What's the first thing you're going to do with the Creation

Post » Tue May 15, 2012 6:06 pm

Removing all instances of the "Restore" effect and replace them with "Regenerate".

Also turn off regenerating health and magicka.
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CORY
 
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Post » Tue May 15, 2012 10:55 pm

Look for different armours in CK and hack some parts of 'em together in NifScope.
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brian adkins
 
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Post » Wed May 16, 2012 3:08 am

See just how 'random' dragon encounters are, and also checking if I was right in my guessing of how the radiant story system works. :P
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Alex [AK]
 
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Post » Wed May 16, 2012 4:18 am

Folks who know me might not be surprised by this: Open Cities Skyrim :) Because, yes, I am annoyed greatly by loading screens on cities.
IIRC, Riften seems to be in the main worldspace. While entering the city does bring up a loading screen, you can actually jump into the river and swim outside without a hitch. Might hold true for some of the other cities too.
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Chenae Butler
 
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Post » Tue May 15, 2012 6:09 pm

Hmm. That will bear some investigating then. If that's actually how it works then I'd be boggled as to why they'd hook it up to load screens at all, but that would sure make things a lot easier on me :P
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Anna Kyselova
 
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Post » Tue May 15, 2012 12:33 pm

The Dwemer loot lists irked me as well, as did not being able to loot those awesome urns. Hopefully someone makes a lot of the pots and things lootable; seems pretty arbitrary as to what is and what is not lootable.

I hadn't thought about Septims in Dwemer lists but yeah, that's annoying -- it's like finding Bottlecaps in buried Pre-war safes in Fallout.

In a similar vein, what's with all the fresh apples and potatoes in these ancient tombs and stuff?
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Charleigh Anderson
 
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Post » Wed May 16, 2012 3:52 am

Removal of all essential tags from NPCs and quest tags from objects. I like playing without training wheels.

This.
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Bellismydesi
 
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Post » Wed May 16, 2012 12:12 am

The Dwemer loot lists irked me as well, as did not being able to loot those awesome urns. Hopefully someone makes a lot of the pots and things lootable; seems pretty arbitrary as to what is and what is not lootable.
It's really annoying how you can have a bunch of barrels standing next to each other, and some are lootable and some are not. And many crates can't be looted.

I don't see why they did this. If they were afraid that all the extra barrels and crates that they're using to make a place look nicer they could've made those barrels have only useless stuff.
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Rachael Williams
 
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Post » Tue May 15, 2012 10:25 pm

Whoever did the food loot must have really liked apples.

The undead must like them too.
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Kira! :)))
 
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Post » Tue May 15, 2012 7:30 pm

First, I'm going to make it so the ebony blade is not broken, bump it's stats up to a two-handed weapon etc.
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Travis
 
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Post » Tue May 15, 2012 6:34 pm

First thing im gonna do is make a nice camp for myself most likely on the side of a mountain bordering a waterfall. Complete with all player necessities. Alchemy table, crates and chests for different types of items (chest for armor, chest for swords, dresser for clothes, lock box for jewelry, etc.) a fire pit with a cooking pot, beds, etc. All those goodies. Im also going to be working on a quest, which if everything goes as planned i'll be releasing on skyrim nexus.
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James Hate
 
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Post » Tue May 15, 2012 4:11 pm

I was thinking about this earlier, I think the first thing I'm going to do is make a Skyrim edition of More Books Teach.

I was also thinking of something to do with Ruined and Burned Books, where you collect them and turn them in to someone. Bits of knowledge are slowly unlocked, giving perks and spells/abilities, leading to treasures, etc.

Reading is FUNdamental!
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tannis
 
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Post » Wed May 16, 2012 3:40 am

I'm going to start work on a magic mod. My daughter hates the mana regen for Skyrim, so I will probably make a simple mod for her fixing that...either through gear, talents or game settings.

For a few years now I've been working on a magic overhaul for Oblivion...which basically restructures the Mages Guild and completely changes the magic system. I had almost the entire mod finished, but ran into some serious issues with the engine and it keeping track of scripts, which created some serious issues with the random Mages Guild mission system I had created-So I had some things failing to disable completely..which made a previous mission's critters still present when the dungeon was suppose to be reset. Didn't do it for the statics, only happened with the NPC's-this is what halted my work on it...and the reason I never released it. But anyway, one of the key features of the mod was the introduction of the Spell Book as a physical item and spell scrolls...which allowed the player to memorize or UNmemorize spells. It also allowed me to put spells into the random loot system, which was pretty neat. Kept the player's spell list nice and organized. I will probably be working on a mod that adds similar features into Skyrim. It also locked the spell creation behind the mission system. When completing mission you earned tokens. You could spend the tokens on buying specialized spells, housing or a single use of the spell maker. (This limited the spell maker...since those spells could never be removed from your book).

In my Mages Guild Mod, I also fleshed out all the spell schools so that they could function as a stand-alone skill. So you could be an illusionist...tossing monsters around, holding them with your mind in the air choking the life from them, paralyzing them on the ground while cutting off their breathing...that sort of thing. Or a Mystic, cannibalizing your own life to fuel your magic, dealing in souls and spending souls to accomplish great things. Dots were introduced as were roots and snares. So on and so forth. Conjuration summons were permanent until they died or you summoned a new pet-they could also summon steeds. Meditation skill was introduced to allow you to sit, to recoup lost mana, and just a bevy of other neat features.

So I will probably just try to move the entire project to Skyrim and hope the scripting system can handle what I am going to throw at it this time around.

Lady Eternity
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CHANONE
 
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Post » Tue May 15, 2012 7:22 pm

Armor & Weapons for Rangers / Scouts
Bosmer Armor & Weapons
Quests

I want to create some content for rangers / scouts as they are my favorite archetype. I've wandered around most of Skyrim and it's a really interesting setting that will help. The cool thing is that a ranger in Skyrim doesn't have to be "Elvish" but can be more Viking in the sense that he uses axes, heavier armor, etc. They are always more wild and natural than other classes which I want to reflect. Also I want to make some items for Bosmers which should be fun.
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Janette Segura
 
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Post » Wed May 16, 2012 4:53 am

I'll start by fixing Vampirism and go from there.

I cant believe they again went for the ridiculous 'drinking makes you weaker' route, GAH!
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April D. F
 
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Post » Tue May 15, 2012 8:10 pm


Lady Eternity


:touched: :wave: :tops:
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Becky Palmer
 
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Post » Tue May 15, 2012 8:40 pm

Make Tsun's armor obtainable ^_^
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josh evans
 
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Post » Tue May 15, 2012 11:20 pm

Oh and I want to put back in Open Locks on day one too.
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Solène We
 
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