chaospearl Posted March 28, 2012 Share Posted March 28, 2012 I'm almost finished with a rather large added food\recipes mod, mainly because none of the ones out there support the particular hunger mod I choose to use (TRO Basic Needs). It's primarily for myself and as a teaching project while I learn to wrestle the CK, but I'll probably release it because I can't be the only one who vastly prefers TRO over the more complicated Imp's. Link to comment Share on other sites More sharing options...
Roarian Posted March 28, 2012 Share Posted March 28, 2012 Personally working on a lengthy quest for the interesting npcs mod, as well as writing a character for same. It's annoying how little the tutorials really cover this stuff. Link to comment Share on other sites More sharing options...
JaimyvS Posted March 28, 2012 Share Posted March 28, 2012 I'm currently working on a big overhaul replacing the whole skyrim game and making it all about survival. It's gonna be called Ultimate Survival. It's like what you see on Discovery Channel, with Ray Mears or Les Strouds. There will be no other characters and man-made structures in the game, just you and nature and it's all about outdoor survival. Based on real survival books, instructions and tips.Looking for anyone who wants to help with it? :whistling: Link to comment Share on other sites More sharing options...
BlackCompany Posted March 28, 2012 Author Share Posted March 28, 2012 Nice to see what people are working on. Think my biggest one now is a reworking of my Deadly Enemies mod. This is part of the skybalance pack I released recently, but to be honest, I was unhappy with the "compromise" I used to get NPC's and enemies to wound the character. Primarily I was unhappy about three things: 1. Wounds being diseases. This means Vampires/Werewolves cannot be wounded. Ever. Even in Daylight/Human form. Not good. 2. Wounds as diseases are too easy to get rid of, and can be negated during combat with a potion. 3. Diseases have no tick-down time (no time limit) and cannot heal over time. I wanted wounds to be able to do this. So, the reworking uses he 'apply combat hit spell' perk entry point. When the player is not blocking, NPC's have a seriously significant chance to wound (and stagger) the player. The higher your stamina stays, the safer you are. Mind you, I play with a combat mod which requires stamina to attack and block, and increases stamina required to bash. I use another mod with stamina drains for potion toxicity. Wounds due to low stamina (being tired, letting your guard down) in my game - are a serious threat. Especially in group fights. And wounds are bad news. There are two types: Bleeding drains health and health regen rate. Effects heal over real time, from hours to days. Bruising drains stamina and stamina regen, and sometimes carry weight. Effects heal faster than bleeding, but the hits delivering bruising wounds stagger harder. Bleeding wounds are delivered principally with edged weapons, and bruising wounds come mostly from bashing or blunt/hafted weapons. Moreover, effects heal differently. The most severe effect heals in less time than the least severe, simulating your getting gradually better over time. You might bleed badly for a day (drain health) and bleed slightly when you stress yourself for two days (drain health rate.) If this works out as planned I will have an update for my deadly enemies mod by the weekend. And potentially a beta for testers before then. So, that's the big focus. Then my new race mod. Who wants auto-flame-cloak on their dark elf when their health is <= 50%? I do, I do! And, it works. Link to comment Share on other sites More sharing options...
MofoMojo Posted March 28, 2012 Share Posted March 28, 2012 Jakisthe and I are working on a complete Vampire Overhaul, titled Belua Sanguinare Revisited. The changes currently implemented are too numerous to cover here. We have a thread here along with a few teaser videos. Brief overview of implemented features. I'm sure I'm missing a few: Five vampire levels from Fledgling to SireProgression based on specific requirements, i.e. Feed Kills, Feed Damage, Feed Amount. Dynamic Sunlight DamageHunger Management SystemHunger Levels that adjust the various mechanics, both negative and positive impactsCreating ThrallsIncredible attention to balance. As the player get's inevitibly more powerful, their weaknesses are also increased. Stage Progression is optional, Stage Regression (when starving) also optional. Very configurable to the players own needs as far as progression, regression, hunger management/control. Patrolling Vigilant's Radiant Quests for Bounty HuntersVampire Journal which tracks your progress, Title, satiation levels, etc,. We enter into beta testing very soon. If you're interested, and can provide constructive feedback, come join us in the thread and PM Jakisthe to see if there's room for the initial limited release. Once we get feedback from a week or so of testing we'll implement appropriate feedback changes and push for our initial public release. Planned:More Radiant quests with different purposesSiring VampiresQuestlines which reward unique abilitiesAdditional City loosely based on TES Lore Thanks for the thread! Great idea! -MM Link to comment Share on other sites More sharing options...
ghosu Posted March 28, 2012 Share Posted March 28, 2012 See signature :D Link to comment Share on other sites More sharing options...
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