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New Overhaul Mod, Feedback Is Needed


Concept83

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I'm working on a NPC, Gameplay, Dungeon, Loot, Spawn, Magic overhaul mod for Skyrim. It will be called, "Skyrim Dark" that will make the game ridiculously more immersive, difficult, and more aesthetically pleasing. I created thousands of Bandit, Thalmor, Forsworn, Vigilants, Warlocks, etc of both male and female characters in Skyrim. This has taking me months to achieve and I'm pretty much finished with character creation. Now I'm working on new spawn points so that they spawn all over skyrim, I already pretty much finished adding more spawns in dungeons (separate plugin) which is why the game will be harder (also overhauled the entire AI system, so combat will be more dynamic, NPCs will heal and use potions, and skilled NPCs like guards and thalmor will be harder than say bandits). My question is, do you guys prefer the NPCs to be more rugged or beautiful looking?

 

The reason I asked is because this mod was conceived because I enjoy playing as a necromancer and LOVED the dead thrall spell but I hit a wall after level 30 or so because A): Any NPC that you dead thralled, will be cleaned up after a few days or so. B): Some of the characters that you could dead thrall were either hideous (looks wise), weak, or there was no variety. All of the spawns looked the same. Now you may not notice it as you causually play through, but when you're looking for unique NPCs to thrall, it's quite noticeable. And as I tackled through the CK, trust me, there is like one template for a handful of NPCs, there is NO variety. So I started creating NPCs and got carried away. I also tweaked the dead thrall spell, so that now, you will gain a spell that you can buy that will prevent the NPCs that you want to thrall, from being cleaned up. This can add to save bloat if you use the spell on hundreds of dead NPCs, so I also created a spell that will allow you to disable the ones you no longer want. Now I have over a 1,000 or so and they all look like some of those standalone follower mods. Is this OK with you guys?

 

Here is a screenshot of just some random bandit, I will try to add more. There are hundreds that are just like her, and I spent way too much time on character creation (OCD) would you guys want to play in a world like this, or cringe, do you want me to make them more rugged?

 

 

Edited by Concept83
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That's all the screenshots I have, don't mind the armors (lol) since I created bandits ages ago, I no longer use them. I was looking for a barbarian look to the game, but some of them were just over the top. So what do you guys think? Too over the top, looks wise? I used Apachii's hair (received permission of course). This project is about 60% done because right now I'm doing world spawns, Unique boss battles, and a new class system that won't just be about stats. You will get skills depending on the playthrough you select. If you're familiar with my "Better Mage" mod, then you know what direction I'm heading in. I redid that mod, so now it's a ton less buggy.
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First of all if you want ur overhaul to be good u must to make it work with Frostfall because its a must have mod now.

 

Dead Thrall was my favorite spell but it's became useless, u should remove the level cap, so u can thrall everyone at every level, and something that I always wanted is to edit the thralls inventory like they are followers, and let u use thralls as Vampire Lord, because they die when u enters the Vampire Lord and if u are high level they can't be thralled again.

 

I wish also for imerssive Racial abilites so we can feel differences when we playing each races like :

 

Khajiit - Claws that scales with stamina 15% Movement Speed + 15% Jump, 50% Fall Damage Reduce + Toggle Nightvision.

 

Bosmer - Stamina 15% more damage with Bows (not crossbows) 15% faster bow draw, 15 % faster movement with bow, 50% Poision and disease Resistance, Command Animal - let u command animals no cooldown.

 

Redguard - +70 Stamina - Adrenaline Rush (Infinite Mana for 60 seconds) - 50% resistance to poision 25% Stronger Dual Wielding and 15% faster dual wielding , Alteration is 20% stronger (because they using cloths)

 

Nord - +50Health + Stamina 50% Resistance to Frost, Tweaked Battlecry - let u attack 4X more damage with weapons (no magic) while reciving x3 more damage

 

Orcs - +100HP and +50 Stamina Berserker Rage (no magic) (Only good Racial Ability), 15% better smithing.

 

Altmer - +100 Magicka, All Spells cost 15% less and 10% stronger, Highborn (Can Be Tweaked)

 

Argonian - + 30 Magicka,Stamina,Health. - Waterbreath + 25% faster swimming, Get 25% less damage from Weapons (because of their skin), Claws scales with stamina, Histskin, 50% resistance to disease

 

Dunmer - +50 Magicka and Stamina %50 Resistance to fire + fire spells are 20% stronger, Ancestor's Wrath - get x2 less damage and deal 40 fire damage per if you are below 15% hp.

 

 

I have more ideas...

Edited by SeriousDogg
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First of all if you want ur overhaul to be good u must to make it work with Frostfall because its a must have mod now.

 

Dead Thrall was my favorite spell but it's became useless, u should remove the level cap, so u can thrall everyone at every level, and something that I always wanted is to edit the thralls inventory like they are followers, and let u use thralls as Vampire Lord, because they die when u enters the Vampire Lord and if u are high level they can't be thralled again.

 

I wish also for imerssive Racial abilites so we can feel differences when we playing each races like :

 

Khajiit - Claws that scales with stamina 15% Movement Speed + 15% Jump, 50% Fall Damage Reduce + Toggle Nightvision.

 

Bosmer - Stamina 15% more damage with Bows (not crossbows) 15% faster bow draw, 15 % faster movement with bow, 50% Poision and disease Resistance, Command Animal - let u command animals no cooldown.

 

Redguard - +70 Stamina - Adrenaline Rush (Infinite Mana for 60 seconds) - 50% resistance to poision 25% Stronger Dual Wielding and 15% faster dual wielding , Alteration is 20% stronger (because they using cloths)

 

Nord - +50Health + Stamina 50% Resistance to Frost, Tweaked Battlecry - let u attack 4X more damage with weapons (no magic) while reciving x3 more damage

 

Orcs - +100HP and +50 Stamina Berserker Rage (no magic) (Only good Racial Ability), 15% better smithing.

 

Altmer - +100 Magicka, All Spells cost 15% less and 10% stronger, Highborn (Can Be Tweaked)

 

Argonian - + 30 Magicka,Stamina,Health. - Waterbreath + 25% faster swimming, Get 25% less damage from Weapons (because of their skin), Claws scales with stamina, Histskin, 50% resistance to disease

 

Dunmer - +50 Magicka and Stamina %50 Resistance to fire + fire spells are 20% stronger, Ancestor's Wrath - get x2 less damage and deal 40 fire damage per if you are below 15% hp.

 

 

I have more ideas...

 

My overhaul is only touching AI, Spawns, Magic, Loot, and System tweaks. Should be compatible with frostfall, because I use it too. I haven't touched Races yet but those are some good suggestions. Dead Thrall spell has no cap and you can thrall anything (Werewolves, Deathlords, etc) the vanilla only does human NPCs. I actually did the uncapped mod in my "Better Mage" mod, ages ago, say January of last year. New spell will allow players to prevent them from despawning and will allow you to access their inventory so that they can wear the armor you give them and stop respawning their vanilla armor.

 

My magic overhaul really pertains to class. After you create your character, you pick a class. So far I have Conjurer, Spellsword/BattleMage, Assassin, Warrior, Barbarian, Lich/Necromancer, Illusionist, Blacksmith, Bard, Scout, Thief, Hunter, Paladin.

 

The class system will lock you into a build. You are then free to play however you want, but whatever perks you pick up, will unlock special spells and abilities pertaining to the build you pick. For example: A conjurer who puts perks in 1H will unlock conjurers that use 1H weapons. As you put points into smithing, those same conjurations will wear the armor you put perks into. So if you unlock "Orcish smithing", your 1H conjurers will wear Orcish gear. Conjurer has been the deepest one, and took 2 months to finish. I have conjurations for Rogues, 2H, Dual, Archers, Necro, Illusionist, etc. Whatever perk you spend in the main tree, you will obtain the conjurations of that build. So if as a conjurer you spend certain perks in Heavy, 1H, and Block, you will obtain a spell that will allow you to summon Random (three each) Tanks. They will specialize in 1H, Shield, and Heavy armor and will tank. Once reaching master conjuration, you can unlock only ONE of the three that will allow you to make them a permanent Follower. They will no longer have the familiar ghost shade and be fully voiced and mariable. Done for both male and females. Did spells for all the builds, so a conjurer will have multiple spells.

 

I won't get into what I have in store for the others, since it's too long but I'm finishing SpellSword and it's turning out awesome. If you pick SpellSword and spend perks into conjuration, then you will unlock conjurations that will fight alongside you and if you choose, transform into unique and powerful weapons that you can wield for a set duration. Each weapon will have unique enchantments.

 

This system allows me to keep things totally vanilla and allow others to use other magic, perk mods, since you unlock my perks by using the Vanilla perks. A menu will pop up when you reach an achievement.

 

I have tons more done/planned and that's why it has taken me a year to do this since I'm a one man crew.

 

Thanks for the feedback. I will work on Racial Spell overhaul as well.

Edited by Concept83
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