Creation Kit Discussion - What mods you making?

Post » Tue May 15, 2012 6:30 pm

Would it be possible to make spell magnitudes scale with skill level?

Dunno if this was possible in Oblivion. Basically I was thinking that if the perk that adds damage to destruction spells or duration to conjuration spells multiplies the damage, then I should be able to add in a multiplier for skill level as well. Does anyone know if you could do this in Oblivion?

I suppose a workaround would be to just create several different spell variations for each spell and replace the old versions as your skill level increases, but that's more of a leveled spells thing and not quite what I would want to do. Kind of clunky, too.
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Rex Help
 
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Post » Wed May 16, 2012 12:00 am

Would it be possible to make spell magnitudes scale with skill level?

Dunno if this was possible in Oblivion. Basically I was thinking that if the perk that adds damage to destruction spells or duration to conjuration spells multiplies the damage, then I should be able to add in a multiplier for skill level as well. Does anyone know if you could do this in Oblivion?

I suppose a workaround would be to just create several different spell variations for each spell and replace the old versions as your skill level increases, but that's more of a leveled spells thing and not quite what I would want to do. Kind of clunky, too.


I may be misremembering the skill thing, but I DO remember something like this for oblivion, along with a ton of unique spells like levitate, mark and recall and the ability to turn ethereal.
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Siobhan Wallis-McRobert
 
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Post » Tue May 15, 2012 11:12 pm

I'm going to do a Dwener quest mod because of all the cool ruins and resources that exist in Skyrim for them, which there was almost none of in Oblivion.

Probably something similiar to the Oluhan mod for Morrowind, that was one of my favourite quest mods of all time and I think it deserves a new leash on life.
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Sudah mati ini Keparat
 
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Post » Tue May 15, 2012 11:57 pm

Why am I remembering skill mods in fallout 3? Am I simply misremembering?

I remember why now!

You COULD add perks to fallout. If it is possible to do so with skyrim, I will be able to do exactly what I want regarding pole arms and reworking the weaponry
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(G-yen)
 
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Post » Tue May 15, 2012 12:42 pm

My mod is going to be called:

Necromancy and Lichcraft

It hopefully will add lichdom into the game, more necromancy spells and perks as well as tweaks and or replacement of current perks, and a larger amount of caster variety in general. I will possibly add a necromancy skill/system, necromancer questline, and lichdom quest line depending on how user-friendly the toolset is.

Edit:

If I can I will probably move necromancy out of the conjuration tree then create a Necromancy skill and perk tree. If I'm lazy at the time Lichdom will be a 100 level perk. If I'm feeling the toolset and how it works then I will instead build a nice questline for obtaining lichdom.

If the toolset is even just a little more powerful than the Elderscrolls Contruction Sets were(like they are saying) then I think this will be easy. It's just depends how much time I want to put into it. I know I can do it unless they drop the ball big time on this toolset.
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Marine x
 
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Post » Tue May 15, 2012 4:05 pm

My mod is going to be called:

Necromancy and Lichcraft

It hopefully will add lichdom into the game, more necromancy spells and perks as well as tweaks and or replacement of current perks, and a larger amount of caster variety in general.


You and I have the same idea, but for different skill ranges.
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Shiarra Curtis
 
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Post » Wed May 16, 2012 12:27 am

My mod is going to be called:

Necromancy and Lichcraft

It hopefully will add lichdom into the game, more necromancy spells and perks as well as tweaks and or replacement of current perks, and a larger amount of caster variety in general.
If you can add Lichcraft well I'll certainly be one of the people to download that. It seems sorely missing from Skyrim.

Maybe include some dragon priest style floating and cape? Heh.
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Chrissie Pillinger
 
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Post » Tue May 15, 2012 10:28 pm

I intend to add pants to all the female armor that does not have such because this is ridiculous:

[img]http://i.imgur.com/FYsUc.jpg[/img]
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Tamara Dost
 
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Post » Tue May 15, 2012 10:27 pm

I would like the first Patch... but I REALLY want the creation kit too.
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Latisha Fry
 
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Post » Tue May 15, 2012 6:36 pm

I've got an AMD graphics card on my new laptop- so I'm one of that "unplayable" minority- I would rather have the development kit before the patches. I may sound like a jerk, but they should have released a stable version- they didn't. Not my fault, now they need to release the development kit for the rest of us that can (although buggy and slow for AMD) play Skyrim.

I'm not here to run for office, the 5%-10% of the people that can't play have to speak for themselves. I CAN play, I want to download mods. Let's get this kit out already, Bethdesa can unscrew their poor business practices later.
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Susan
 
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Post » Tue May 15, 2012 1:30 pm

I'm going to remake Knights of the White Stallion with a new storyline.
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Julia Schwalbe
 
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Post » Tue May 15, 2012 7:59 pm

Horse Armor.
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Mariaa EM.
 
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Post » Tue May 15, 2012 3:57 pm

Expanded armory, starting with hide and studded armor
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Kelsey Hall
 
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Post » Tue May 15, 2012 1:48 pm

If/when the modding tools are good (ie script extender comes out) I might take a stab at one of these:
PC leveling overhaul
hotkeys mod
spellmaking or magic overhaul
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Austin England
 
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Post » Tue May 15, 2012 11:11 pm

Let me just say this-

Would you rather we get the CK sooner, or the game gets patched and everyone can actually play it sooner?
Irrelevant because the people working on getting the CK out are NOT the ones working on patches.
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Kate Norris
 
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Post » Tue May 15, 2012 1:40 pm

I'm still making a list of things I want to work on. Right now it's totally jumbled, and in no particular order, but there's definitely things I want to do:

  • Temperature damage caused by standing in or on top of geysers and geothermal pools without adequate protection or natural immunity. Really, people, you can unexpectedly boil alive in real life in those pools.

  • Temperature damage caused by swimming in frozen-over waters or travelling in high climes / strong blizzards without protection or natural immunity.

  • Bracelets, bangles, wrist-guards/wraps and more for the clothing-wearing adventurer. (But would need significant help from an artist for this one.)

  • Potentially increase the companion limit to TWO, with animal companions being counted separately. Maybe figure out a way to have different companions form opinions about the others in your party and act appropriately.

  • Give companions more life. For instance, Lydia feels like a soulless blob of a slave prone to smart remarks about being my packmule. Companion quests, anyone? (Would require some significant dialogue work and story-writing.)

  • Players can purchase hunting dogs that should have some appropriate behaviors. Will come with a merchant and maybe some relevant quests. This would be made much better with the following idea...

  • A UI addition that allows you to press a key to issue commands to companions. For multiple companions, another key or key combo can be used to open a menu like the Favorites menu to select the correct companion. This will fix the problem of having to physically walk to companions to issue commands. (No knowledge of Flash yet, terrible at Action Script, so this won' t be one of my first projects.)

  • Tweak night vision effects for Khajiit. It feels more like I'm looking through a florescent bottle than having natural night vision, and it can actually be nauseating.

  • A UI addition that adds the ability to keep a notebook with a quick key to bring it up. (No knowledge of Flash, so don't expect this to come early.)

  • Buying horses and assigning them to companions, and expecting them to use them logically.

  • Cooking overhaul, since right now it feels a little useless. All that food, and nothing to do with it!

  • Resale of owned horses.


Just lots of ideas! Really hoping to see what the CK is going to be capable of doing.
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A Dardzz
 
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Post » Tue May 15, 2012 2:02 pm

My first mod will be a spellcrafting mod since its the one feature i miss quite a bit from older TES titles. (If additional skills and perk trees can be added it would be nice to give it its own skill aswell)
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Breanna Van Dijk
 
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Post » Tue May 15, 2012 10:56 pm

I'm probably going to make another underground entry player home, with a smaller place that has the basics enchanting/alchemy/beds/etc/, and probably 2 other particularly large rooms, with lots of containers. If I can easily learn to texture in Skyrim (In Fallout NV learning to texture is like a million times easier than modeling which still makes my head hurt), then I'll probably re-texture some of my favorite armors, and maybe some robes, and maybe hopefully make a player home with a unique texture. As well as color coded containers, so for example the pack rat player can remember "I usually store weapons in red containers, armor in blue containers, and potions in green containers" /etc/.

I'm almost certainly making said player home, I just feel the need for some relatively large player home full of minions, both for pack rat tendencies, organization, being able to clutter a room with artifacts, and just for roleplaying reasons. Lots of characters have legions of minions/bodyguards deep inside their own personal homes which add to the atmosphere of their power, so why not the player? Doesn't have to be power gaming/game breaking if they all stay inside said player home/or there's just a few of them by the entry. The re-textures will depend on if I'll be able to easily figure out re-textures in Skyrim by knowing how to use them in New Vegas, so those are a maybe. I've also made companions before in NV, very simplistic companions that can only follow, and wait, but companions that are at least better than a permanently summoned creature. So just have to see how hard the Skyrim creation kit will be.

Now what is almost certainly beyond my ability? Changing models, the whole process is so frustratingly headache inducing, I think I could live to be 220 years old constantly trying, and never figure it out. Otherwise I'd probably be trying to make weapons with unrealistically huge blades, as well as just a lot more mod potential. If I could change models/special effects, the first thing I'd do is bring back protective bubbles similar to Morrowinds. Morrowind had these orb shaped bubbles that would rotate around a bit, and the fire shield/shock shield/frost shield, each had their own unique bubbles. If you had a spell or enchantments of these effects, it made your character look very powerful, without being game breaking. The end result was, when you got to the point in the game when you could stack all these effects, it would look like your character was glowing with power. I'm very pleased with the new spell effects especially the lightning, I just wish the armor buffing spells were a lot more noticeable. And yes, mods for more armor mish mashing/underclothes would be nice though that's well beyond my ability.

Also some non-overpowered buff to encourage more sleeping I guess, like maybe 5 to 10 more max hp/magicka/fatigue, for 10-15 minutes after sleeping that would be called "well rested", and small little random nightmares/dreams would be a nice little touch too. Maybe the pc would have nightmares about whatever they fought recently. Lots of various short nightmare stories (just as text). For example, a nightmare about being trapped in a spiders web. For now enjoying vanilla Skyrim, and definitely looking forward to future mods. The mods will definitely be different, and I think more interesting than Oblivions which in general were primarily about combat/armor/magic/scaling balance.

I intend to add pants to all the female armor that does not have such because this is ridiculous: [img]http://i.imgur.com/FYsUc.jpg[/img]

I've never had that problem, maybe cause my first and only character, only wears heavy armor, and robes. But yeah I agree that is ridiculous.
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willow
 
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Post » Wed May 16, 2012 12:03 am

[*]Cooking overhaul, since right now it feels a little useless. All that food, and nothing to do with it!


Yes please! Realism mod with eat/sleep/drink requirements would be awesome. As you say you have all that food and little incentive to do anything with it.
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Chica Cheve
 
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Post » Tue May 15, 2012 8:34 am

Let me just say this-

Would you rather we get the CK sooner, or the game gets patched and everyone can actually play it sooner?
Is it bad that I wasn't sure which one of those options I'd prefer? :P
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Myles
 
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Post » Tue May 15, 2012 6:21 pm

I'm addicted to making player homes so that's what I'll be up to. I've been scouting for locations and making lists of things to include. It'll be nice to have a house without some jarl appointed missy hanging over me, clearing her throat every two minutes.

Other than that, it'll just be little tweaks for myself here and there. Like making my horses essential.
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Travis
 
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Post » Tue May 15, 2012 5:46 pm

Todd Howard said that it would be available on day one. He said it would be "In the box, but not actually in the box". Suddenly we get Pete saying "They're fiddling around with it" about a week beforehand. We would rather have an imperfect CK (it's most likely going to have one major fault anyways) than just waiting to get work done.

As for me, my sig is what I'm working on.
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Kaylee Campbell
 
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Post » Wed May 16, 2012 12:27 am

Irrelevant because the people working on getting the CK out are NOT the ones working on patches.
Well, I remember speaking with one of the coders at BGS (I wanna say SMJL?) and they said they were writing the wiki stuff about the CK. But they had also worked on coding alot of the engine. Are you sure that they wouldn't also be one of the ones to go back and fix things? Even if it meant putting the CK on hold?

Is it bad that I wasn't sure which one of those options I'd prefer? :P
I know what you mean. On one hand, I absolutely cannot wait to tear into the CK and see what has changed and all the great new features. However, on the other, I want everyone (Including me... :() to be able to play the game in a stable manner...
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Tasha Clifford
 
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Post » Tue May 15, 2012 10:17 pm

-A loot balancing mod that makes loot more treasure based as opposed to weapons and armor based.

- Some basic home related mods.
- Trying my hand at some basic retexturing.
- Rebuilding Ft. Greywall as a player home akin to Battlehorn Castle.
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Greg Swan
 
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Post » Tue May 15, 2012 11:47 am

FIRST (almost finished) i make my custom Race from Oblivion again :D

Then i might start with some Armors and weapons and maybe some Khajiit fixes, if i have some ideas.
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GLOW...
 
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