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

Post » Tue May 15, 2012 10:28 pm

I'm going to make a Summon Bunny spell that summons a mighty rabbit to fight with you. :bunny:
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michael flanigan
 
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Post » Tue May 15, 2012 6:00 pm

I really hope someone's gonna make a mod where we can fly with dragons.. Or be a dragon.


:tes:
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Silvia Gil
 
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Post » Tue May 15, 2012 4:18 pm

Aside from learning how to use it? Start working on the total conversion I started for Oblivion. Skyrim has already implemented a lot of the things I was implementing in my tc, so I'll be able to spend more time crafting the world instead of debugging scripts.
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JERMAINE VIDAURRI
 
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Post » Tue May 15, 2012 5:09 pm

I'm going to make a Summon Bunny spell that summons a mighty rabbit to fight with you. :bunny:

http://www.gamesas.com/index.php?/topic/1277977-balance-patch/ !
Perk changes/fixes, and I'll go from there. :D

Eventually I really want to add an epic quest line...but yeah.
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Fluffer
 
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Post » Tue May 15, 2012 10:17 pm

i think something relatively simple to start with: slow down how quickly the day passes in game.


later on, something to make it easier to tell if you're looking at your own inventory or an NPC's when trading
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Lavender Brown
 
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Post » Tue May 15, 2012 8:17 pm

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

After that, a nice little house in the mountains, with lots of bookshelves, weapon racks and so on.
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Jessica Thomson
 
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Post » Wed May 16, 2012 12:47 am

See if the game has attribute values tucked away somewhere, pick apart the perks, Shouts and Magic system and run from there. and see if I can enable ALL the options in the face design section for players to make actual faces instead of Arnolad Swarzennaeger clones, specifically on nords.
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ANaIs GRelot
 
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Post » Tue May 15, 2012 6:54 pm

First thing I'll do is removing all Dwemer items (armor, weapons) from merchant and most loot/reward lists, Dwemer stuff should be found in Dwemer ruins and not be readily available or easily craftable (if possible I'll remove Dwarven crafting from the perks as well).
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Vickytoria Vasquez
 
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Post » Wed May 16, 2012 12:00 am

A Dwemer quest mod with complete non-ruined underground Dwemer city where a secret cult lives bent on taking over Tamriel!

Dwemer Centurion as a companion, whos gonna [censored] with you then?
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Luna Lovegood
 
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Post » Tue May 15, 2012 6:19 pm

Check spell effects and number of body slots.
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Mrs Pooh
 
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Post » Tue May 15, 2012 11:24 pm

Bury my face in it.
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Chica Cheve
 
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Post » Tue May 15, 2012 12:42 pm

I'm going to make a Summon Bunny spell that summons a mighty rabbit to fight with you. :bunny:

Needs to have variants of an undead bunny, a ghostly bunny, and a Monty Python killer bunny :)

On topic: I will
1) be massively reducing the strength of smithing customisations, enchanting and alchemy, and
2) removing fortify crafting effects from the enchanting options and alchemy options (still allow for on random loot armour) and
3) making Imperial armour be equivalent to steel and
4) changing all health / magicka / stamina pots to be over time, with limit of two or three potions max in effect at once.
5) If easy to do, I will remove the helmet requirement for certain armour perks.
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Penny Courture
 
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Post » Wed May 16, 2012 4:19 am

Here's hoping that someone will create a spell crafting like the one in oblvion! also, an updated UI would be awesome
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josie treuberg
 
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Post » Tue May 15, 2012 11:42 pm

A "Class" mod.

You pick seven skills which are bumped up by ten, and all your other skills drop by ten. Any skills > 25 give you the first perk in that skill, any magic skills > 25 give you one more spell from that field. The perks and spells are intended to balance out starting with lower overall skill...maybe the ability to pick a birthsign and instantly have the game tact as if you activated that stone...
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Mariaa EM.
 
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Post » Wed May 16, 2012 2:06 am

A "Class" mod.

You pick seven skills which are bumped up by ten, and all your other skills drop by ten. Any skills > 25 give you the first perk in that skill, any magic skills > 25 give you one more spell from that field. The perks and spells are intended to balance out starting with lower overall skill...maybe the ability to pick a birthsign and instantly have the game tact as if you activated that stone...

I like this, but it should be 5 skills. There are fewer now than in Tes3/IV so 7 seems slightly overkill.

You could balance it by, rather than giving the perks for free, auto-levelling the PC to level 6 (initial level 1 plus 5 levels for 5 perks). Thus no free lunch, but still gets to 'start' with the perks and additional spells etc.
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Trevi
 
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Post » Wed May 16, 2012 4:22 am

Nothing big, first a small dungeon for myself to just "doodle" there. Put this in, try that out. Cant wait, too bad i know i cant do it all by myself. Maybe i join a dedicated group of modders after doing some work i can show around.
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Danial Zachery
 
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Post » Tue May 15, 2012 6:18 pm

Armored Circlets. And general poking about.
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maya papps
 
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Post » Tue May 15, 2012 10:07 pm

Making daggers be affected by the One-handed damage enchantments.
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Brooks Hardison
 
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Post » Wed May 16, 2012 2:16 am

Try to create a path in the MQ where you can bypass helping the blades / massacring the Thalmor embassy.
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Roy Harris
 
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Post » Wed May 16, 2012 1:32 am

Maybe something I was working on for Oblivion - a Witcher mod. Skyrim has a type of spell that Oblivion lacked, so I think I can be more true to the original Signs from The Witcher. I never did complete the Oblivion version, I got a "Geralt of Rivia" dead skeleton and a "Witcher's Silver Sword" which was a weak silver claymore, along with some Circles of Elements represented as simple standing stones. I also wanted to get some of the signature potions in, but with the looming release of Skyrim I declined to continue it, and never released it.
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Robert DeLarosa
 
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Post » Tue May 15, 2012 12:29 pm

First? Just some more storage containers and enchanting altar to my Breezehome. Then, I'll start picking things apart for my Glenmoor House mod I'm planning, and start looking around for spots for camps for the Hunters Guild mod I want to do. Lastly, I'm going to see how many objects are enanled/disabled in Helgen in the opening of the game. Another project I'd like to do is retake Helgen and maybe become or elect a Jarl. It's too nice of a little town with a great keep in it to leave it to bandits!
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Shianne Donato
 
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Post » Tue May 15, 2012 7:23 pm

I really hope someone's gonna make a mod where we can fly with dragons.. Or be a dragon.


:tes:
A dragon shout that did that would be awesome.

I want a naked ladies mod :hehe:
More seriously I also want a mod to redo the UI, I will make an attempt at that myself Not holding my breath though, I've never done any modding before
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Donald Richards
 
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Post » Wed May 16, 2012 3:27 am

Check spell effects and number of body slots.


I need sleep or something. I read this as "number of body SHOTS" :)
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i grind hard
 
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Post » Wed May 16, 2012 2:51 am

I'll probably start with a house mod, a farm built in a pretty cave with a waterfall and such. After that I'll probably make a new race for a new character to go with said house.
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Grace Francis
 
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Post » Tue May 15, 2012 7:50 pm

Try to look at everything at once and fail. Then start over again and try to figure out what's different from the Gecks. Go through the scripting to see what it looks like. Go through all the stuff related to the followers and how they are put together. Start working on two followers mods I have in mind. I have some ideas for a couple of smaller projects I'd like to do in conjunction with a bigger one I 'm starting to plan.
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Jarrett Willis
 
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