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3 Mod Suggestions


SirNoobie

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I'm new to TES - just started Skyrim about a month ago. I'm at level 65 and i've played with a few player mods posted on the forum. I've started playing with the CK but i'm pretty sure i lack the skills and aptitude to ever be able to make anything decent on my own, but i have some ideas of mods that i think could be interesting and potentially fun to make (for those of you who have this stuff figured out), and which would be appealing to players.

 

Here are my first 3 Mod Suggestions:

 

1. Equipment Wear & Tear

Every time equipment (weapons and armor) is used in combat there is a chance that the following will happen:

- it may lose some of its attack/defense power

- it may lose one or more of its enchantments

- it may break entirely

 

The chances of wear & tear are leveled based on the combat settings. So, at Easy there is 0% chance of wear & tear while at Master there is 1% chance

 

Losing attack/defense points is more likely than losing enchantment(s) which is more likely than the item breaking entirely.

 

Is it better to calculate percentage chance of wear & tear after each blow (inflicted / received) ? Or do one calculation for a combat "session" (not sure how that would be defined)

 

Or, do you calculate potential wear & tear based on accumulated damage inflicted or received by the weapon item or armor item? ie, after x amount of damage inflicted or received there is an x% chance of Wear & Tear happening. The type and extent of the wear & tear is similarly calculated with weighted odds.

 

I think this adds some realism to the game (stuff breaks, especially when it's used in combat all day long), plus it adds some challenge to the player deciding which weapons and armor to equip and therefore put at risk.

 

 

 

2. Honey I Shrunk The Dragonborn

Potentially funny Quest where the Dragonborn is shrunk to 1/4 (or smaller) of normal size by a cranky mage or a mischievous daedra using either poison or a spell

 

The dragonborn must find the antidote or counter-spell to return to normal size. OR must suffer at the reduced size for x number of days

 

I know if you adjust the scale setting for an NPC (ie. using CK) it will adjust that NPC's size, but i haven't checked to see if that same scaling applies to player traits as well.

 

And if so, what does that do to the first person view - would furniture and people suddenly be HUGE ? If so, that is the money shot right there - who could resist playing a mod like that !? lol

 

Would 3rd person perspective combat show the player at that reduced scale?

 

What about armor and weapons - do they have to be scaled (at least the items equipped when the effect took place)? is he now restricted in the type of armor he can wear? Does it look funny (ie. over sized helmet) or just not equip at all?

 

Same with weapons. If the weapons don't scale, can the player still wield a sword or is that too heavy now and so he's restricted to weapons with weight under 10 ? Do we need to add one set of "Shrunken Armor Set" and one shrunken weapon set to the forge list so dragonborn can do some crafting and isnt naked and weaponless while he tracks down the antidote / counter-spell?

 

Anyway, I'm hoping this is relatively simple to make and fun to play. The name at least will get people's attention :)

 

 

 

 

3. New Spell: Morph

When cast at a target this spell turns the target into a random harmless animal (bunny, chicken, cow, etc).

 

The NPC retains none of its former characteristics (ie. chickens and cows don't attack) - they have litterally been replaced by a passive animal. Or, do the opposite and have the morphed NPC maintain all possible traits and stats of its pervious form (so aggressive draugur now become aggressive chickens as opposed to aggressive draugurs turning into passive chickens)

 

Chance of successful Morphing is based on the level of the NPC (OR the caster). For example if based on the NPC level, then chance of successful morph is 100% for low level NPC's, 50% for mid level NPC's, 25% for high level NPC's, and 0% for Boss Level or Essential characters. If morphing success is based on the player level, then higher level players are rewarded with higher chance of successfully morphing a higher level NPC

 

I'm pretty sure this is similar to one of the Wabbajack staff's potential attack type. So i suppose instead of a spell this could also be modded as the Staff of Morphing.

 

Either the spell or the staff option could apply the effect to the individual target, OR it could apply to all hostile NPC's in a given radius which may be more appealing as a method of dealing with large groups of attackers

Edited by SirNoobie
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#1. I think I saw where someone was working on that.

 

#2 Shrinking them would be easy. but they would retain all of their characteristics, and could even wield a huge sword with no problems. Changing all of the attributes to match the size would be dificult.

 

#3 There are several mods that either replicate the wabbajack with a spell or do some other transformation - I think one turns the target into a rabbit.

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Hi bben46,

Thanks for your feedback,

 

#1. I think I saw where someone was working on that.

> i'll sniff around some of the other mod forums and see if there's any conversations on that type of feature

 

#2 Shrinking them would be easy. but they would retain all of their characteristics, and could even wield a huge sword with no problems. Changing all of the attributes to match the size would be dificult.

> i think changing all the attributes to match the size would make the mod more fun/unique

 

#3 There are several mods that either replicate the wabbajack with a spell or do some other transformation - I think one turns the target into a rabbit.

> i haven't seen any, but it makes sense that people would have done something like this already. i need to work on being more original :)

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Hi EnaiSiaion,

 

1. With or without repair?

> i think it would have to be wear & tear that can't be repaired by a simple visit to the grindstone / workbench, otherwise there is no real incentive for a player to be more attentive to what equipment he uses in a given combat situation. And it's more realistic that equipment used in combat gets worn beyond repair and even breaks entirely.

 

> I love my cool weapons and armor and dont want to see any of them "die", but i have enough strong weapons and armor to equip a small army now. There is no incentive for me to quest for new ones or craft or mod new weapons or armor. But if equipment wore out or broke and needed to be replaced there would be more incentive to keep looking for good stuff from quests and new mods

 

> I'm at the point where i do most quests and general "hunting for bad guys" dressed in a Mythic Dawn robe and dual wielding pick axes just to keep things challenging. And i'm a noobie so i figure there must be lots of players that are in similar situations. Some added challenges / obstacles / realism like Wear & Tear could help keep things interesting

 

> There is a guy that posted a mod which changed the combat formulas and effects to make melee more challenging / realistic. Perhaps a Weapons & Armor Wear & Tear mod could be a good companion mod to that

 

 

3. They all have issues with guards though. I had to remove Baleful Polymorph for this reason. It will be back though... :confused:

> maybe that's why i havent seen any of them on the mod forum

 

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