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Skyrim Overhaul Ideas


KKDragonLord

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These are my ideas for changing Skyrim into a better game overall, most deal with rebalancing, others with convenience and some are optional to increase roleplaying options in the game. I plan to work to make thiss project happen eventually but i wouldn't mind at all (i beg even) to have help from the community's experienced modders who can take any of these ideas and make their own versions of it happen.

 

I am new to this modding thing so, for now these are just thoughts that may or may not be put in practice, i figure i have a lot to learn before i can do any of this happen. Feel free to PM or comment discussing any or all of these ideas :)

 

Dragons

all dragons have this (increased stats ex: 10x hitpoints/999 magicka/300% magicka regen, and all alteration, conjuration, destruction perks)

- Use turning breaths on nearby targets to make enemies and animals fight the player whenever they are present (cool down for this is equal to player abilities lowered by 50%)

- Auto-cast cloak spell during breath attack animation, while cloaked dragon is totally immune to the respective element

- Auto-cast ebonflesh during breath attack animation

- Wingbuffet (dragon stands and flaps wings for 6secs if character doesnt block he is blown off like Fusrohda effect)

- Breath attacks are a lot more deadly, cold breath slows and freezes player still if not avoided or blocked, fire breath ignites player dealing heavy lingering damage for several seconds if not blocked

 

Normal dragon also have this (exclusive)

- 100% immune to poison

- lingering poison damage on every melee attack

 

Fire Dragon also have this (exclusive)

- 100% immune to fire

- auto-summon a fire atronach during the breath attack animation

- auto-cast wall of fire during breath attack animation

- auto-cast fire rune at player during wingbuffet

 

Ice Dragon also have this (exclusive)

- 100% immune to cold

- auto-summon an ice atronach during the breath attack animation

- auto-cast wall of cold during breath attack animation

- auto-cast ice rune at player during wingbuffet

 

Blood Dragon have this (exclusive)

- Drain life effect on every melee attack

- auto-summon a vampire during the breath attack animation

- Cast raise dead spells if bodies present

 

Ancient Dragon also have this

- 100% immune to element of breath type

- wingbuffet summons heavy rain and lightning storm, player is struck by lightning from the sky every 6 secs

- auto-cast cloak of lightning during wingbuffet, casts lightning rune at player and summons storm atronach

- auto-cast wall spells during breath or wingbuffet

- auto-cast dragonhide during breath or wingbuffet

 

Elder Dragon also have this

- Turns ethereal during breath and wingbuffet (form ends on its next melee attack)

- Auto-summon dragon priest after wingbuffet who is then focused on healing the dragon during combat.

- after death turns into skeletal dragon

 

Skeletal Dragon also have this

- Auto-summon draugr deathlord after wing buffet (instead of dragon priest)

- Cast raise dead spells if bodies present

 

Enemy changes:

- Enemy atronachs cast cloak spells on themselves

- Enemies power attacking will flash brightly in yellow for a split-second to help player use shield bash or dodge effectively.

- Enemy Power attacks ignore up to 50% of the player's damage reduction.

- All enemies will have a lot more hitpoints depending on the difficullty level chosen (x3, x6, x9, x15), they may also deal more damage (+50%,+100%,+150%,+200%)

- Giants will start at a high level and will scale up with the player

 

Player changes

- Potions, poisons, scrolls, ingredients, food, jewelry, soulstone weights are lowered to 0.1, crafting materials are lowered to 0.3 (except dragon parts)

- Restore potions are not instantaneous, they add a lingering restore effect instead during several seconds

- Potions can be toggled to be auto-used on specific conditions e.g: after player is hit by specific effects (fire, poison, magic, damage) or when Stat is at 50%.

- Poisons can be applied with multiple charges on a weapon, if a new one is used previous charges are lost

- Skill enchantments do Not stack at all, only the highest effect counts

- Resist potions absorb a certain amount of damage until the effect is depleted instead of lowering damage by a percentage.

ex: (if player uses resist fire potion of 100pts, and takes 50 fire damage, all is absorbed and 50pts remain, if player takes another 100 points of damage afterwards 50pts is aborbed and the other 50 is then lowered by resistances)

- Resist enchantments absorb a certain amount of damage instead of lowering damage by a percentage (but effect is continous)

- Only racial and perk resistances can lower damage by percentages, they don't stack, instead are calculated sequentially.

ex: if dark elf character with the shield perk of 50% resist elements while blocking, has 30% magic resistance from perks and blocks a 300pt fire damage spell with his shield the damage is lowered by 30% to 210 then 50% for the blocking to 105 then another 50% for racial resistance to 52

- Alteration flesh spells absorb a certain amount of physical damage until depleted instead of lowering it by a percentage

- All Armors can be improved with crafting, smithing perks no longer double improvement, instead they add a temporary effect "well kept": armor absorbs X(smithing skill) amount of damage until effect is depleted (requires further crafting to renew it)

- All weapons can be improved with crafting, perks no longer double improvements, instead they add a temporary effect "well sharpened": weapons or arrows damage is increased by X(0.5 smithing skill) for Y(0.3 smithing skill) number of hits

- New armor and weapon recipes can be learned by "Disassembling" equipment

- Stamina regens constantly, if move requires more stamina than player currently has, it fails to work.

- Blocking button added, if pressed when dual wielding off-hand is automatically sheathed and 1-handed blocking occurs, after released off-hand is unsheathed.

- with acrobatic perk Characters not wearing the heavy armor body part can perform a rolling dodge while blocking, effectiveness is determined by the stamina stat and armor skill, unarmored doesnt require skill, (move costs 30% stamina)

- Consuming Food adds "well fed" effect, fortify health/magicka/stamina by 50 points for 3 hours

- Drink adds "hydrated" effect, increases stat regen by 0.2 for 3 hours

- if food isnt consumed over 6hours character becomes hungry, -20 health/magicka/stamina -10 skills, very hungry after 12hs -40 stats -20 skills, starved after 24hs -80 stats -40 skills, famished after 48hs -120 stats -60skills, withered after 96 hours -180 stats -80 skills, shriveled after 168 hours, -240 stats -100 skills.

- if liquids arent consumed over 6hours character becomes thirsty, -0.1 stat regeneration, very thirsty after 12hs -0.3 stat regeneration, dry after 24hs -0.5 stat regen, parched stats regen set to 0.

- The negative effects of lacking food/drink are removed progressively by consumption, ex: after eating food once character goes from shriveled to withered, and from withered to starved if eats once more

- Crafted potions/poisons have much lower value

- Alchemist shops have at least 6 of each randomly available ingredient each day

- Summoned familiar can collect nearby ingredients automatically around the character during travel, even if player leaves it behind by sprinting/galloping away

- favorited chargeable items automatically recharge to full using the lowest value souls stones

- traps damage increased by 10x, traps are made to be harder to spot

- lockpicking perks allow the player to automatically open locks of the specified level, experience is still gained, (some perks are made obsolete by this which is ok)

- Player can marry as many wives as he has homes, can also adopt children, one per wife, child stays ouside during day, sleeps during night. Upkeep money is removed from player daily, if indebited player acquires bounty value equal to debt, after 1000pts wife divorces player and he loses the home.

- Wives have different store supplies for each home they are bound to. ex: Winterhold:soulgems,scrolls,spells. Adenturing wives don't have store supplies.

- Lover's comfort lasts for 24hrs which can be extended by 6hs consuming homecooked meal.

- all skills are no longer capped at 100 and may increase to 500, crafting skills work differently past 100, alchemy effects only last longer, the smithing buffs are improved and last longer but regular equipment improvements dont increase

- Increased enchanting past 100 allows more charges to weapons or increases elemental damage reduction, skill boost enchantments don't improve.

- Each Persuasion skill point above 100 adds 10 gold to any merchant during trading instead of lowering prices.

- Each point of lockpick past 100 adds 1-5 gold to locked containers depending on lock difficulty, locksmith perk gives 100% more experience acquired by opening locks, unbreakable perk adds another 100% experience bonus

- Weapon and armor crafting increases the effectiveness of the equipment crafted up to the Daedric\dragonscale level but this requires very high smithing skills, every point of weapon improvement requires 50 pts of skill,armor is 20pts, much less with smithing potions and a skill boost enchanted item.

- Artifacts or Unique armors/weapons may be "Reforged" to increase their effectiveness up to Daderic\dragonscale levels in the same way, this may require a charged grand Soul gem to maintain their special effects, or else the effect is permanently lost and the equipment then becomes fit for further enchantments.

- NPCs in cities will not allow the player to remain in stealth mode if they see the player enter it, he will be asked to leave if they detect it and may incurr a bounty, they will not let the player out of their sight regardless of their friendliness level (except for housecarls and lovers).

- Skill books are the only ones that can be taken without being read which allows the player to identify and conserve them.

- Acrobatics skill and perk tree: skill allows higher jumps, faster movement and sprinting and faster and farther dodges with the dodge perk, Dodge Perk allows the player to make a dodge roll while blocking if unarmored or in light body armor, Final perk allows dodge in heavy armor, Every skill benefit is halved while wearing heavy armor, Perk (Spirit of the Steed): Allows skill to affect the horse the player is riding, Perk Marathonist: removes stamina drain from sprinting, Perk: Dodge master: player becomes ethereal during dodge rolls, Perk Acrobatic Evasion: chance to evade attacks 15% if unarmored, 10% light body armor, 5% in heavy body armor, increases by 5% up to 2 more times.

- Enemies become alert after detecting a dead body and taking damage from attacks, once they become alert they don't stop looking, ever. Enemies will cry out for help after being struck, if killed without finishing move animation they cry out when they die which makes other enemies in range look for their bodies. Alert enemies make other enemies around them alert and those will keep close to them at all times.

- Alerted enemies are much much harder to sneak by

- After fighting a player minion (conjured/raised creature) enemies will remain alert and actively seek the player

- Player takes 200% more damage in stealth mode

- Certain Enemies may become invisible and/or assume a stealth stance and start looking for player, once they find the player they may attack with sneak bonuses unless attacked by the player, companions will have a hard time finding enemies like this, stealth type enemies will become transluscent according to their skill, gear and proximity to light sources.

- All player companions will acquire max stealth skills and prefer using bows attacking the same enemy once after the player attacks whenever the player is in the stealth stance, they will keep a reasonable amount of distance from the player and shadow his movements, go forward when he moves forward, backwards if he goes back, etc. Dog companions will do likewise but will only charge to attack if player leaves the stealth position.

- Companions dont activate pressure traps

- Alerted/stealthed enemies don't activate pressure traps, except for mindless undead.

- Dogs are made essential and are scaled down to 0.6 their usual size to make movement easier.

- Some Enemies in a dungeon may flee and bring reinforcements if they become alert(more enemies spawned at an entrance point) or more enemies may arrive from where the player came in.

- Enemies in forts are named Mercenaries, private military contractors, and may allow the player to pass by if he is part of the army that they work for, they will warn the player and become hostile if he approaches the internal parts of the fort, alerting the player to stay out of their businesses

- Master trainers may train the player past 90 charging higher prices accordingly

- The player may fund his faction efforts by clearing out forts and providing gold to hold forts with his faction soldiers, forts may be attacked at random by the other faction and couriers will be dispatched to get the player help. The objective is to hold most territories to win the war, this has a high upkeep cost, territories owned by the player will have much richer merchants to buy the players goods at great discounts. Quests assigned to previously held forts will make player guards dead and territory becomes neutral(overwhelmed by bandits).

- As guild master the player may order any of his underlings to do radial quests in his name, after a few days they return to the player and he gets the gold as if he completed the quest himself

- The player may buy mines and stores and set up a Trading company with his wives at the storefront, his trading bands may be attacked by bandits and he may incurr losses from trading in hostile territory

- All homes will have further enhancements to buy, grindstone, anvil, enchanting table, leather rack, cosmetic ingredients\soulstones are replaced each week by the housecarl.

- Speech haggling perks also lower the cost of Training fees

- Conjuration skill increases the damage of bound weapons and the power of summoned/raised minions

- Conjuration experience gains are lowered substantially, soul trap experience is near zero, summon spells require combat and give same experience as adept level summoning regardless of mana used.

- Detection indicator disregards companions and allies, stealthed enemies don't count either.

- Detection indicator can be toggled on/off even if while player isn't stealthed.

- Sneak attack multiplies only the base damage of the weapon, disregarding enchantments and temporary skill bonuses

- NPCs will pick up objects obstructing their line of sight to the player into their inventory

- Sneaking grants experience only for hostile targets, less if they aren't alert, sneak attacks only grant experience if target is hostile, inert NPCs such as sleeping or still draugr or neutral enemies such as giants or animals don't give sneak experience

- Not taking a level up will stop experience gains, preventing afk autoleveling

- Enchantments that double sneak attacks such as from Shrouded Gloves only double sneak attack multiplier unaltered by perks, so x2 multiplier weapons like bows do x4 and x3 weapons like daggers do x6 damage, after getting perks bow becomes x5, one-handed weapons become x9 and daggers become x18.

- Only 1 weapon hit is ever considered a sneak attack, enemies become alert immediately after it and alert enemies no longer can be sneak attacked

- Companions are always essential, if they "die" during combat they will flee and wait for the player outside the combat area unless they are healed by player during their "downed" animation, if affected by courage spells they will continue to fight for as long as the buff is active fleeing from combat after it ends. Dogs will always resume fighting and never flee.

- Fast travel is disabled. (optional)

- Less Immersive interface: Temporary Buffs and poison effects will have icons and timer indicators that can be toggled on/off, damage absorption buffs will show the amount remaining until effect is depleted, indicators are always shown during menu pauses

- The quick access menu will always start at the top and have categories that can be scrolled horizontally, it is ciclical so player can go from the top to bottom by going up and from end to start by going forward.

- weapons and spells are always drawn first on the off-hand, if selected a second time weapon is switched to main hand which allows for fast drawing a second weapon with a hotkey

- Muffle only increases experience if cast near a hostile target (animals, inert draugr and otherwise neutral npcs dont count)

- Every 10 points of Illusion skill past 100 increases affected level of spells by 1

- Ward spells double casted reflect enemy spells back at them

- NPCs in the mages guild may list spells related to their discipline and inform the player where and what is required to get them

- The player can teach spells to caster NPCs depending on their skill level in each school

- NPC AI requires improvements to allow NPCs the ability to heal themselves the player and allies

- The player can give specific commands to npcs without requiring initiating dialogue, such as wait, follow, engage hostiles, hold steady, flee, move/interact, auto-collect ingredients, defend target, stay close/far, switch to ranged/melee, intercept enemies (attack enemies the player isn't attacking), Defend player (attack enemies attacking player that are closest to him) dogs have their own list with similar options

- Horses are always cowardly and flee combat but can be called back by whistle, shadowmare isn't cowardly and may receive same commands as dog companion with different whistles.

- Couriers may be hired in each city or on the road to deliver certain completed quests and return with the rewards (simple radial quests), guild underlings do this for free for guild quests, couriers inform the player if the quest giver has further information that can only be delivered personally or will grant him new quests to complete.

- Blades will always show up to assist the player during dragon slaying quests and may appear to call for the players help with new dragon quests when they are made available, if blade "dies" during combat he will flee back to base unless healed during death animation or buffed with courage spells.

- companions will ride horses when following player, they will mimic player behavior and call for their horses, mount and dismount.

- Horses can be used as permanent storage and will carry a limited amount of items.

- Dog can be commanded to auto-collect food/ingredients/skin of downed animals on a wide area

- Player can have sex with wives or prostitutes granting temporary buff "Relaxed" for 24 hours which improves skill gains by 10% and stacks with Rested or Lover’s Comfort bonuses, player can catch diseases from prostitutes.

- Sex animation is short and must be performed fully or the bonus won't be granted, (player and npc is stripped during animation and both are clothed after it ends)

- If NPCs catch the player having sex the player will get a bounty and the prostitute will be sent to jail for a day

- If player is wearing Dibella's amulet certain NPCs (only housecarls, NPCs who would be willing to marry the player, priests of Dibella and Dibela’s Faithful) may propose sex after becoming friends with player, this offer is only valid once and goes away permanently after sex is performed.

- When NPCs accept having sex with player they will temporarily follow the player for a limited time until a proper location for the act is chosen, if player goes out of town or into a dungeon they refuse and go back to where they were previously.

- NPCs have an active sex life and may use prostitutes or may be caught having sex at their home during certain hours, if player intrudes in their act they will stop and player will get a bounty for trespassing. Those having sex with prostitutes will stop and move back home.

- Certain enemies can be Pacified with calm spells and may propose to have sex with the player but their sexual bonus is only 5% because of "bewitched cooperation" and the player may incur diseases.

- Armor skill and perks reduce damage by a set percentage to the maximum of 75%, shields also reduce damage passively by 0.1 for every point of block skill (max 50%) in a sequential manner ex: enemy hits for 300 points of damage, 100 is absorbed by flesh spell, 100 by armor buff, 100 is reduced by 10% for 100 block skill and shield equipped and finally by 15% because of equiped armor, active blocking still increases the damage reduction percentage tremendously to the limit of 90%.

- Armor rating increases the player maximum hit points by 0.4 for every armor point instead of increasing damage reduction percentage.

- Armor skill reduces damage by 0.15% for every skill point to 15% at 100 and caps out at 75% for 500 skill.

- Matching armor perks only require 1 body armor part and 1 extra equipped armor part to function instead of a full set.

- Racial power changes: Argonian Histskin auto-activates when health drops under 5%, healing 100 points and increasing health regeneration by 500% for 300 seconds

- racial power changes: Bosmer may command an animal permanently until it dies or another animal is commanded, there is no limit to how many times a day this power may be activated, They also get Ranger instincts which allows them to deal 20% more damage with bows.

- racial power changes: Altmer once per day when magicka goes under 2% the player regains 250 magicka and starts regenerating magicka 500% faster for 300 seconds

- racial power changes: Orcs, once per day orcs will recover 200 hit points if health goes below 2% and will enter a berserker rage that increases damage dealt by weapons and reduces melee damage taken by 50% for 300 seconds

- racial power changes: Bretons constantly absorb 20% magicka from spells cast at them, this stacks with benefit from atronach stone and alteration perks

- racial power changes: Imperials can use voice of the emperor once every 2 game hours, merchants have 500 more gold when dealing with them.

- racial power changes: Nords can use Battle cry once every 2 game hours

- racial power changes: Redguards automatically recover 200 points of stamina after stamina drops below 1% and stamina regenerates 500% faster for 300 seconds, this power can activate once every 2 game hours

- Racial power changes: Dunmer can activate their Ancestor’s Wrath once every 2 game hours the effect is increased by destruction perks and activated as if double cast, the player can choose to toggle this power to be automatically activated when hit in melee combat.

- racial power changes: Khajit eye of night power can be toggled on or off at will, its effect is altered to make it easier to see instead of harder, Khajit will gain the Predator Instincts ability, which allows them to deal 20% more damage with weapon/unarmed attacks during the night.

- Time will pass slowly or faster depending on what the player is doing, during combat or in dungeons and interior spaces time will pass at 1:1 rate, in exterior areas outside of combat time will pass at 10:1 rate, in exterior areas within cities time will pass at 5:1 rate.

- Player will only be allowed to use the "Wait X hours" command when inside cities.

 

 

Quest mods:

Servant of Dibella quest

Player is seduced by Harbinger of Dibella and "violates" her purity

Dibella demands the player services in her name or else he will become permanently impotent

Player must go to each hold and perform sexual services to Dibella's faithful, each with their own fetishes, Vampire girl from dark sepulcher will want player to don bear costume, Woman in Riften wants to have sex in the public square during the day which requires the player to provide invisibility potions and both be stealthed when initiating sex animation to prevent arrest.

Player may refuse quests based on sexual preferences, Dibella will reward with increased 50 stamina for services to male servants or increased 30 health for services to female servants, if both are served the reward is 30 to stamina and 20 to health.

 

Disciple of Dibella

Player must help Dibella's servants (prostitutes) with their problems asking NPCs to back off or killing bandits that abuse their services

Player is rewarded with sexual services and is added to their list of clients which allows further use of their services with proper payment.

At late stage of quest one of such targets is a thieves guild member who will agree to the players demand and make a quest proposal

 

"Just business" quest

Player agrees to set up a brothel in each hold and must convince NPCs to participate in the business scheme

Player must be a Thane to be allowed to purchase and maintain the brothel in the city grounds

Roadside Inns have prostitutes that can be added to the Guild's protective services (they may generate radial quests asking protection from time to time)

Edited by KKDragonLord
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