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A bunch of mods I'm requesting...


smeagolthevile

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I was hoping to find some people wanting to mod but without any good ideas because I have a bunch of ideas but can't mod.

 

Here are some of my ideas! I'll try and keep it simple without much explination

 

Weapons and Armor,

 

New weapon classes - short and long spears, staves (not the magic kind), unarmed weapons (such as spiked rings or a claw), exotic weapons (such as middle eastern*, african, native american*, and asian inspired.), and current weapon variants (such as flails, morning stars, and clubs for maces. broad one headed, dual headed, hatchet, for axes. short sword, long sword, broadsword, for sword. This goes along with the next point)

 

Weapon inherent abilities. by this I mean... daggers with a higher crit rate (being able to get into places where armor is not), sword not having one, axes having a chance to cause bleed, maces having a chance to stumble and bypass armor (power attack or not))

 

New Armor types - leg armor separate from the torso armor, bucklers for light armored melee centered characters and chain mail.

 

Spells

 

Simply enough spells should get stronger as your ability in their category goes up. With this I would chance the spells abilities so that each of the fire spells did something different, instead of it just being a damage thing. (For example, the 4 fire spells, first would be normal, a DOT, second would be a straight ranged fireball, third would do AOE, fourth would do ranged with less damage then the second but DOT that is less then the first) (to better put it)

 

fire spells;

1 5 damage over time close

2 15 damage ranged

3 10 damage ranged hits everyone around it (not including allied npcs)

4 10 damage ranged does 3 damage over time to a single target.

 

and of course it would be different stats for frost and lightning.

 

Last my biggest idea is to change the skill trees. While I love the whole constellation ideas the trees really leave something to be desired IMHO.

I would like to expand them, some of them expanded greatly, for example.

 

One handed combat would turn into something like this.

 

One handed weapon bonus

to

One handed style OR two handed style

One handed style skill one OR One handed plus shield style ON THE OTHER SIDE two handed weapon, same weapon skill one, two handed weapon different weapons style

 

Now on the side of that you would have a separate tree for each weapon type with 5 or 6 skills for each type of weapon, dagger, mace, sword, axe, and shield (and any the mod might add in).

 

With a tree like this it really allows someone to specialize in a single weapon and make the character more their own, as opposed to just every char being some sort of jack of all trades by level 40 (at level 40 my sneak archer is a master archer, master alchemist, master blacksmith, master sneak, and halfway up enchanting (I say master but some of the trees were not filled but only missing the top skill or two because they were not a good enough perk to spend a point on, like dragon smithing for a stealth character that has a specific RP style (IE fur armor).

 

The skill tree would not just be for one handed weapons but it would be enhanced across the board where it was needed, another example would be alchemy. I would give it a much larger, and separate skill track in alchemy for potions and poisons. I'm currently playing a stealth archer and I can tell you poisons are much more important then potions for my need.

 

 

Well those are some of my ideas. If anyone wants to give modding some or all of them into the game a try, send me a message!

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Already ahead of you on the leveled spells part... at least for destruction magic. I'm trying to let people know (since it's a request I've seen a lot!). Here's the link: http://www.skyrimnexus.com/downloads/file.php?id=2275

 

Basically, all of the destruction spells improve as you invest perks in novice, apprentice, adept, expert, and master destruction. This leads to a pretty decent set of spells at mastery - AoEs, rune traps, melee range, targeted, cloaks, etc. all being scaled to a useful level for higher characters. :)

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Already ahead of you on the leveled spells part... at least for destruction magic. I'm trying to let people know (since it's a request I've seen a lot!). Here's the link: http://www.skyrimnexus.com/downloads/file.php?id=2275

 

Basically, all of the destruction spells improve as you invest perks in novice, apprentice, adept, expert, and master destruction. This leads to a pretty decent set of spells at mastery - AoEs, rune traps, melee range, targeted, cloaks, etc. all being scaled to a useful level for higher characters. :)

 

 

Thats not bad... do all the spells level or will it be like, the basic DOT fire still will still be useless compared to that high damage fireball? (I dont remember the names, I played a spellsword but ended up being conjuration and alteration over destruction)

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All of the destruction spells level. By mastery, the spells should be doing the following damage (not counting any perks for augmented damage or from illusion; I also left off the extra damage to stamina from frost spells and magicka from shock spells but it should scale too)

 

Flames/Frostbite/Sparks: 28dps

Firebolt/Ice Spike/Lightning Bolt: 42 dmg to target

Fire/Frost/Lightning Runes: 105 dmg on contact (cannot be dual cast)

Flame/Frost/Lightning Cloak: 18 dps to nearby opponents

Fireball/Ice Storm/Chain Lightning: 63 damage (area varies)

Incinerate/Icy Spear/Thunderbolt: 84 damage to target

Wall of Flames/Frost/Storms: 70 dps in fixed location

Fire Storm: 105 (aoe centered on caster, more damage to closer targets, cannot be dual cast)

Blizzard: 35 dps for 10 seconds (aoe, cannot be dual cast)

Lightning Storm: 154 dps (single target, cannot be dual cast)

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