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Skyrim Mod Ideas


El`derina

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Mod Name: Player Nightmares

 

All boss battles all the time!!!

 

After the first time the player visits Dawnstar, whenever the player sleeps they dreams. The player is transported, with no items in inventory, to one of those ruins that look similar to dragon burial mounds, already inside the hole with no stairs out. The player must enter the tomb (que the scary music), there is one large room and inside there is an assortment of level dependant wepons, armor and potions, also there is some mechanism at the center for the player to active. When activated a full power boss appears at attacks, the player must use the items found in the room and any spells and/or shouts they know to defeat the boss.

 

I'd love to see the boss be level dependant and random, Draugr, spriggans, animals and the like on lower levels, Deathlords and psycho mages (like the Caller) on mid levels, and after say level 50 anything goes... the Bone Dragon, Mirrack, Harkon, the Ebony Warrior.

 

Maybe: if the player wins they get to keep any skill bumps they earn, and recieve the rested bonus (even Vampires/Werewolves) but nothing else!

 

If the player loses... How about waking up abruptly with a high level lingering poison damage and a 75% drop in health (enough to start the near death heartbeat)?

 

I don't have the time or ability to pick up this project, but I love love to hear from anyone who decides to take this on!

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  • 2 months later...
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  • 5 months later...

Hi,

 

Here are some ideas i got but have nor time neither skills to do them and my low end computer can not run CK safely.

Seems to be the best place to post in.

Feel free to pick up whatever you want if you're in the mood of creation.

 

 

Giants' hidden valley

Short synopsis:
A possible look at giants way of life.

location:
Harsh plain surrounded by mountains accessible from a corridor with hidden entrance behind some water falls + rocks + ivy.
Inside the valley is a tiny path going up leading to a promontory with entrance to a dwarven outpost. A POV used to keep an eye onto giants. In outpost, one can find books and reports about giants (population, ...) written in dwemeri language.
Add a lake + water falls within the valley so mammoths can grow up peacefully here: should be a nice place for the giants to survive peacfully.

Huge caves all around for giants to live in (or may be new 3D structure) Valley size should be one third or half snow elfs valley size in Dawnguard.

actors:
giants (only males seen throughout Skyrim... what about females and children?)
mammoths and may be some wolves and bears

 

Dragonknight

Short synopsis:
Just for the PC to learn new skills used by former defenders of dragon priest and dragon temples in old times.

based on TESO lore:
- Ardent Flame / Destruction school
Skill books:
- Searing Strike: burns the target, and deals damage over time
- Lava Whip: deals fire damage and causes stunned or immobilized foes to
become off balance
- Inferno: buff that deals periodic damage to all enemies nearby while
draining slowly the dragonknight’s Magicka. Damage and cost increase the
longer the aura is active.
- Draconic Power / Alteration school
Skill books:
- Spike Armor: Increases Damage resistance and damages close quarter
opponents.
- Dark Talons: Roots nearby enemies, dealing damage to those who resist
- Reflective Scales: Reflect projectiles for a short duration
- Draconic Power / Restoration school
Skill books:
- Dragon Blood: Instantly heals player, and then heals over time
- Inhale: Absorbs every nearby enemies health, then returns back as damage.

 

Forge of the nine

Short synopsis:
An old dwemer forge where powerful weapons or items can be combined to create new one.

 

location:

New dwemer city ruins leading to forges area (dwarven forges in "The Hobbit: Desolation of Smaug" movie may be of some inspiration).

 

based on:
1. choose new weapon type from a list,
2. add old powered weapons/items
3. add soul gems + ingots + precious gems depending on weapon choice in 1.
4. retrieve new one with old ones combined power.

 

As an example, collect all the nine deity pendants, go to foundry and create a brand new pendant will all 9 enchantements.

 

Jorunn the skald king tomb

 

Short synopsis:
Discover and explore former great war leader tomb. Many draughs to defeat throughout the path leading to the tomb.

 

location:

Best Skyrim kept secret, hidden area, such a renowned hero deserves a great tomb (kind of temple entrance may be).

 

based on:

TESO lore

 

 

Garden of Dibella

 

Short synopsis:

A new starting/ending place player is summoned to by Dibella for being her champion and help her destroying the ones who ruined her world.

 

location:

(1) New area, shiny weather, peaceful place with many flowers and trees, Dibella's palace in far distant place (may be a white/gold or white/blue marble retex of some dwarven structure), beautiful women as Dibella followers and Dibella avatar.

(2) New area destroyed forest/swamps

 

Questline:

From (1) once the quest is accepted, teleport to (2) from a portal, kill foes and some daedra lords who invaded Dibella's world so she can restore nature and harmony for lovers. Retrieve some items from daedra to seal a portal to Oblivion where they come from.

Become 'Champion of Dibella' and gain a +20 speech skill with opposite sex.

Edited by Sir Dragon
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  • 6 months later...

I for one would to see a mod if not a whole new game starting from scratch where you start off somewhere with a band of fellow castaways who must explore and settle a whole new land. No Towns or villages at all in the land to aid you. From their you must secure your group from the local dangers such as wolves and or bears before setting out on your journey. Once a suitable location is found, you lead your band there to set up shop and start to build a permanent settlement. The site will need ready access to resources for construction so the location will be important to you if you want your new town to prosper and grow with the passage of time. If iron ore and tees are nearby better weapons become available.

 

Beyond the town the great unknown calls out to you for exploration after the area is cleared of local dangers. In the land there are to found wild horses and cattle along with plenty of game to keep you and your people fed. Maybe long lost dungeons from a time forgotten to be found as well as other villages that had been started and abandoned by previous people trying to survive there.

 

With the passage of time you town may blossom and new towns can be started in other locations with roads constructed between them as you uncover more of the map. The further afield you go the more dangerous the wildlife becomes so attention to your travels would play an important part in your future plans.

 

Followers and quest driven projects as in the building of roads and other improvements should keep you busy in the early part of the game while conquering the rest of the land could be very time consuming. Who knows there may even be other people living there already who may or may not be friendly to newcomers.

 

This is just a rough outline but the whole point would be to start off with nothing and having to really work for once to improve your character if he is going to survive instead of walking to the nearest town and getting outfitted from the get go.

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Title Actionbar Interface mod I would like to see.

 

mirrors selected spells and powers as well as potions on 1 or two custom action bars at bottom of screen you can equp spells from there charge and cast normaly or use some items like potions.

this would not disable old way just be an aditional option.

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Hi im new to modding. I need help making an existing inanimate object an npc. I'm trying to make an ideal master mod where you trade grand souls for conjuration spells and perks. Could some one tell me how to do this?

Edited by rattica
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