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Nephilim: The Next Iteration (Development Thread)


JetSteele

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Hey guys so here is an update on what is going on.

 

I decided to port one of my smaller mods to SSE as a first attempt to get a grip on the whole process. It's taking longer than it should since I'm also optimizing the mod as I go along instead of just porting to SSE. The mod itself is almost completed and ready for release (it also acts as a framework for my other mods), once that one is finished I will begin porting over the mod that this development thread is about.

 

I've also decided to put ALL my regular Skyrim mods under one mod for SSE. However not all mods will be activated at once, inside of a new location I'm building there will be journals that contain information about each mod and reading one of them will launch the specific mod that you read about.

 

Now some mods will be altered from what they used to be, as an example the Adamantium mod that is hidden at the moment won't be ported over with the Adamantium claws. Those claws were made by Anton and even though I have permission for the base Skyrim I'm treating SSE as a new game so I'd need to get permission to use those claws in the new mod. However I made the bone claws myself so those ones will be in the new mod pack. Since SSE is unprecedented territory I feel it is safer to operate under the assumption that unless asset use is open permission then you'll need to regain permission to use them in the new game.

 

The mods won't release all in one go, each mod will release one at a time though it will be under the same mod. Which means that some updates will be bigger than others.

 

That being said the first mod I am porting for the pack will be Adamantium (again with only my own created assets) and next up will be the new Nephilim mod. Note that ALL mods will be optimized and ported to SSE including the ones that were hidden or removed from regular Skyrim:

 

- Adamantium

- Daywalker (will work similarly to the new Nephilim concept and not be an actual race to pick)

- Magnus' Enchanter

- Nephilim (new concept discussed in this thread)

- Supernatural

 

***Adamantium and Magnus' Enchanter will be in the primary release and the next mod implemented will be Nephilim. Supernatural will be next followed by Daywalker.***

 

Sorry that this is more of a general update instead of a mod specific update but I felt that people should know how I plan on porting my mods over to SSE since its a question that's been coming up and since it does concern the new Nephilim mod as well I felt like this info should be posted here.

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The mod that I was talking about which will act as my all-in-one port was released and is called Annexed. As of the time of this post only Adamantium and Magnus' Enchanter are ported to SSE.

 

As for answering the questions you guys have about powers here we go...

 

So the base 'race' will have 5 abilities from the Nephilim mod:

- Holy Light

- Angelic Strength

- Resist Disease

- Waterbreathing

- Resist Poison

 

After you ascend and claimed all these abilities you'll be prompted to ascend further into an angelic class which I'm still thinking up how I should name each.

 

There will be 3 classes and each class will offer 3 other abilities that you can get (however you will be restricted to your class abilities that you pick you won't be able to get another classes abilities if you aren't in that angelic class, and this is a one time choice that you'll stick with). These abilities aren't fully completed yet so I'm not going to say what they are for now.

 

The 3 class abilities will only be available in the transformed state though after you unlock the abilities through ascension (before this point there is no transformation for the player; therefore a transformation is acquired after they make the class jump).

- Shadowhunter: Naturals at tracking enemy movement and striking from the shadows.

- Seraphim: Masters of holy magic. They are the most feared out of all angelic ranks.

- Grigori: A hybrid classification mixing angelic blood with your dragon spirit, this creates a new breed that is considered destruction incarnate.

 

Right now these are the 3 placeholders that I've gotten for the angelic classes, and after you've ascended and mastered your class you'll have the opportunity to take control of the angelic forces that was hunting you after you become a Daemon.

 

So here is how it works in simplest terms:

- Angels have their grace.

- Nephilim have a spark of grace that they got from the angelic union, though they aren't as strong as Angels.

- Seraphim are considered Angels however when they fell to Tamriel they are considered Demons by the mortals. However Seraphim are so powerful that even after they fell they still retained their abilities (not to be confused with Fallen Angels)

- The player will try to gain a Spark of Grace however because of being a mortal they will only get a Sliver of Grace and turn into a Daemon instead (not to be confused with Demon as they will be 2 separate entities)

- Through Ascension the player will be allowed to increase their Sliver of Grace into a Spark of Grace and eventually ascend into Angelhood through the class system.

- Eventually after the player has ascended to the max their Spark of Grace will fully transform into Grace and they will be considered fully Angelic, however since they weren't born into power but rather they acquired it through time and perseverance they will be considered the most powerful angel of all time (the player will be one of the only Angels that will have a mind of their own instead of being a follower they will be a leader).

- After the player fully ascends and get their Grace they will have the opportunity to stop the Angels from coming after him/her by taking over as leader.

 

Now here is the final clincher, ONLY a Daemon can become a hybrid daemon/vampire or a daemon/werewolf. If you decide to ascend further then you're blood will purify the anomaly from you and free you from that curse. So going further than a Daemon will mean that you have to be ONLY an angelic character.

 

I have a framework that I started making in the regular Skyrim CK but now I'm going to begin porting that to SSE in the next couple of days. When the mod is ready for release I will be releasing it under the 'Annexed' mod as an update and you'll be able to start this part of the mod by reading a journal found inside of Gleyma Maeshowe.

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Loving the ideas. For the holy magic you will be adding, will it be restoration magic? Or will you put it under several trees forcing Seraph classes to take on a more "pure mage" build (exception being his angel blade of course)? Also I have some ideas for the new spells you could add. First of which is teleportation, either teleport to cursor, a hold, or to a sanctuary place if you add one in. Second I was thinking having a smite spell, being able to completely destroy things with a holy ray of light (or make it a touch spell) but only if they are quite a few levels lower than you and do not pass a check of sorts, if they pass the check or are a higher level (or a boss) it could just deal damage instead. I feel like this one would really make it feel like you are slowly becoming an extremely powerful being, especially if you also use a mod that delevels the world. Another I think would be cool is a passive effect of when you ascend, that when your wings are out in your ascended form, NPCs that are below your level should pass a check to decide rather if instead of attacking you will just flee in fear. However that might be a little script intensive.

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