HallLytton Posted April 20, 2013 Share Posted April 20, 2013 (edited) As an initial note, this is a mod I'd actually be willing to pay a bit to have made; I've got a little extra money coming in that I have no other plans for, and this mod-concept seems relatively simple. If there are any experienced modders who'd like to make a little extra cash for their work for once, PM me and we can hash out the details. Now, on to the concept. I've got a character development system I've been working on for a few years, and while not all of those mechanics would fit particularly well into Skyrim, there is one part that would work exceptionally well: the 9 character attributes mentioned in the title of this thread. They are as follows, with descriptions: #1)) STRENGTH [Red color theme] (Affects carrying capacity, bonus melee damage, jump height, swim-speed, and half of land-movement speed.) #2)) HEALTH [White color theme] (The existing health-bar's color would be recolored white. Unless the existing game-mechanic increases health-regen at higher level health, this mod would do so.) #3)) ENDURANCE [Orange color theme] (Replaces the stamina-bar with an orange one, and adds natural armor bonuses. Does not increase carrying capacity, but perhaps does increase the amount of time full carrying capacity can be maintained. Maybe this representation could be achieved by greater levels of stamina drain the heavier the load in your inventory. Slightly reduces fall-damage.) #4)) AGILITY [Yellow color theme] (Slightly increases arrow-drawing and melee attack rates, grants damage bonus to ranged weapon attacks and daggers, and adds the second half to land-movement speed. Reduces fall-damage.) #5)) INTELLECT [Grey color theme] (Each level slightly increases the XP-gain rate, perhaps by increments of 5% or 10%. Maybe even mid-way at 7% each increase. It may also determine the maximum number of spells a character may know.) #6)) PERCEPTION [Green color theme] (Determines low-light visibility, view-distance with lower levels blurring out longer distances, and possibly painting living actors at increasingly greater distances with a faint aura in similar fashion to the Detect Life spell. I would also like to see it increase the volume of sounds further away, mimicking an increase in aural perception.) #7)) WILLPOWER [blue color theme] (Provides bonuses to Intimidation checks and adds potency to spell effects and shouts. May also add very small additional bonuses to melee attacks, land- and water-movement speeds, and carrying capacity, as well as slightly reducing cool-down between shouts) #8 )) EMPATHY [black color theme] (Replaces the magicka bar with a black-colored one. Also adds the two descriptors regarding temperament beneath the cursor when mousing-over an actor at a certain level, as well as ever-increasing levels of information, such as level, etc.) #9)) CHARISMA [Purple color theme] (Provides bonuses to persuasions, reduces costs and increases profits while shopping, and increases magicka-regen slightly.) NOTES ON IMPLEMENTATION: These attributes would be added to the skill-tree section of the menu under three new trees: BODY, MIND, and SPIRIT. Strength, Health, and Endurance would fall under the Body tree, Agility, Intellect, and Perception would fall under the Mind tree, and Willpower, Empathy, and Charisma would fall under the Spirit tree. Their function would be almost identical to skill perks, except that they would use Attribute Perks gained at a different rate than skill perks, and which would also reside in a separate stack. Each skill would have a key attribute. As that skill is used, it's key attribute's level would increase at a slightly lower rate. Attribute Perks could be spent wherever it's deemed appropriate, just as with Skill Perks, although as stated, Attribute Perks will not be earned once per level like Skill Perks, making them very valuable. Anyway, I have further ideas on how to modify the base game, but I'll conserve those for a later time. As for this concept, any interested (and skilled) modders should PM me as soon as possible to discuss possible compensation for effort. It goes without saying, I think, that the mod would still be released anywhere it can be for public consumption, but I see a lot of folks on here doing great work; I think a little compensation is definitely in order. Edited April 21, 2013 by HallLytton Link to comment Share on other sites More sharing options...
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