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A few mod ideas that were bouncing around in my head.


huntsman2310

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I don't expect that I will have the skill to do these ideas once the Creation Set comes out, therefore this more or less a source of inspiration for all modders.

 

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Dragons

 

Dragons as they are in Skyrim are already well made, but there are still a few niggles with their implementation.

 

- They can't turn very well

 

- Their melee attacks leave something to be desired

 

- They don't really level with the Dovahkiin.

 

- They aren't varied in appearance, shape, size or type.

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To fix this.

 

Types:

 

- Ebony Dragons (really tough, hard to kill Dragons)

 

- Daedric Dragons (Jills that have been sent to Oblivion as punishment, have been ressurected by Alduin to serve as shock troops, very aggressive, very damaging, most creatures will run before its fell gaze.)

 

- Wyrms (Wingless Dragons who inhabit the plains and plateaus of Skyrim, make up for not being able to fly with increased speed and agility. They love mammoths)

 

- Black Dragons (Alduin's Lieutenants, similar appearance to the World-Eater himself, each one uses a thu'um unique to them.)

 

- Red Dragons (Massive City sized Dragons who oppose Alduin, only two of which still survive in Skyrim)

 

Stats

 

- All Dragons have a chance to knock the player off their feet when swiping with tail or claw.

 

- Some Dragons cannot be harmed by normal weapons.

 

- More summoning shouts, summon a Wyrm or Red Dragon to your aid.

 

- Breath attacks now slow down whoever is affected.

 

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Weapons and armour.

 

Weapons

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- Spears and crossbows, crossbows can only be made by scavenging Dwemer Spheres.

 

- Deeper crafting system (Linen wrap for weapon handle, Spider Silk for bowstring, feathers for arrows etc)

 

- More unique weapons, one for each city.

 

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Armour

 

- More armour sets.

 

-Ysgramor's heavy armour

- Storm Crown (helm)

- Talo's mantle (Special Cloak.)

- Potema's cuirass ( retextured Wolf Armour)

- Snow fur armour.

- Saber Cat leather armour.

- Mammtoth Fur armour.

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This is all I have so far, please post your ideas, but keep them organized.

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Hate to ruin your fun, but this isn't a mod request, it is simply a thread where modding ideas are generated or expanded upon, I actually plan to make some of my ideas happen once the Creation Set comes out. And how exactly is that fancy language?
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Continuing on with my train of thought.

 

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Crafting

 

Crafting as it is is pretty good, but is simple and can easily grant you game-breaking weapons early in the game.

 

Grindstone

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- instead of just two levels of enhancement for armour and weapons, there should be five levels instead. Each one corresponding to level 10, level 20, level 30 etc.

 

- Can't enhance the weapon to a level beyond what level you are at e.g can't enhance a weapon three times if you are below level 30.

 

- The enhancement's will add on a non enchantment effect and a slightly higher damage count, depending on the weapon. e.g a sword once enhanced receives a 10% to ignore armour. And has 10 attack added on.

 

- names of the levels of enhancement.

for melee weapons

- Fine

 

- honed

 

- well honed

 

- Superior

 

- Legendary.

 

for bows only 4 levels of enhancement.

- flexible

- supple

- superior

- Legendary

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Smelter

 

- Many miscellaneous items can now be thrown into the smelter to make up different sized bars.

 

- You can throw old armour and weapons to smelt down to their base components.

 

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Forge

 

- Only half of a bow is made at the forge, the same goes for the staff

 

- the base sword can be made at the forge, but in order to be fully made and usable, has to be finished at the workbench.

 

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Workbench

 

- Spider Silk or Dragon sinew can be harvested to make bowstrings.

 

- Bowstrings are now required to build a bow.

 

- All those linen wraps will not go to waste! They can be wrapped around the handle of the weapon for a slight increase in attack speed.

 

- to make a staff, you need to mount a soul gem onto it using the workbench.

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Edited by huntsman2310
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Sounds like some good ideas.

Personally i was thinking about the smelting too - just currently too lazy to put any real work in without tools (since we can already make more recipes) :P

 

I like the idea of a dragon sinew bow. More to the point; some extra cool dragon related killers. Personally i still use an ancient Norse cold two-handed axe to finish off my dragons with a cinematic. In reality it would likely gain some personality/names from that; and in Skyrim - likely some abilities. Extra powerful bows made from the sinew of dragons sounds like a classic story already :D

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which is why I said most of this won't probably happen without the Creation Kit.

 

anyway, rolling onwards.

 

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Weapons and armour (extended)

 

weapons

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In Oblivion weapons did not have a impact, making it feel like you were fighting using a fish.

Skyrim is much better about this, there is actual weight to your swings.

But it is a small taste of what can be done.

 

- Variable attack animations, since the animations in Skyrim aren't hardcoded this means new animations can be made and placed alongside existing anims. I'd like to see thrusts and upper slashs accompaning the side slashs currently in. Also with the shield, instead of just one sort of sweeping bash, I'd like to see one where the player shunts it forward, knocking the opponent backwards and possibly disarming him.

 

Now onto the actual weapons.

 

- corresponding staffs for each set of weapons, that all have different strengths e.g Daedric staves are better with fire based spells and conjuration.

 

- Crossbows that are unique to the Dwemer set.

 

- Spears and polearms.

 

- Blunt weapons do much more damage against armoured opponents and slow down them down.

 

- Some melee and ranged weapons are designed especially for Dragon slaying.

 

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stay tuned.

Edited by huntsman2310
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Onwards.

 

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Armour (extended)

 

The armour's in Skyrim look amazing already, particularly the Ebony and Daedric sets. And better yet you can make more of them using the smithing skill.

 

But this process is fairly....um.......broken.

 

You can get a massively game-breaking armour rating just from refining the armour. You can do this to any armour by the way.

 

So to counteract this my ideas will include some more unique armours that embrace diffent playstyles, and also some smithing tweaks.

 

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Unique Armours

 

- Ysgramor's armour (In the final quest of the companions, the dungeon you are in contains a bitching statue of Ysgramor, the founder of the companions and first king of Skyrim. I plan to make this armour myself by taking the statue model and editing the model a little bit.)

 

- Imperial Lord Armour (armour worn by pompus imperial gits.)

 

- Atronach armour (flame atronach armour for the evil female conjurer in you)

 

- Dwarven Centurion armour ( a set of armour scavenged from the plates of a Dwarven Centurion by a enterprising Orc smith....)

 

- Orc Chieftain armour. (only one of the Orc chieftains has the high distinction of wearing this very ancient set of armour......rumoured to have been forged in the confines of the Adamantine tower.)

 

- True Falmer armour (another ancient armour set from the time of the ancient falmer, its resting place is somewhere deep in the mountains around Saarthal.)

 

- Corrupted Hist bark (a light armour set that was carved from a strange tree found in bloated grotto, its current owners are a coven of Haagraven.)

 

- Potema's cuirass and helm (Wolf Themed armour, most likely I'll make it a darker retexture of the companion wolf armour and make up a new Wolf Helm for it. When a cloak and cape mod is available I'll also add its own unique cloak. Don't worry there will be a reason the wolf helm has ridiculously smal ears....

 

- Tiber Septim's armour (a retextured steel plate set with its own really badass sword and cape. Most likely the special bonuses for the whole set will have to do with dragon shouts.)

 

some of these armours are unique racial armours, meaning if the creation kit can do it, It will give a bonus if one of its race is wearing it. (e.g corrupted hist armour will amplify life draining spells and poisons.)

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Edited by huntsman2310
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