Nicely complements existing mods that can be a bit passive. Following the mod, has big potential! :)
Some suggestions:
Tribunal/Imperial Cult abilities/gear could also require some key quests or rank in the faction.
Penalties, as an optional .esp. It could help balance out both synergies and the overall trend of being god-like pretty easily. I think that most of the abilities, at least the easy to get, should have penalties, even if they can be removed by a quest or spending more devotion. These penalties could be themed, like Namira's giving a chance of some bleeding now and then, or Peryite's having a chance to poison the player every x minutes.
Some daedric rewards could either require or be upgraded after doing their quests.
Azura's, if planned, could have two stages, one for day and another for night.
Deities associated with pacifism should grant a drain ability for all combat skills. Same logic applied to combat-associated deities in skills such as restoration, speechcraft or even personality.
Sheogorath's could be a rotating ability, that gets swapped each day from a set of possible bonuses.
Interop with Danae's Divine Intervention, to lock players to only spending devotion to the patron chosen from that mod, and vice-versa.
I like a lot of your ideas -- an optional penalty esp could be especially interesting. We are planning on having the Daedric Princes curse you if you switch religions (Clavicus Vile can remove the curses if you follow him though, for a price). We just haven't implemented deconversion yet.
We are planning on having certain quests/faction ranks increase or damage devotion. I'm hesitant to *require* them though, since I don't want to soft-lock a character out of something.
We're basing Azura's off of the 5e D&D Lunar Sorcerer subclass. The mwscript version will have dawn/day abilities and dusk/night abilities, while the goal is for the MWSE-lua version to depend on the current moon state (waxing, waning, full, or new)
The draining abilities is a good idea.
I was thinking something similar for the MWSE-lua version of Sheo, still thinking about the mwscript implementation
We're definitely planning on some interop/crossmod! PRAY, Ashfall, Joy of Painting, Divine Intervention, Acolyte of Azura, Favors of Dagon, and Wishmaster would have great synergy.
Now that is a gread idea. Now I'll wait for grandpa Sheo to be availiable.
Eating cheese to get devotion? Stabbing npcs with a fork? Driving a sceptical scientist mad and making him believe that the dwemer still exist and pursue him personally ? (a real Sheo worsipper quest from a Russian mod)
Now this sounds promising! I can't wait to be able to roleplay as a pre-Vigilant of Stendarr! Meridia sounds pretty badass too, not often that she gets attention.
Great, finally an OpenMW compatible religion mod. Well there's also Divine Providence, but that mod is extremely op and makes the varieties of faith book trigger the deity choice window every time you interact with it. I like the transactional aspect of this mod so far.
14 comments
Some suggestions:
overall trend of being god-like pretty easily. I think that most of the abilities, at least the easy to get, should have penalties, even if they can be removed by a quest or spending more devotion. These penalties could be themed, like Namira's giving a chance of some bleeding now and then, or Peryite's having a chance to poison the player every x minutes.
skills. Same logic applied to combat-associated deities in skills such as restoration, speechcraft or even personality.
devotion to the patron chosen from that mod, and vice-versa.
I like a lot of your ideas -- an optional penalty esp could be especially interesting. We are planning on having the Daedric Princes curse you if you switch religions (Clavicus Vile can remove the curses if you follow him though, for a price). We just haven't implemented deconversion yet.
We are planning on having certain quests/faction ranks increase or damage devotion. I'm hesitant to *require* them though, since I don't want to soft-lock a character out of something.
We're basing Azura's off of the 5e D&D Lunar Sorcerer subclass. The mwscript version will have dawn/day abilities and dusk/night abilities, while the goal is for the MWSE-lua version to depend on the current moon state (waxing, waning, full, or new)
The draining abilities is a good idea.
I was thinking something similar for the MWSE-lua version of Sheo, still thinking about the mwscript implementation
We're definitely planning on some interop/crossmod! PRAY, Ashfall, Joy of Painting, Divine Intervention, Acolyte of Azura, Favors of Dagon, and Wishmaster would have great synergy.
Eating cheese to get devotion? Stabbing npcs with a fork? Driving a sceptical scientist mad and making him believe that the dwemer still exist and pursue him personally ? (a real Sheo worsipper quest from a Russian mod)
Will there be options for Hermaeus Mora or the God of Worms?