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[WIP] Project NIRN - the Everything Patch


EnaiSiaion

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NIRN

 

NIRN is a large balance and technical content mod to add more variety, balance and increase the skill cap of Skyrim.

 

It is a modular mod, based on several existing components as well as new ones:

 

Perks: Ordinator (new)

Spells: Apocalypse

Shouts: Thunderbolt

Races: Darwin (new)

Doomstones: Aurora

 

...under the umbrella of the main NIRN mod which contains numerical changes to combat, drop tables, levelled lists, etc.

 

Components can be used separately and each is individually compatible with other mods (unlike certain other unnamed mods that redo Skyrim). There is no need to cherrypick compatible mods, and you can install and uninstall them at will.

 

 

Ordinator Perks (coming soon)

An upcoming component that is currently in development. The aim of this perk mod is to remake the perk trees in order to encourage creativity, both in character builds (battlemage! wards! hunter pets!) and gameplay. There are few or no straightforward power boost perks, and to enable specialisation, each perk has multiple levels and you can spend up to 45 points in one tree.

 

If you ever wanted to make a specialist illusion mage (and not get humiliated by the first draugr you come across and meekly switch to destruction), now you can.

 

Ordinator will come with a respec feature.

 

 

Apocalypse Spells

The mod you all know and love, reworked to fit into NIRN.

 

 

Thunderbolt Shouts

The mod you don't know and would probably love, reworked to fit into NIRN.

 

 

Darwin Races

Because the classic racials are usually herpaderp powers or more or less useless passive abilities. The aim is to give each race more unique ways to interact with the game, while improving the RP elements of picking a race. Cats can dash, can't they?

 

 

Aurora Doomstones

The mod no one knows or loves, reworked to fit into NIRN.

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Loving Apocalypse Spells, and currently using Skyrim Community Uncapper to change only the Perk point distribution for my battlemage, this looks like a wonderful all-in-one mod. I can't wait to see it released and will happily do some testing if you want.

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Mmm..

I love the Spell pack + Thunderbolt combined
Liked your Doomstone ideas as well, However, I am using SkyRe, so I could believe that ordinator might not work too well with it..
However, If it looks good enough, I'd be glad to try it :D

The lack of battlemage etc. perks is just a bit annoying.

And due to fact that you've made couple of my favorite mods, I could believe your perks are also quite magic- supportive?
(And the fact that you did make some of the best spells, I do believe you are able to make some really fancy perks as well?)

Looking forward to this.
Hunter - pet thing sounds interesting too.

I think I am repeating myself quite alot in my comments..

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Perk mod from you, at last.

So if you plan to rebalance magic perks, it won't be compatible with mods, which balance magic?

I think it's better to do perk trees one by one, because if you plan to "fix" trees, you'll need also to fix bugs, associated with those skills.

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Is it possible with SKSE now to remove the silly time freeze on lockpicking, and loot / trade? Its in the UI I think.

 

"Quick hands" should slow time slightley, and "perfect touch" should slow time on loot/trade. That way characters dont have magical time freezing abilities by default :p

 

Ive always though it would be kinda neat to be standing around tradeing gear with my followers, and suddenly get hit with bandit arrows :)

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This, by the way, is not the mod I actually want to make (Dunaduan) but the mod Skyrim needs right now, so I'm kind of sacrificing personal enjoyment for the good of the community. SkyRe is so prevalent and so incompatible with magic mods that it basically prevents other magic mods from existing side by side (as well as many other mods, because SkyRe takes the sledgehammer approach to rebalancing). The community appears to have decided that they prefer a single mod that is good enough at everything, instead of a bunch of mods that specialise in each aspect.

 

This is why we need a way to obtain a similar feature set to SkyRe without having to settle for the package deal. You can get combat mods, spell mods, balance mods, doomstone mods, individual race mods but what's missing is a credible perk mod and complete race mod and a way to obtain everything in one go with no compatibility issues.

 

Perk mod from you, at last.

So if you plan to rebalance magic perks, it won't be compatible with mods, which balance magic?

I think it's better to do perk trees one by one, because if you plan to "fix" trees, you'll need also to fix bugs, associated with those skills.

 

Mods that balance magic by replacing perks are competitors.

There are actually very few bugs associated with perks and I intend to throw out the majority of perks anyway.

 

Mmm..

I love the Spell pack + Thunderbolt combined
Liked your Doomstone ideas as well, However, I am using SkyRe, so I could believe that ordinator might not work too well with it..
However, If it looks good enough, I'd be glad to try it :biggrin:

 

The whole point is to displace SkyRe, so I care as much about compatibility with SkyRe as SkyRe cares about compatibility with magic mods.

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Oooo, In that case, I am quite interested.

Even if I like SkyRe really much, and I've helped (at least tried to) help T3nd0 when I have the chance (and when I've been able to REALLY pinpoint the issues everyone grieves about)
I'm still open-minded person, and I'd gladly test things that are more magic-based.

(after all, I've played about 90% of the time as a mage)
Conjurer, Necromancer, Destruction mage.. All possible ways I've tried.
Empowered magic is something I want and hope you take a look at.

It's this far BEST magic overhaul I've tried.
(Even if SkyRe has some things I love, like necromancy and such)
But Empowered magic keeps things as close to vanilla as possible, enhances stuff, fixes things.
It's on the right track, but it lacks the extra punch you'd be able to provide with your extra shiney spells and shouts *Drools*

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Mods that balance magic by replacing perks are competitors.

= all magic balancing mods.

 

The whole point is to displace SkyRe, so I care as much

about compatibility with SkyRe as SkyRe cares about compatibility with

magic mods.

I hope you will displace it by sheer amount of quality (not quantity).

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Well, I dont use skyre main files, just the racial, and even then just recently. All that incompatiablness was to much for me to warrent careing. However, I do use empowered magic, and like shadowjin I think its the best out there atm.

 

 

 

"There are actually very few bugs associated with perks and I intend to throw out the majority of perks anyway."

 

Hell, most of them are just glorified difficulty settings anyway, and could easily be compensated for in other areas of the game. A symptom of bethesda's trend toward "streamlining"...*cough* dumbing down.

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Aye, too many of the perks are just:
"Increases damage done with weapon/spell type X"

Or
"Causes effect on enemy that is easily abused for really easy gameplay"
Or
"Lowers casting/hit cost so that you can spam all your attacks/spells whole time"

To me it'd be pain to create new perks, I don't have too much good ideas for replacement, but I am sure that you are able to work out something a bit more unique :biggrin:

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