Jakisthe Posted February 17, 2012 Share Posted February 17, 2012 The vampire mod which is none too subtly plastered below all of my posts :P That, and coming up with general ideas I hope some else feels like taking on :thumbsup: Link to comment Share on other sites More sharing options...
Tonog Posted February 17, 2012 Share Posted February 17, 2012 My mod is some what ambitious.. Nord Viking Raid and pillage of a high Rock coastal village..lol somthing i have been wanting to do since i started playing this game was load up a boat with a bunch of burly Nords and go raid a village somewhere.. the basics of it are, a new long house in dwanstar with one of the rigged Drakkar longship Boats (static) docked out front. a follower Viking Captian, and some NPC viking crew. there will be a door or dialog trigger that will give you the option to travel/ sail to the village to be raided (smilar to cart travel). that will transportyou and the follower viking captian to a Static long ship beached in a cell that contains a small custom village on a coastline (own cell/or mapcell?). a spawn trigger to generate the npc viking crew..on arrival .the village would be populated with generic Breton villagers and extras and let the slaughter and loot begin lol. ideally i would like to have some imperial soldiers with some thalmor show up in suficient numbers to try and repel the invaders. at some point. and of course other raiding destinations could be added in the future story wise it could be tied into a post stormcloke victory in skyrim with a return to the old ways and taking the fight to the the nearby provinces. my dawnstar staring point is nearing completion, but now i got to figgure out how to build or copy a village to have a place to raid. Link to comment Share on other sites More sharing options...
ciedeeh Posted February 17, 2012 Share Posted February 17, 2012 Deployable Traps, latest version 1.0 Link to comment Share on other sites More sharing options...
seashell Posted February 17, 2012 Share Posted February 17, 2012 I'm working on making some of the less used spells more useful, at the moment changing "Turn Undead" into a concentrated spell that makes all undead burn and run away from you as long as you maintain the spell. (If someone has an idea why the spell costs are not shown as "per second" in the described post, please let me know :-D) Link to comment Share on other sites More sharing options...
mousehands Posted February 17, 2012 Share Posted February 17, 2012 I'm working on a mod that will, literally, take months to complete. I'm not going to say what it is exactly, for fear that someone else will steal my idea. I will say this: It will NEVER, EVER be allowed on Bethesda/Steam's goody-two-shoes censorious site. This gives you a clue as to the nature of the mod.Of just about any mod going, this will almost guarantee that people (if interested in the mod) will stop playing Skyrim. Of course, they will load up Skyrim, but just to play my mod - and it doesn't involve play.Going back to point 1: it may not even be allowed on Skyim Nexus.If it were to be censored, it would take an AWFUL LOT OF TIME and ATTENTION TO DETAIL, for any moderator to consider my mod too dodgy to allow.I'm being careful to stay within the law when designing the mod, as I am in fact publishing something to a public audience, and I don't want to end up in jail.I really am playing this thing close to the knuckle, VERY close to the knuckle.99.9% of people will LOVE my mod, and will find it very difficult to ignore it, they'll keep on playing my mod just to see what they can find next.99.9% of people will BE DISGUSTED by my mod, and will find it very difficult to ignore it, they'll keep on playing my mod just to see what they can find next.If you are right-handed, you'll probably play my mod more using the mouse with your left hand.It doesn't involve avatars.It doesn't involve animation.It doesn't involve sound.It's highly unoriginal.It's 100% lore friendly. Link to comment Share on other sites More sharing options...
ImmortalRevenge Posted February 17, 2012 Share Posted February 17, 2012 I'm just working on finding testers for my first mod ever :biggrin: and figuring out how to change some movement limitations in the default game for my next mod. :confused: Link to comment Share on other sites More sharing options...
Adolon Posted February 17, 2012 Share Posted February 17, 2012 I'm working on a Dwemer ruin for my quest mod. Just finished the exterior. http://skyrim.nexusmods.com/imageshare/images/1216508-1329513306.jpg Link to comment Share on other sites More sharing options...
3ncryptabl3 Posted February 17, 2012 Share Posted February 17, 2012 I was thinking about doing a destructible bottles version for Skyrim - which would be a daunting task considering how many different bottle types there are - but I've opted to start smaller for now and make a house mod. Link to comment Share on other sites More sharing options...
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