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Complete Sneak/Assasin Style Overhall With Large Faction Quest-Line


wafflesmoothey

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This is a mod I am planning to create myself, not a request for someone else to create it. I just wanted feedback on what is doable or not, functions/items/people/places to add, or just what people think about it.

 

A little backstory to start. (Feel free to skip this paragraph) I am a fairly new modded and just started recently after a physical injury that put me out of work tell end of September, early October. That being said, I have a lot of time on my hands to work on this project. So far, I have messed around with creating 2 player homes, followers, new weapons (No new meshes) and recipes, and some tweaking of downloaded mods to fit my needs. I am having a lot of fun and want to take on a large-scale overhall.

 

As I always, and I mean EVERY time, play as an sneak style character who uses bows, daggers, alchemy, enchanting, smithing, lock pick/pick pocketing, and light armor I disliked how you just kept upgrading armor, bows, arrows, and daggers until you had all glass/sneak armor and ebony weapons and then you became god. It made late game playing very repetitive and boring for me. So here I came up with and idea of creating a mod that gaves a very versatile range of perks, weapons, poisons, potions, and armors to make this play style more challenging and strategic.

 

IMPORTANT NOTE: This mod is going to be an extreme overhall and will NOT be able to be used with an existing character and MUST be a new start!

 

Key features of the mod (explained in detail below):

1. New Faction

2. New start to game with seamless tie-in to main story

3. New main-faction quest-line

4. New perk tree (completely new skills)

5. New faction headquarters, With a View and player room!

6. New companions

7. Expanded posions

8. Expanded types of bows and daggers

9. Expanded types of arrows (both magical and physical properties)

10. Player can NOT use spells (shouts still useable)

 

 

 

 

 

Details:

1. New Faction

The Silverborns are a new factions added to the skyrim world who take contracts from those brave enough to seek them out and have the coin. Unlike the Dark Brotherhood who's targets are killed because someone wants them dead, the Silverborns' contracts are also killed to make a point or example of them. The killings are needed to be carried out in a very specific, and difficult, and sometimes public manor as dictated by the client or no payment is received. The Silverborn also place a card on each of their targets but are never seen or detected; making them the most feared organization in all of Tamriel. All member of the Silverborn were born with The Gift and recruited at a young age. This Gift they are born with makes them literally inborn assassins and also have this distinct feature of silver eyes similar to that of werewolf's. By the time they are adults their gift has been honed through training, making them gifted in the arts of sneak, archery, alchemy, and enchanting. Unfortunately this specific training has neglected the magical arts to where they can't cast the simplest of spells. Their almost non-existant training in block, heavy armor, and 2-handed weapons led to those arts being useable but very weak (no perk trees for them). As a member of this group, you have The Gift and lived with them your whole life.

 

2. New start to game with seamless tie-in to main story

As you are creating a potion for your last contract before being promoted to Inborn, the highest rank under grandmaster, an explosion goes off causing you to knock over a few viles and pass out. As you wake you are in the cart with another member of the silverborn (replaces Ralof in the cart) who informs you that the guild was attacked by Imperials and you and him are the only survivors and are being taken to jail. After the dragon attack you continue like normal and follow him through the Helgen Keep.

 

3. New main-faction quest-line

Large quest line that includes rebuilding the Silverborn headquarters, saving the child silverborns who were captured, reciting more adults who never knew they were silverborn, assassinate new targets, ect

--- Leave quest ideas in comments if you have any---

 

4. New perk tree (completely new skills)

a. Short-bows: effects the new short-bows added to the game

b. Long Bows: effects default bows (renamed longbows)

c. Daggers: Redone one handed tree for just daggers

d. Potions: Replacement for alchemy, just positive effects

e. Posions: Separate from alchemy, effects the new poison types added to the game

f. Enchanting: redone to be more balanced

g. Smithing: redone to be more balanced

h. Light armor: redone also

i. Lock-picking: redone (may be grouped with pickpocket)

j, Pickpocket: redone (may be grouped with Lock-picking)

k. Sneaking: redone also!

l. Speech: guess what? redone (also effects shout power a lot)

- All the magic schools were left out as being a silverborn makes you unable to use spells. Also, block, heavy armor, and 2 handed are left out as you never got extensive training in it as a kid (and you dont use them as a sneak character.)

--- If you can think of any other perk trees or ideas for perks leave them in the comments!---

 

5. New faction headquarters, With a View and player room!

Headquarters is going to be a tower high up in the mountains with a view of much of Skyrim. I'm going to use mainly the College of Winderhold kit as it creates towers and round main rooms well. After being rebuilt, the tower is going to have a secret entrance that teleports you to the rooftop patio and must have the Amulet of Silverborn to use it (to prevent the Imperials attacking again), master suit, armory (with all crafting needs and merchant), garden, and barracks.

---What else should I add? Put it in the comments!---

 

6. New companions

In the vanilla game I was unable to find a single companion who worked well with me. They alway ran around giving up my position and just being annoying. I plan to fix that with a few different companions geared towards a sneaky type character. There is going to be companions who use just bows, some for just daggers, and some for both! Also they are going to use Posions when they have some!

---I havent thought of this section too much so help on companions would be nice!---

 

7. Expanded posions

My favorite change of my mod is expanded posions. I am not just planing on making better perks for posions but actually add new posions to the game that can be bought or crafted! If you were anything like me, you got bored of just using damage health or paralise poisons on your enemies. It got repetitive to keep adding the effect and every few shots/hits and their was only 1 damage health potion! My plan is to add many more posions to affect your enemies like slow, fire, ice, lightning, and anything else I can think of. There will also be different durations and passible by touch effects (If possible). These new posions mean that I will have to add new ingredients to the game (most likely animal byproducts or ground versions of some existing ingredients)

---Like always, feel free to give me feedback!---

 

8. Expanded types of bows and daggers

In the vanilla game, you would keep upgrading bows and daggers tell you got all daedric weapons and them just used those as they are so powerful. This made the late game feel like it didn't have much diversity in weapons to use to me. Sure you can use different enchantment in different situation but they were all on daedric. My plan is to add many other weapons balanced with daedric that have different looks and native effects. These effects for bows could be such as more damage to dragons or other creatures, shoots 2 arrows at once, shoots faster/slower, maybe even different zoon levels or a multiple target piercing effect! For daggers it could be attack speed, damage to specific creatures, boost to wielder, ect. The point of this is to hopefully encourage using different weapons for different situations you may run into.

---As I do not know how to create retextured and meshed weapons I am hoping to relay on others mods in my mod or as parents with their explicit permission. If you have such a mod and will let me use it, I would be much appreciated!---

 

9. Expanded types of arrows (both magical and physical properties)

Not only do I want an array of weapons that are all good but I also want arrows for different situations. In Fallout New Vegas, there was different types of ammo (AP, Sur., HP) and even more if modded (FML, tracer, plastic, ect). I want to create a similar effect in Skyrim. Some arrow types I'm planning on adding are fire, frost, lighting, ect magic arrow. Wind arrow that have chance to knock over/back target, tracer arrows, arrows that mark target with light, arrows that create weakness to element, and any other types I can think.

---Any others that would be cool?---

 

10. Player can NOT use spells (shouts still useable)

Part of balancing out this mod, and keep with the mods lore, you will not be able to use spells. Shouts will still be used as they are necessary for the story and you are Dragonborn and can naturally shout. I'm plan is to connect the magika to an invisibility, silent step, or evade attack power that drains it. Tell me what you think!

 

 

That is what I have planned for this mod. Its going to be large and a complete overhall of how you play the game. My goal with this is to not make you extremely strong and overpowered but do the opposite where if you don't play smart you are going to be overtaken quickly. This means that to take down difficult boss you will should use multiple types of equipment. To make this mod as good as I am hoping I am going to need help from you guys! Any comment would be appreciated and if you want to help more in depth with this mod feel free to contact me with what you want to help with! Thank you and you guys rock!

Edited by wafflesmoothey
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