Jump to content

Leonhardt's Mod Ideas Discussion Thread


MLeonhardt

Recommended Posts

This shall be a thread wherein I share and discuss my various Mod ideas with the rest of you.

Keep in mind, I am completely unable to do anything towards creating these myself, which is why I am simply sharing them with you.

Now, onto business.

 

The first mod I had in mind would a new perk branch for the Two Handed skill tree, under the working name of "Slayer". "Juggernaut" and "Overkill" might also be acceptable titles.

The Slayer perk essentially allows the Dragonborn to use their immense physical strength and hours of training to dual wield two handed weapons. (By carrying Two-Handed weapons in one hand. Meaning your greatsword can now be used with a shield, another weapon or spell.)

This mod would also add additional animations for dual two handed attacks, as well as show the Dragonborn carrying both of the two handed weapons crossed on their back. Killing enemies while dual wielding will add to the Two-Handed skill, so long as a two handed weapon is being dual wielded with another weapon, shield, or spell. (E.g. using a War Hammer and Dagger to dispatch enemies will add to the Two Handed skill.) Attacking with dual 2-Hand weapons is even slower than attacking with one

 

Slayer comes in 3 levels near the top of the skill tree, first becoming available when your Two Handed skill reaches level 50.

Level one, accessible at 2-Hand level 50, enables you to dual wield two handed weapons with a penalty of a 50% reduction in attack damage. It also enables the standing and forward power attacks for dual 2-Hand weapons.

Level two, accessible at 2-Hand level 75, reduces the penalty to a 25% reduction, enables the sideways and backwards power attacks, and increases attack speed.

Level three, accessible at 2-Hand level 100, completely removes the damage penalty, enables the sprinting power attack, and doubles the critical hit chance when dual wielding Two-Handed weapons.

 

Now, dual wielding two handed weapons isn't as easy as dual wielding one handed weapons. This is particularly displayed in the animations of the character using them.

When Idle with both weapons drawn (With at least one, two-handed weapon equipped.) the player has their arms resting at their sides.

Swinging each weapon type is basically the same as wielding the one handed counter part (Greatswords = swords, battleaxes = war axes, hammers = maces) with the aforementioned reduction in attack latency.

 

The standing power attack swings both weapons overhead and downward, smashing them against the ground one after the other.

The forward power attack is a lunge that brings both weapons together like scissors or a bear hug.

The backward power attack swings both weapons in an upward attack, potentially knocking enemies off their feet and into the air.

The sideways power attack swings both weapons, one behind the other, like a horizontal version of the standing attack.

The sprinting power attack has the user roll before sweeping both weapons low to the ground, potentially tripping up enemies.

 

Specific kill animations would also be neat, but not necessary.

 

TL;DR: Dual wield two handed weapons with custom animations and new skill perks.

 

Let me know what you think.

Link to comment
Share on other sites

My second mod idea would be significantly more ambitious.

 

I call it the "Dwarven Automail" which would essentially allow the usage of large scale steampunk robotic battle suits to fight dragons and such.

 

The Lore:

Basically, the Dwarves crafted giant sized Centurions to fight Giants. But when even the exceptional dwarven smithing process was unable to create a powerful enough artificial intelligence to properly control the thing, the Dwemer opted to allowing a living person to "pilot" the machines from the inside, wearing them like great suits of armor. However, the Dwarves disappeared before they were able to deploy these machines on a large scale, preventing them from potentially taking over Skyrim, Tamriel, and even all of Nirn with their obscene power, appearing to eliminate any threat these machines had to the world for good.

 

Until recently, when a group of Bandits uncovered a vast underground warehouse full of complete Suits (Along with diagrams and manuals on how to operate the things). These bandits, who go by the name of the Steelhide Society, possess the power to eliminate both the Stormcloaks and the Imperial legion presence in Skyrim, and take the entire province for themselves. The only thing preventing this from happening is an Ex-Steelhide associate who was able to smuggle two of the suits to another Dwarven stronghold far away from the headquarters of the Steelhide Society, who then beseeches the Dovakiin to lend her aid in defeating the Society and preventing widespread destruction once again.

 

The Suits:

Dwarven Automail are essentially small scale mechs (About twice the height of a regular guy.) built from Dwarven materials. Originally, I had planned on just constructing them out of existing set pieces and props, but a custom mesh would look infinitely better.

The suits act as a mount, like a horse, but are able to use the same range of maneuverability and attack power as the player, if not more so. They are extremely resistant to magic and bow attacks and shrug off even a Giant's club with ease. The only thing capable of dealing significant damage to them are Shouts and other Automail. They are also equipped with special boosters that allow them to jump incredible heights, or slide across the ground to close in on targets or evade incoming fire.

Automail can equip 3 types of weapons:

Melee - Close combat weapons built into the arms consisting of Swords, Maces, Axes, and Hammers

Ranged - Long range weapons built into the arms like Crossbows, Cannons, and Spells

Powers - Weapons built into the body of the suit that allow additional means of attack or defense like magic shields or AOE attacks.

 

Each weapon must be crafted at a Forge before it can be installed, potentially adding a new branch to the Smithing Skill Perk Tree. Automail customization is done at specific Service Stations, which are just up scaled versions of the Centurion service stations that act like stables for big robots, stationed outside every major city after a certain point in the Quest.

 

The Quest:

Part 1

On the resumption of a Skyrim game, or an in-game week after you start a new game, you are approached by a Courier, who hands you an urgent letter, which requests that you meet a woman at the farm just east of Markarth. When you arrive, you will be attacked by a group of 4 Bandits clad in Dwarven armor, as well as one Automail mini-boss armed only with a sword weapon. Once they are all defeated, a door unlocks under the waterfall, allowing you to enter the home/refuge of one Michelle the Lion Heart, the Ex-Steelhide bandit mentioned in the Lorebit. She informs you of her Leader's intent to use more of the powerful mechs to attack Solitude and eliminate the Imperial Legion, then destroy the Stormcloaks, then all of the major cities of Skyrim, and asks your help. Should you accept, she will begin teaching you in the art of piloting your own Automail to use against the Steelhide Society.

 

Part 2

She leads you to a back room of her small Dwemeri themed house, where an elevator will take you down underground to a training facility. There, you are given a manual on the basics of Automail control. You will complete a quick training course that goes over the basics of Automail piloting and combat. Once you board the suit made available to you, a large door opens to a huge chamber with moving walls and floor panels, much like the automated labs of Aperture Science. Michelle promises you cake as a reward for completing the tests. (Because I'm an idiot for references.) The room changes around to a sort of obstacle course that you must navigate by using the full range of Automail movement abilities. After you jump over some pits, boost dash trough some swinging axes, and climb some giant stairs, the combat training begins. The room changes to a sort of Arena shape, with an indention in the floor and walls and such, and a group of Centurions are released for you to fight. After easily dispatching the weaker constructs, the tests are over, but the cake will have to wait because more bandits are topside. You go through another door to an elevator that takes you up to a secret exit near the farm. There are two Automail outside, one with a Sword and Mace and one armed with a Crossbow. Destroy them.

 

Parts 3, 4, and 5 will be completed later.

 

Let me know what you think so far.

Link to comment
Share on other sites

From another thread, Anthro Race ideas.

 

Ursa - Bears. Can be black, brown, or white. Possess the Roar Of The Forest power that causes weaker enemies to run in fear. Largest of the Anthro races. Unarmed melee attacks do massive damage. Slow, heavy, and powerful. The Equivalent of Orcs.

Recently discovered in the mountains of Skyrim, the Ursa are a strong and proud race of warriors with overwhelming physical prowess. With a society similar to that of Orcs, Ursa live in close-knit tribes scattered across the land.

 

 

Lupe - Wolves. Can be black, white, gray, red, etc. Possess the Call of the Wild power that summons a pack of wolves to aid the player in combat. Unarmed melee attacks do massive damage. Well balanced and adaptable, the equivalent of Imperials.

Recently discovered alongside the Ursa in the mountains of Skyrim, the Lupe race is as widely dispersed in their territory as Imperials across Tamriel. They have a diverse culture that values honor and justice.

 

Vulpe - Foxes. Can be red, white, cream, etc. Possess the Beast Sense power that alerts the player to all enemies over a wide area, regardless of if the player has been detected by them. Shortest of the Anthro races. Light, fast, and agile. The equivalent of Khajit.

A race of Fox people hailing from Black Marsh, Vulpe are natural born thieves and rogues that pride themselves on their devotion to the shadows.

 

Avi - Birds. Can be black, white, gray, eagle colored, etc. Possess the Hawk Eye power that boosts effectiveness of ranged attacks. Tallest of the Anthro races. Can fly when unarmed and not wearing gloves. Fast and powerful, but squishy. The equivalent of Redguards.

An enigmatic race of avian humanoids that appeared deep in the deserts of Elseweyr. Little is known of their origin, and it is believed that they simply came into being from another plane of existence several decades ago. Though scholars often talk of their migratory patterns and speculate that their real homeland may be the forests of Valenwood.

 

Stilio - Lizards/Geckos. Come in gray, black, red, green, etc. Posses the Chameleon power that turns them invisible for 3 minutes. Unlike Argonians, they cannot breathe underwater but instead can climb walls and vertical faces. Well balanced, but overall low performance. The equivalent of Argonians.

Reptiles from the land of Black Marsh, the Stilio are closely related to the standard Argonian, but do not share their amphibious powers. Stilio value independence and freedom which suits their nomadic, tribal culture.

 

 

Taura - Cows/Minotaurs. Come in black, brown, spotted, etc. Males possess the Wild Charge power, which turns sprinting into a highly damaging forward charge. Females possess the Lactation power which produces potent "Taura Milk" that can heal up to 130 points of damage like a Potion (Based on Health and Stamina at time of use), or be used as an ingredient in cooking. Second largest of the Anthro races. Large and powerful. The equivalent of Nords.

Thought to be an evolutionary step above the Minotaurs of Cyrodil, the Taura are a race of intelligent bovines that believe that both immense physical strength and mental intelligence are the path to spiritual enlightenment.

 

 

See, THIS is the kind of Lore friendly fluff that people like with their mods.

Edited by MLeonhardt
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...