What mods might you make for Skyrim?

Post » Thu May 19, 2011 1:52 am

I do not know how to mod to save my freeking life but I was wondering what you guys might make so I could look out for it.
I definitly love mods gimi a bit and I may edit a list of mods for oblivion I love you can get off TES nexus.
http://www.gamesas.com/index.php?/topic/1197621-the-things-you-would-like-in-skyrim-pole/
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Schel[Anne]FTL
 
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Post » Thu May 19, 2011 6:55 am

I'll be putting in a new faction of Vampires: The Crimson Blades. The storyline I'm envisioning is a rise to power in the province, and eventually a climix where the faction attempts to conquer a sizable Oblivion Dimension. I'll be introducing a new style of spells: Blood Magic.

For some pre-Skyrim Crimson Blade exposure, check out my Dragon Age mod featuring them: "The Bloodworks"




Additionally, I'd love to do a horror mod after or even before that. First-person games really cater to that chilling immersion.
Expect a survival mode included in this one, unlocked after completing the storyline.
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Nicole Elocin
 
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Post » Thu May 19, 2011 1:30 am

I'll be putting in a new faction of Vampires: The Crimson Blades. The storyline I'm envisioning is a rise to power in the province, and eventually a climix where the faction attempts to conquer a sizable Oblivion Dimension. I'll be introducing a new style of spells: Blood Magic.

For some pre-Skyrim Crimson Blade exposure, check out my Dragon Age mod featuring them: "The Bloodworks"




Additionally, I'd love to do a horror mod after or even before that. First-person games really cater to that chilling immersion.
Expect a survival mode included in this one, unlocked after completing the storyline.


Sounds like an epic mod be shure to send me a link of it lol.
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dell
 
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Post » Thu May 19, 2011 10:08 am

I'm currently learning how to make weapon mods for Oblivion and plan on making some for Skyrim once I figure out how modding works for it when it's released. Maybe I'll make Conan's sword.
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Paul Rice
 
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Post » Wed May 18, 2011 10:56 pm

A personal home, which I will probably not upload on the internet. Everything else I will let to the community to decide.
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Kayleigh Williams
 
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Post » Thu May 19, 2011 9:03 am

A personal home, which I will probably not upload on the internet.

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Deon Knight
 
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Post » Thu May 19, 2011 6:38 am

I'm reasonably certain that the first mod I'm going to look for, that I'd make if I had to but would prefer someone better skilled than I to make - is a level slowing mod. TES games have always leveled faster than I prefer, and I see no reason to believe that this one will be any different. In the past though, I could use most-used-skills as minors builds to slow leveling on my own. With no majors and minors and all skills contributing to leveling, there's going to be no way to do that, so the only way that I'm going to be able to play the game at the pace I prefer (unless Beth makes it adjustable, which I sincerely doubt) is going to be to slow the leveling overall, and that's going to have to be modded.

Beyond that, I'm sure I'll do what I did with Morrowind and Oblivion - start a fix-it mod called "misc fixes" in which I'll change all the little nagging things that I run across as I play the game.

And sooner or later I'll build at least one house, but I always wait on that until I find the perfect spot and have a character who's ready to move into it.
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N3T4
 
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Post » Wed May 18, 2011 11:31 pm

Already drew up a layout of a fortress I want to make for Skyrim, I have the textures and various models needed provided nothing too difficult crops up when importing them.


there are 4 really

Ones based in north western Skyrim off the shore some ways out to sea, I used Helios keep for Morrowind as inspiration, its effectively a Fortress with the power of a small city/town, a large array of docks of concrete/stope flying the imperial banner for ships, a large area dedicated to Forging with intention of using the crafting system ala Forging/Smithing/smelting what have you, the Fortress hall and Courtyard, battlements and ballistae emplacements and generally a whole lot of other things here and there.

the 2nd is built into the side of a mountain, gotta get the game to decide where, but its less flashy and effectively a section of the mountain IS the fortress, with the outside section purely dedicated to entering it

3rd is a Floating Castle smaller than the first two and wont be as integral to the Main story line as I desire the first two would be

and the fourth is back out to sea in the form of Dwemer sea domes, BUT I don't have resources for that and will probably not pursue it


Its not just the castle though but a mod based on the hopes that the MQ in Skyrim does get progressively worse after a certain point where the player doesnt follow through, badness goes down, the first mentioned fortress is meant to be run down and dilapidated, the player were recruit/rally survivors back to the isle to get things up and running, and generally serve as a last bastion to the end times, since Dragons attack seamlessly (this castle wont be a seperae worldspace) I hope there is flexibility in making NPC's partiuclarly guards to follow a routine alert for battle, equiping arrows from weapons caches, manning the ballistae, alerting NPC's to haul ass etc etc

The Fortress has the amenities to process resources (timber, Ore, farming etc etc) but those resources have to be gathered off the island and brought back to keep everytihng up and running, either the player or NPC's could do this (so that one can't just Turtle Alduin's Dragons )

So we will see


what I really hope for is for someone to make a Draugr hoard mod, where the Draugr have awakened because of the needles blood shed and will wreak havoc on Skyrim <3
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Zach Hunter
 
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Post » Thu May 19, 2011 3:48 am

I'm reasonably certain that the first mod I'm going to look for, that I'd make if I had to but would prefer someone better skilled than I to make - is a level slowing mod.

I would play it for a while before I decide what tweaks does the Skyrim character leveling and developing require, then I would start to work on that.

But my first mod would be about Fast traveling, and nose-leading syndrome.
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[ becca ]
 
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Post » Thu May 19, 2011 10:40 am

I will endeavor to create the Order of Ysmir!

A sacred order dedicated to the legendary Dragon of the North

- Smite the unholy aberrations. Banish the daedra back to Oblivion!
- Embark on quests for mighty relics (Boots of the Apostle, Chrysamere)
- Other rewards could be powerful blessings
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Monika Krzyzak
 
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Post » Thu May 19, 2011 2:55 am

Improved textures.
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DeeD
 
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Post » Thu May 19, 2011 5:02 am

Maybe weapon rebalance, but I hope that it won't be necessary. Anyway, if it would be necessary, basic idea is to make each weapon type good in some way, to destroy, say, Oblivion way of Dagger < Short Sword < Long Sword. Short Sword is shorter, and it packs less damage per hit, but it should be way faster and probably deal more damage per second, being viable choice. That sort of stuff. Oh, and similar approach to materials, so that some would be heavier and stronger, but less enchantable, et cetera.

Again, hope that it won't be necessary.
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Gen Daley
 
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Post » Wed May 18, 2011 11:49 pm

i always usually just make a house best suited for me
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Ebou Suso
 
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Post » Wed May 18, 2011 7:06 pm

Already drew up a layout of a fortress I want to make for Skyrim, I have the textures and various models needed provided nothing too difficult crops up when importing them.


there are 4 really

Ones based in north western Skyrim off the shore some ways out to sea, I used Helios keep for Morrowind as inspiration, its effectively a Fortress with the power of a small city/town, a large array of docks of concrete/stope flying the imperial banner for ships, a large area dedicated to Forging with intention of using the crafting system ala Forging/Smithing/smelting what have you, the Fortress hall and Courtyard, battlements and ballistae emplacements and generally a whole lot of other things here and there.

the 2nd is built into the side of a mountain, gotta get the game to decide where, but its less flashy and effectively a section of the mountain IS the fortress, with the outside section purely dedicated to entering it

3rd is a Floating Castle smaller than the first two and wont be as integral to the Main story line as I desire the first two would be

and the fourth is back out to sea in the form of Dwemer sea domes, BUT I don't have resources for that and will probably not pursue it


Its not just the castle though but a mod based on the hopes that the MQ in Skyrim does get progressively worse after a certain point where the player doesnt follow through, badness goes down, the first mentioned fortress is meant to be run down and dilapidated, the player were recruit/rally survivors back to the isle to get things up and running, and generally serve as a last bastion to the end times, since Dragons attack seamlessly (this castle wont be a seperae worldspace) I hope there is flexibility in making NPC's partiuclarly guards to follow a routine alert for battle, equiping arrows from weapons caches, manning the ballistae, alerting NPC's to haul ass etc etc

The Fortress has the amenities to process resources (timber, Ore, farming etc etc) but those resources have to be gathered off the island and brought back to keep everytihng up and running, either the player or NPC's could do this (so that one can't just Turtle Alduin's Dragons )

So we will see


what I really hope for is for someone to make a Draugr hoard mod, where the Draugr have awakened because of the needles blood shed and will wreak havoc on Skyrim <3



Maybe weapon rebalance, but I hope that it won't be necessary. Anyway, if it would be necessary, basic idea is to make each weapon type good in some way, to destroy, say, Oblivion way of Dagger < Short Sword < Long Sword. Short Sword is shorter, and it packs less damage per hit, but it should be way faster and probably deal more damage per second, being viable choice. That sort of stuff. Oh, and similar approach to materials, so that some would be heavier and stronger, but less enchantable, et cetera.

Again, hope that it won't be necessary.



Mind posting the names? Because I would be looking for your mods on tes nexus.
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Jennifer May
 
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Post » Thu May 19, 2011 7:01 am

I really want to make my own conversion like Nehrim set in a world I designed, but the practical part of that is not really more than a pipe dream. Sigh.
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Dona BlackHeart
 
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Post » Thu May 19, 2011 10:02 am

I really want to make my own conversion like Nehrim set in a world I designed, but the practical part of that is not really more than a pipe dream. Sigh.

Yeah... you'd need a whole team, a load of professional voice-actors and four years to work on it. Exhausting project.
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Peter P Canning
 
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Post » Thu May 19, 2011 3:39 am

Yeah... you'd need a whole team, a load of professional voice-actors and four years to work on it. Exhausting project.

For any open world game or any conversion mod you need a team. Rome Total Realism is one epic mod but it took a team of like 15- 30ish people over 2 years to make it but it is the most popular mod ever made for a Total War game.
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P PoLlo
 
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Post » Wed May 18, 2011 7:41 pm

Maybe weapon rebalance, but I hope that it won't be necessary. Anyway, if it would be necessary, basic idea is to make each weapon type good in some way, to destroy, say, Oblivion way of Dagger < Short Sword < Long Sword. Short Sword is shorter, and it packs less damage per hit, but it should be way faster and probably deal more damage per second, being viable choice. That sort of stuff. Oh, and similar approach to materials, so that some would be heavier and stronger, but less enchantable, et cetera.

Again, hope that it won't be necessary.

I did that for both weapons and armor in Morrowind, but that was only a bit of tweaking here and there (for instance, made adamantium less durable than bonemold, made netch leather more durable than chitin, made dreugh lighter and a bit weaker and upped its enchantment value.... that sort of thing). I've long threatened to do the same thing with Oblivion, but haven't done much just because doing it right would require redoing just about everything. So pretty much all I've done there is fixes - changed the reach and speed of the Akaviri dai-katana (which are both the same as a longsword by default), lowered the weight of the silver claymore (by default weighs exactly the same as the dwarven), fixed the reach and speed on the elven war axes, stuff like that.

As you say, I hope that it won't be necessary in Skyrim, but I suspect that it will. If so, I hope that at least it's akin to Morrowind and I'll be able to just tweak things here and there rather than having to overhaul everything. Or maybe more accurately, promise myself that someday I'm going to get around to overhauling everything.....
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Nuno Castro
 
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Post » Thu May 19, 2011 2:15 am

Yeah... you'd need a whole team, a load of professional voice-actors and four years to work on it. Exhausting project.

I know.... I just really think itwould be awesome to see my world in Beth's engine!
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Jesus Lopez
 
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Post » Wed May 18, 2011 9:51 pm

I'm going to create my first mod: A spell that summons flaming dogs from the sky in an area around the target. I'm not sure how any of this works, but it's going to happen with a lot of time and effort and more time.
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ZANEY82
 
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Post » Wed May 18, 2011 10:38 pm

I know.... I just really think itwould be awesome to see my world in Beth's engine!

Indeed.

I just hope someone out there attempts something for Skyrim that's as amazing as Nehrim was for Oblivion.
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P PoLlo
 
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Post » Wed May 18, 2011 7:44 pm

well, im actually a part of a TES moddng team. so, our first job after skyrims release: transfer all our mods over to skyrim. these include: 28 days and a bit 3 a zombie mod, Home of darkness, a current WIP survival horror mod, inuyasha mod, (insert name of the vampire disease here) mutation. There will also be kingdoms of war.

I WOULD give more info, but most of these mods are still pretty early in development. the only one thats actually working to the point of being downloadable, is the 28 days one (a personal favorite of mine).
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Love iz not
 
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Post » Thu May 19, 2011 5:18 am

If the items are priced like Oblivion, I'll redo a reappraisal mod I made, build on it to include more lifelike security, regenerating TG quests, and expand the inventory of shopkeeps, as well as put their merchant chests in an accessible place. A thief overhaul mod in short.

And this time, I'll put it online.
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Ice Fire
 
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