perks). You get perk points by killing undead while in this form. While you can only use it once a day, unlike the Werewolf you can revert back to normal form at anytime. Also unlike the Werewolf or Vampire Lord, people will NOT attack you in Templar mode, but that will also means if they see you commit a crime in Templar mode, they will KNOW it is you doing the crime. Templar mode can be made even more powerful by wearing special amulets and/or rings before you go into Templar mode.
-Templar Mode (Passive Abilities) : After acquiring Templar mode, you will be 100% immune to Disease and Poison, but you will lose access to all Raise Undead spells. You are also 50% more resistant to Fire, but also 25% weaker to Frost and Shock, this is for balancing reasons. You can have Templar Mode removed at anytime, and get it back at any time, after unlocking it.
-Alternate Vampire Cure: An alternate vampirism cure where you can pay money instead of using a Black Soul gem to cure it. The amount is 20K Septims, so it is NOT cheap, its just the role play alternative.

-Grand Soul Gem Filler: Every 10 in-game days, you can fill 3 Grand Soul Gems each.

If sided with Eclipse, the necromancer faction, you will have these rewards after completing their questline:

-Soul Taker: A corrupted version of Dawnbreaker, has a chance to summon a friendly and powerful Shade when you kill an enemy. Also includes Icy Soul Trap.

-Inspire Undead (Expert) : This spell is pretty much the same as "Courage", but for Undead.

No matter what side you take, you will always have access to this:

-Altar Of Knowledge: An alternate way for non-Dragonborn characters to reset their skill points, using filled Grand/ Black Soul Gems instead of Dragon Souls. Located in Hjaalmarsh.
Requirements: All DLC, Level 45, complete Dawnguard Main Quest (recommended that you side with the Dawnguard), complete "Break of Dawn", and not be a vampire.
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Any ideas to the actual questing part :smile:?

Like the silence undead and ivory weapons idea.

Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard.

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Any ideas to the actual questing part :smile:?

Like the silence undead and ivory weapons idea.

Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard.

 

I liked the idea of the mod, but I think that 50% more damage dealt/80% less damage taken is too much even though you're some sort of an undead hunter/combatant/slayer. The whole thing about the Covenant faction being based on Mount Kilkreath seemed pretty good. However, I don't think that Helgen would be the place for the opposite faction since a huge percentage of people who uses mods use Helgen Reborn, therefore it would conflict. I guess that a place such as the Castle Volkihar would be awesome.. Or even a new fort created from the scratch in some of the various corners of skyrim where it sometimes seems to be empty.. Near Markarth for example, I guess the Reach Hold has some sort of evil looking.. Or near Morthal where it seems even more foggy and mysterious.. About the Silence Undead power: Loved it. I usually get an issue in skyrim where everytime a Draugr uses Unrelenting Force against me and it blows me away, my screen starts to tremble/shake and even though I have searched on the web how to fix it, I just can't find anything but to load a previous save.. Anyway, this idea was really great.

About the weapons, there could also be set of armors, where you would receive less damage from undead or some shouts such as Unrelenting Force which I mentioned before, it would only cause a stagger instead of blowing away, that sort of thing..

Keep posting Ideas, we might come out with something very interesting to see in the game.

 

Sorry for bad English, not my native language.

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Any ideas to the actual questing part :smile:?

Like the silence undead and ivory weapons idea.

Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard.

 

I liked the idea of the mod, but I think that 50% more damage dealt/80% less damage taken is too much even though you're some sort of an undead hunter/combatant/slayer. The whole thing about the Covenant faction being based on Mount Kilkreath seemed pretty good. However, I don't think that Helgen would be the place for the opposite faction since a huge percentage of people who uses mods use Helgen Reborn, therefore it would conflict. I guess that a place such as the Castle Volkihar would be awesome.. Or even a new fort created from the scratch in some of the various corners of skyrim where it sometimes seems to be empty.. Near Markarth for example, I guess the Reach Hold has some sort of evil looking.. Or near Morthal where it seems even more foggy and mysterious.. About the Silence Undead power: Loved it. I usually get an issue in skyrim where everytime a Draugr uses Unrelenting Force against me and it blows me away, my screen starts to tremble/shake and even though I have searched on the web how to fix it, I just can't find anything but to load a previous save.. Anyway, this idea was really great.

About the weapons, there could also be set of armors, where you would receive less damage from undead or some shouts such as Unrelenting Force which I mentioned before, it would only cause a stagger instead of blowing away, that sort of thing..

Keep posting Ideas, we might come out with something very interesting to see in the game.

 

Sorry for bad English, not my native language.

 

Yeah, i wanted to use Helgen because it would be like a "back to where it started" kind of thing. Eclipse, who worship the Ideal Masters, choose it because it was a place that was filled with death.

 

The point of Templar mode is to make you feel like a powerful undead fighting knight.

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Any ideas to the actual questing part :smile:?

Like the silence undead and ivory weapons idea.

Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard.

 

I liked the idea of the mod, but I think that 50% more damage dealt/80% less damage taken is too much even though you're some sort of an undead hunter/combatant/slayer. The whole thing about the Covenant faction being based on Mount Kilkreath seemed pretty good. However, I don't think that Helgen would be the place for the opposite faction since a huge percentage of people who uses mods use Helgen Reborn, therefore it would conflict. I guess that a place such as the Castle Volkihar would be awesome.. Or even a new fort created from the scratch in some of the various corners of skyrim where it sometimes seems to be empty.. Near Markarth for example, I guess the Reach Hold has some sort of evil looking.. Or near Morthal where it seems even more foggy and mysterious.. About the Silence Undead power: Loved it. I usually get an issue in skyrim where everytime a Draugr uses Unrelenting Force against me and it blows me away, my screen starts to tremble/shake and even though I have searched on the web how to fix it, I just can't find anything but to load a previous save.. Anyway, this idea was really great.

About the weapons, there could also be set of armors, where you would receive less damage from undead or some shouts such as Unrelenting Force which I mentioned before, it would only cause a stagger instead of blowing away, that sort of thing..

Keep posting Ideas, we might come out with something very interesting to see in the game.

 

Sorry for bad English, not my native language.

 

Yeah, i wanted to use Helgen because it would be like a "back to where it started" kind of thing. Eclipse, who worship the Ideal Masters, choose it because it was a place that was filled with death.

 

The point of Templar mode is to make you feel like a powerful undead fighting knight.

 

Well then okay, but it ought not to be an easy reward for such a strong power at least... I liked that thing about a place filled with death though...

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Any ideas to the actual questing part :smile:?

Like the silence undead and ivory weapons idea.

Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard.

 

I liked the idea of the mod, but I think that 50% more damage dealt/80% less damage taken is too much even though you're some sort of an undead hunter/combatant/slayer. The whole thing about the Covenant faction being based on Mount Kilkreath seemed pretty good. However, I don't think that Helgen would be the place for the opposite faction since a huge percentage of people who uses mods use Helgen Reborn, therefore it would conflict. I guess that a place such as the Castle Volkihar would be awesome.. Or even a new fort created from the scratch in some of the various corners of skyrim where it sometimes seems to be empty.. Near Markarth for example, I guess the Reach Hold has some sort of evil looking.. Or near Morthal where it seems even more foggy and mysterious.. About the Silence Undead power: Loved it. I usually get an issue in skyrim where everytime a Draugr uses Unrelenting Force against me and it blows me away, my screen starts to tremble/shake and even though I have searched on the web how to fix it, I just can't find anything but to load a previous save.. Anyway, this idea was really great.

About the weapons, there could also be set of armors, where you would receive less damage from undead or some shouts such as Unrelenting Force which I mentioned before, it would only cause a stagger instead of blowing away, that sort of thing..

Keep posting Ideas, we might come out with something very interesting to see in the game.

 

Sorry for bad English, not my native language.

 

Yeah, i wanted to use Helgen because it would be like a "back to where it started" kind of thing. Eclipse, who worship the Ideal Masters, choose it because it was a place that was filled with death.

 

The point of Templar mode is to make you feel like a powerful undead fighting knight.

 

Well then okay, but it ought not to be an easy reward for such a strong power at least... I liked that thing about a place filled with death though...

 

Oh, its not easy to get. You have to completely a long sidequest in order to get it. Also its balanced out by only being used once a day. Of course, you could exploit this by simplying "Waiting", but you could do that with anything.

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Any ideas to the actual questing part :smile:?

Like the silence undead and ivory weapons idea.

Right now, i got a bare bones idea. The "Covenant" faction will be in a restored Kilkreath Ruins, while the Necromancer faction, "Eclipse", will be held up in the ruins of Helgen, which has been heavily fortified. You will also return to the Soul Cairn, though it will be a completely different area from the part explored in Dawnguard.

 

I liked the idea of the mod, but I think that 50% more damage dealt/80% less damage taken is too much even though you're some sort of an undead hunter/combatant/slayer. The whole thing about the Covenant faction being based on Mount Kilkreath seemed pretty good. However, I don't think that Helgen would be the place for the opposite faction since a huge percentage of people who uses mods use Helgen Reborn, therefore it would conflict. I guess that a place such as the Castle Volkihar would be awesome.. Or even a new fort created from the scratch in some of the various corners of skyrim where it sometimes seems to be empty.. Near Markarth for example, I guess the Reach Hold has some sort of evil looking.. Or near Morthal where it seems even more foggy and mysterious.. About the Silence Undead power: Loved it. I usually get an issue in skyrim where everytime a Draugr uses Unrelenting Force against me and it blows me away, my screen starts to tremble/shake and even though I have searched on the web how to fix it, I just can't find anything but to load a previous save.. Anyway, this idea was really great.

About the weapons, there could also be set of armors, where you would receive less damage from undead or some shouts such as Unrelenting Force which I mentioned before, it would only cause a stagger instead of blowing away, that sort of thing..

Keep posting Ideas, we might come out with something very interesting to see in the game.

 

Sorry for bad English, not my native language.

 

Yeah, i wanted to use Helgen because it would be like a "back to where it started" kind of thing. Eclipse, who worship the Ideal Masters, choose it because it was a place that was filled with death.

 

The point of Templar mode is to make you feel like a powerful undead fighting knight.

 

Well then okay, but it ought not to be an easy reward for such a strong power at least... I liked that thing about a place filled with death though...

 

Oh, its not easy to get. You have to completely a long sidequest in order to get it. Also its balanced out by only being used once a day. Of course, you could exploit this by simplying "Waiting", but you could do that with anything.

 

Also.. The questline could start when an agent of the Covenant sees you with your Dawnbreaker in one of the major cities where they are supported by the jarls and so on.

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Also.. The questline could start when an agent of the Covenant sees you with your Dawnbreaker in one of the major cities where they are supported by the jarls and so on.

It actually delivered by Courier, which directs you back to Meridia's Shrine.

 

Also, though unrelated to The Covenant, this mod will also make it so the vampire Castle will be renovated into a second Dawnguard base "Dawnguard North". The blood will be cleaned up and the Castle will have a more Dawnguard feel.

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