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  1. https://www.nexusmods.com/skyrim/mods/60796 it is a spell mod, can someone convert it to sse
  2. I think it'd be really shocking and panic-inducing to encounter a swarm of spiders in a cave. Maybe in the overworld, too, if there was a spider cave nearby. That'd actually be fantastic. I don't know about everyone else, but if I saw a swarm of spiders barreling down on me, I'd just turn around and run. Imagine fleeing through the wilds with 30 or so spiders screaming after you. And I mean a swarm of the weakest ones - the ones that die in one hit. So, it'd certainly be an option to cut through them, though I think it'd be pretty gross. I thought such an idea might be doable considering the number of other mods which feature a large amount of NPCs fighting at once, but maybe spiders take more processing power to render. I've got no idea. Anyway, that's it.
  3. How about doing a new world space that involves the Iliac Bay in High Rock in 4º Era, a lore friendly world space that includes Daggerfall, Whyrest, The Isle of Balfiera With the Direnni Tower and everything else, Orsinium and then the north coast of Hammerfell and put lore friendly quest on it. Is indeed a big mod but i thing that it would be awesome to play High Rock and Hammerfall in the same mod without have to do all the map, just uses the coast, I thing it would be a great thing. What do you thing? It is posible? PD: I'm Spanish so i'm maybe making some mistakes whith my english, don't be afraid to correct me
  4. As this would be a fairly major project, I'm only putting this here thinking it might inspire someone looking for a new idea. Obviously this would have to be set up so it can only take place after all embassy-related quests. And it'd be mostly of interest to Thalmor haters which are also Stormcloak sympathizers, due to the diplomatic & legal consequences. (Something tells me even an Imperial siding Dovahkiin wouldn't be able to get away with this without taking some heat for it.) Basically you'd either sneak or outright attack your way into the embassy (which would require some modding work, since you don't have access to the entire embassy), collapse the skulls of every last elf there, and then proceed to utterly trash the place. Preferably burning it down into a pile of smoking rubble. (Might need some kind of "bomb" or firestarting quest-item, so that the player can start the process & then leave? Not sure if it'd be difficult to have it start literally burning while the player is still there.) By the next time you return, the buildings should be replaced by a pile of ruins. On a later visit back, after a few days have passed, maybe place a nice gift for Dovahkiin like a small Thalmor army investigating the destruction... (the "gift" to Dovahkiin part is the skill point gains from all the pending elf decapitations). Personally I'd also prefer an option to spare the non-Thalmor residents there. Either ignore them entirely, or have them actually try to flee out of the embassy. Or at least the chef kitty, because everybody likes kitty. Some ways this might start: Dovahkiin initiative Stormcloak side-quest (only Dovahkiin can sneak that far behind enemy territory safely) Blades side-quest (although not sure what the motivational story would be, since dragons obviously take precedence with them) In character, I imagine this would be a major diplomatic incident which could have far reaching consequences. Probably not war (since this is the action of an individual), but perhaps: Start sending progressively stronger mercs/assassin groups like the Alik'r or Thalmor hunting parties after Dovahkiin specifically. (Ooooh, so much fun!) :) Thalmor patrols should attack a well-known Dovahkiin on sight Increased Thalmor patrols & interference in the war (I think they tend to say that they aren't interested in involvement... well, that may change) Imperial reaction in the form of a stronger military presence, possibly outright hostility to Dovahkiin After cleaving and crushing assassin & Thalmor skulls up to the highest progressive force strength (is it obvious what my weapons of choice are? :biggrin: ), their losses are just too great, and Dovahkiin finally gets a sort of "white peace" offering. You can either kill the messenger (which would cause the assassination attempts to continue indefinitely), or accept and end the quest line. And finally (although this might be difficult) - when Thalmor "assassins" or other hunting parties find the player in a town, guard factions shouldn't get involved!
  5. When you request a mod you have to realize this forum is more of a mod ideas forum. Truth be told the chance of your mod being made is beyond extremely slim as most mod makers are busy with their own projects and ideas are a dime a dozen with every one thinking theirs is "teh bestest idea eveh!". If you really want your idea come to life you are best to learn how to mod yourself. Check out the nexus wiki and Google for many very helpful guides to get you started. Things to keep in mind when starting to make mods for the first time. Start small, do not jump into wanting to make a complete overhaul with no mod making experience. Realize it can be time consuming but rewarding in the end. You do not have to release every small mod and change you make, a lot of the time they have probably already been done. Mod for yourself, not for fame and glory but because you want something and will hopefully enjoy it. In regards to mod teams, if you are thinking about doing a large project and attempting to recruit others to help. Do some work beforehand beyond just the idea/concept, people want to see you can actually contribute to a team you are trying to form. If you just come with an idea and no real preexisting work done the only people you will get wanting to help will just have ideas and no experience to. Realize that it is very common for teams that do get off the ground to not go anywhere either, be it differences of opinions and direction to disliking other members. Good luck and have fun modding is the main thing though!
  6. Chivalry Medieval Warfare/Deadliest Warrior Combat System. Attacks are predictable and fluent, giving you time to react. Blocking swords with your sword does no damage to you. Blocking swords or arrows with a shield does no damage to you. Offensive spread spells (such as fire) casted on you will be halved. The reason I request this is because Skyrim's combat has none of that. I'd love to see it. Personally I know very little on modding, but perhaps the animations could be slowed down, and blocking does no damage to you? (Sword to sword, Shield to Sword and Arrow.)
  7. So i just finished playing god of war and when i first saw magni and modi i was blown away by the design (my mother used to read me stories from norse mythology and when she told me the one about Magni, when he lifts a giant from Thor when he was just a kid, this is just how i pictured the big bastard to look like) ... and the first thought i had when i finished the boss battle with dose 2 was how nice would be to have those armors and weapons in the game so i can roleplay that big bastard magni with that big sword with lighting effect in one hand and lighting spells in another owning the s*** out of dragons and bandits ... And i think those armors would fit nicely with the helm of Ysgramor if it was given a lighter blueish tone ... Im just puting the idea out there if someone decides to make it great ... have a good one :D
  8. As you probably know, General Falx Carius wears a unique armor that cannot be obtained from his corpse. I think it would be very nice if the player was able to loot and clean this armor (i.e get rid of the dirt, harness and empty heartstone slot). Since Carius' armor was based on Tullius' one, the final result should look exactly the same, but with different colors. This new wearable armor would be an extremely cool addition for Imperial soldier builds because the vanilla game does not have any unique Imperial armors (I do not count Tullius' one because if you side with the Imperials it will practically impossible to obtain without cheats or exploits). So, could anyone please create such a mod? I would be extremely grateful! There is already a mod that makes what I'm suggesting here, but unfortunately the female model is way too muscular and thus looks extremely weird, and the author does not seem to be very active anymore.
  9. As die hard fan of the Dunmer, Morrowind and all their culture has to offer, Raven Rock was amazing for me. . But, I would love to see someone make a decently sized CITY, for the Dunmer. Preferably on Solstheim somewhere in the ashy regions. This mod would be a great resource for the walls. http://skyrim.nexusmods.com/mods/33948
  10. Probably my favourite game of all time was Drakengard, the first game. The main thing I liked were the designs. I know this is from another game, and people may be like "Play Drakengard then." But it's not the same, I want to play Drakengard, looking like Caim. Caim is the awesome protagonist of Drakengard. The two designs of him are my favourite things about the two Drakengard games, there's the original design from the first game, http://media.giantbomb.com/uploads/0/149/230023-dg_caim2_super.jpg And the second design, from Drakengard 2, http://images.wikia.com/drakengard/images/3/35/Caim4.jpg What I want from this mainly, is the hair of both of those designs, the second design is nearly the same, except the hair at the left of his fringe is long enough to cover his eye. His blade, which is always the same, and the armour from the original design. This is due to the fact I understand creating the second design in Skyrim would be difficult, due to the cloak being pretty much the main part, which wouldn't flow right in Skyrim. I'd also of course love his idle, for two handed weapons. YES his sword is two-handed, simply held in one hand in his idle.
  11. Hey all, I was thinking of an idea for a mod, and was wondering if anyone would like to take time to look into it. My mod loadout consists of a lot of immersion/hardcore mods like Frostfall and Drink Eat Sleep Bathe, but I'm always looking for more additions to my list. Specifically, I've been wondering about the possibility of making a mod that prevents time from freezing when certain menus are open. Such a mod would prevent the player from being able to put on their best armor when caught off guard, or use too many potions just because the game lets them. It would also make miscellaneous activities such as reading books pass time as well. For example, I was playing the Helgen Reborn mod (great mod!), and there was a part of it where I had to use the sawmill to saw 15 logs; it would have been nice to manage my inventory while the animation was playing through as opposed to doing that while time freezes. I'm very new to modding, and know nothing about extensions such as SKSE that would likely enable this, but I feel as though there might be some way to implement it. Crafting menus, for example, don't stop time, and neither does dialogue. Maybe whoever attempts to take up a mod like this would be able to use that as a starting point. In addition to this, MCM compatibility would be awesome, as it might allow the player to choose what menus stop time and what doesn't, whether it only limits it to the items menu not freezing time, or only the favorites menu freezes. Of course, the mod would have to be possible to make in the first place. For fun, here is an interesting thread I found that discusses possible implementation of these mechanics: http://www.gameskyrim.com/activities-that-freeze-time-and-those-that-don-t243067-75.html (Please don't attack me if I'm not allowed to post a link like that) Thanks!
  12. After taming Sahrotaar and going to fight Miraak I thought that there would be a possibility he would be able to survive and you could perhaps even call him similar to Odahviing or Durnehviir. Though I was a bit disappointed to see him killed by Miraak during the battle in Apocrypha. If possible could it be made so that he can survive the battle? Maybe even add a shout to call him, or even have him join Paarthurnax on the Throat of The World?
  13. Hi all, hopefully someone out there can help me puzzle this out. I have a companion mod nearing alpha release, but have encountered a persistent dialogue-related problem that is keeping it from being fully functional. My issue is that following the use of his combat or SM-triggered scene dialogue, I can no longer select any conversation options when talking with him. I've discovered a number of ways of coping with this problem, and I was hoping that by looking them over, someone out there can help me identify the issue. This problem resolves itself if: -The player changes cells. Leaving and coming back, or leaving with the companion tow, will both cause his dialogue options to become click-able again. -The player saves and reloads their game (even if the save has been made since the problem occurred). -The companion's SM event dialogue is interrupted by conversation. Again, even if the dialogue options were previously unavailable, interrupting his periodic banter restores them. I should note that under "Actor Behaviour" in the "Scenes" tab of the related quest, his actions are set to 'pause' (as opposed to 'end') when interrupted by conversation. Other details that may be pertinent: -The companion has 50+ lines of potential combat dialogue, and 100+ lines of potential banter (ie. SM-driven scenes, one or two lines of dialogue each). -The SM-driven scenes are currently triggered by a quest script that waits for a random amount of time before executing 'SendStoryEvent', then ending and restarting the trigger quest. -The bug only affects the companion in question. All other NPCs are unaffected. I'm wondering if it's possible that the sheer number of dialogue options or some inefficiency in my scripted mechanics is stressing the Papyrus system beyond its ability to cope, but I don't know much about its limitations. Google and Nexus searches haven't turned up any references to this problem, so I'm really at a loss for the moment.
  14. So I open a chest, I see 20g and pick it up. A few seconds later, I have a script that looks at the content of the chest and reports there are 20g in it (!?!). But when I go back, as Dragonborn, to check on the chest, it actually is empty (Doh!). What's going on? How should I proceed to get an accurate count? I tried updating my script to add a marker to the chest and then waiting a tiny amount before looking at the content, hoping it would force the game engine to update its view of the chest content, but the script still sees 20g. This only happens with gold. The other item counts are correct. I use chest.getItemCount( Gold001) to count gold, just like all the other items my script is interested in.
  15. ..so how plausible is it now that one single A.I could diversely control every individual N.P.C & their influence upon the game’s scenario? If something like this could be modded in, how big of a mod would it be? (Storage-space wise.)
  16. Hi, I play the newest version of Skyrim and I have 213 mods active. Every time when I start a game my all plugins just automatically themselves disable and I play a Skyrim without mods. So does someone know what mod causes it or what the problem is? P.S. In picture they are enabled but when I quit a game they themselves disable and they aren't enabled when I play a game.
  17. basically my idea is to make skill points stay 100 after you legendary but then you can go to 200 and so on. making the game let you level up ALL skills infinitely. the only thing that would reset is the skills but the base skill is infinite. for example: one handed is now level 100 and you unlocked all the skills in it. then you legendary it and now all your skills are no longer purchased BUT you are still level 100. now you have to level up to 200 one handed to get em all back.
  18. I am unsure of the possibility of this, but one of the biggest irks I have is weapon positioning at the waist. Weapons just look like they float and XPMSE can only help you do so much, but the end result doesn't really change. It gets even more annoying when the weapon already has a scabbard, causing some really nice weapons to look like their scabbards are attached to you by telekinetic magic. So why hasn't this been resolved? Having a standard waist belt with a sizable enough gap for most 1 handed swords or axes on one side would be ideal. Let's look at, say Assassins Creed Rogue, in which the protagonist has a crossing pair of straps for the sword to 'sheath' into (seen below). Naturally clipping will occur depending on various setups (bodies, armors, weapons), but having a basic belt could begin as a resource for other modders so that they can build compatibility patches. Maybe this isn't possible, or too much of a challenge, but it'd become a must have for me and I'm sure for many others.
  19. A neat little mod idea in which plenty of various ritual sites would be scattered around Skyrim. Some being near standing stones, others at daedric shrines and abandoned forts/ruins, with the ritual varying in terms of complications, pros, and cons. For example, maybe in a Necromancer's layer there could be a circle of Soul-Gem holders (The little cup-things) in which you have to place a few filled soul gems in the holsters, bring an undead minion to the center, and cast an Area-Effect spell (think; blizzard). The end result would be all the soul gems becoming black (to simulate the Necromancer's Moon), but at the cost of your undead becoming hostile. (The necromancer's moon doesn't work like that. I know.) That, or maybe some sacrificial forsworn rituals, like bringing a living follower to an altar to lay them down, removing their heart and burning it, then replace it with a Briarheart to give your follower more magicka and spells. Maybe this could be a cool way of promoting your minions into officers of your dark army? Maybe have a chance of the Briarheart turning hostile. There are tons of cool rituals that an evil character can do as the side. This mod idea isn't even really that far-fetched. Maybe add some other mechanics lore-friendly and not lore-friendly. Maybe add some rituals from other games as subtle Easter Eggs (Dead space markers, anyone?) Make it tiered, too. With the later OP god-creating rituals being reserved for high enchanting, alchemy, and magic skills. Not having the skills could result in death or worse. Make these rituals start out easy, but end up requiring complicated and important steps to take, with some of these steps being illegible or contradictory, being found only in ruins as books, or being extremely hard to obtain. Make the costs for failing in these rituals be as mild as blacking out, waking up in a cave... Dying... Being sent to the soul cairn as a ghost, etc.
  20. I am just asking about the mod idea but i am just asking about is there a mod that give some npc mages and random generated enemies a illusion magic like calm or frezzy?. if there is no mod like that or the only mod that exist is very buggy and poor rating or something? Or if npc can use illusion spell that I did not notice just let me know. It does bother me if player/Dragonborn is the only one who can use illusion magic. If you find misspellings then i am basically horrible at grammar.
  21. Some years ago i had an idea but my knowledge was never good enough to make it work, basically the idea is to make magic wands for mages. Unlike staves that give you free spells wands would instead apply constant fortify effect of the sort that fortify potions for that school apply, so destruction wand would make destruction spells more potent, conjuration wand would make conjuration spells last longer, illusion wand would increase potency of illusion spells, alteration wand would increase duration of alteration spells, and restoration wand would increase restoration skill, just like potions. There could even be wands of varying levels and even unenchanted wands that layer could enchant himself.
  22. can someone pls make a mod where if the giant does a sweep attack with his club that it makes the target knock back and by that i mean ragdoll and fly back a little a little not only up but also back and remove the fly in the air when he duz a cub smash that stupid and it would be cool if the giants where a little bigger
  23. You can run Skyrim in VR with Vorpx (and HTC Vive/Oculus Rift or OSVR), but unlike the PS4VR version the UI is still set for standard play. Maybe there is a mod out there already but I haven't found it. Not sure how difficult this would be to implement?
  24. Are there any good mortal kombat mods? I've only seen Sub Zero armor and also Qan Chi, Scorpion, and Syzoth (Reptile) race mods. I would love to see any other mods for races, armors, followers, weaponry, powers, locations and maybe even quest mods. If anyone knows some good ones or plans on making one in the future, please respond - I'll be very glad.
  25. Hi , im new to the forum and im searching for about 2 hours.. is there any mod that will allow to merchants or any other npc to use armors you are selling to them? and the same time allow them to buy and sell items to the shops? and if it is possible to do things like hunting and etc etc?? ps: no need to be all in the mod even with one of the 3 it will be great change to the game....but all 3 will change the whole game... ps2:if you want to create it plz dont mind about what version i use...just do it and let the downloaders work with the version stuff.. Great job everyone !! <-this is not an empty thnks line i was used rpg maker vx,vx ace and i know how hard creation can be...
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