Introducing the Soul Powered Dwemer Horse.

Post » Sun Jul 24, 2016 3:56 am

http://www.nexusmods.com/skyrim/mods/77148/?



Edit: I added a slightly modified version at z4x's request which has a longer duration and cheaper soul cost- still using the Dwemer Horse Rod, but now on top of the Dwemer Horse Rod you also need a Centurion Dynamo Core. So long as the Dwemer Horse doesn't get damaged the Dwemer Horse should now last for about 5 real time hours, the cast time on the rod was slightly increased, and so was the top charge of the rod. Try to use the Dwemer Horses extreme speed and fall damage immunity to avoid getting hit, cause it only takes a few hits to bring it down.



This mod adds a Dwemer Horse that is immune to fall damage, and moves very fast... Balanced out by the fact every 20 minutes it needs souls for fuel and the more damage it takes the shorter it lasts. The dwemer horse automatically dies within seconds of being loaded, HOWEVER the Dwemer Horse Rod will resurrect the horse, and keep it alive for 20 minutes assuming it takes no damage- the more heavily damaged the Dwemer Horse is the sooner you will have to resurrect it! It has a lot of health but also constantly loses health as a balancing mechanic, so that it has limited usage/limited fuel to balance out how powerful it is in mobility.



This dwemer horse is immune to fall damage and you can jump from any height without getting hurt on it. In order to get the rod you must complete the College Of Winterhold quest to get the key to the Archmages quarter's then go to the top level balcony, there will be a chest with the Dwemer Horse Rod inside. You can cast the rod twice before it runs out of juice, and it consumes 500 soul charge each time. It is important to make sure you keep plenty of spare soul gems around to keep the Dwemer Horse fully charged and operational.


... YES your Dwemer Horse is supposed to die at some point, as it has no soul of it's own, that's when you're supposed to use the staff to resurrect it. Do note the Dwemer Horse still tends to lay down after being resurrected, but activating it will get it right sight up without anymore visual oddities. Oh, and the MAJORITY of Dwemer Ruins, although not EVERY SINGLE one of them has a Dwemer Horse at it's location. There is about a total of 11 Dwemer Horses, or about 13 with the Dragonborn DLC. Also with the Dragonborn DLC version Dwemer Horses can also run over water.


There are three different versions of this mod, the non-DLC version, the DLC version with Dragonborn and the hardcoe version. The hardcoe version requires the DLC, and simply makes the staff require 3000 soul charge instead of 500. As in, the Dwemer Horse requires quite a bit more souls to stay up and running in the hardcoe dlc version than the regular DLC version. There are a few Dwemer Horse mods out there, but I personally wanted one where the Dwemer Horse has limited fuel and is powered by souls, hence the creation of this mod.


Also credits to http://www.nexusmods.com/skyrim/users/1083245 for making the modders resources for this mod. As in, the very thing that makes the Dwemer Horse a Dwemer Horse, you know the model. There were a few Dwemer Horse mods out there

User avatar
brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Sat Jul 23, 2016 11:22 pm

I wonder if it wouldnt be even more immersive if http://www.uesp.net/wiki/Skyrim:Centurion_Dynamo_Core was used as fuel for the horse instead of this magic rod?



The timer would need to be increased though...

User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sun Jul 24, 2016 5:15 am

dynamo core makes more sense since thats what you find on centurions

User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Sat Jul 23, 2016 9:14 pm

I very well might make a future version where I increase the duration and make the Dwemer Horse Rod require a Dynamo Core to successfully animate the Dwemer Horse. I'm taking a bit of a break from modding right now, though I'll probably attempt this in the future and see if it works. I easily made something akin to a transmutation script, and in theory might be able to do something similar for the Dwemer Horse Rod.

User avatar
Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am


Return to V - Skyrim