Skyrim

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Abuabdillah3

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  1. abuabdillah3
    abuabdillah3
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    Sticky
    ADVICE NEEDED: I'm considering removing either the enchantment or alchemy for fortify smithing as it allows your smithing to be improved by about 130-240%, I find this a game and immersion breaker as:

    - it allows the player to improve normal steel and leather armors and weapons well beyond standard daedric
    - it makes weapons so much more viable than any magic or spells
    - it takes away from the advantage of having new unique armors

    I would really like to limit the enchantments and smithing to make the game more challenging and rewarding for players to find better and more unique gear. Why bother finding new pieces if any smithing and enchanting area can create supreme items.

    Here are the suspected elements I want to remove or cripple:

    alchemy:

    fortify enchantment
    fortify smithing

    ------------------------------

    enchantment:

    fortify alchemy
    fortify smithing

    I definitely want to remove the loop that allows for enchanted alchemy to improve fortify enchanting potions. I would prefer if fortify smithing was gone completely so that the player cant improve armor and weapon beyond 100%. I also think enchantments should not be fortified they are powerful enough with all the perks.

    -----------------------------------------------------------

    Also I'm planning to make this mod completely modular and divided into several esps;

    - player homes from guilds
    - added tempers for all items
    - modified and fixed boss and daedric items
    - improved and stronger bosses
    - added content and higher level quests

    Please me know your thoughts and suggestions.

    thanks
  2. gsohnly
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    I can't use this without Dragonborne DLC
  3. blamepandora
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    Very cool. And killable children... Everytime Balgruufs son calls me a boot licker... =)
  4. jackstuck
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    Where is the spelltome for Blood Strike? I've seen Harkon use it and it looks interesting. Though, I can't for the life of me find it lol. help?
    1. abuabdillah3
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      SPOILER:

      When you defeat him at the end of the dawnguard dlc main quest, he will have a key to his inner chamber, you can find the spelltome in there.
  5. GorrWarrior
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    I had an idea for an add on. Make some weapons unknown and you either have to take them to a guild master or something to get them identified or have an identify item skill to find it's magical properties ... just an idea out there..
    1. abuabdillah3
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      That's possible but will require some scripting to make it possible. I'd like to avoid dialogue as much as possible as I don't have access to actors or good sound equipment. Perhaps a book that teaches you the item, would be simple enough, the book runs a script that removes the old item and adds the full powered one.
    2. GorrWarrior
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      You know, I forgot the game that had this in it. Baulders Gate maybe? Diablo? It just added more challenge to the game. Skyrim is cool but you have to admit it's pretty straight forward..talk to NPC... get quest... add map marker..etc. I can't script anything lol. What about class restrictions? Starting with Oblivion I felt pretty silly being a tough warrior dude and being able to use magic. I know in Daggerfall a warrior class just couldn't use magic..he didn't even get a magic pool. Just like a magic user class couldn't wear heavy armors. Maybe I'm just too old school DnD. haha... this a good idea for a mod though.
    3. abuabdillah3
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      I'm starting to seriously tweak the game to be more challenging and harder. I no longer want a character that can smith+alchemy+enchant supreme gear that destroys any major boss' items. So my final idea is to have a harder time building your character with more value on custom items you find in skyrim.
  6. Myth34
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    In your description under "Installation" section you mentioned that all DLC is required, but misspoke by saying Dawnstar and Dragonborn, instead of *Dawnguard and Dragonborn. Just thought I'd mention that so you would know and maybe update it if you cared to.
    1. abuabdillah3
      abuabdillah3
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      LOL, Thank you, I always mix up the two even to myself as both are names used in Skyrim . I'll fix it, I'm currently working on a modular version that allows the user to download the section of the mod they want. I appreciate any feedback, suggestions, requests you may have.
  7. denver23879
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    add some forts with unique and powerful warlords who split from the rebellion. you could add this after the civil wars quest chain has been completed, to give you new quests were you have to go to the new forts in order to stop a new civil war from starting and to rid skyrim of the last legion/stormcloaks depending on your choices in the civil war quest chian, also add new weapons and armor in the new forts and higher lvled enemy's and main bosses.
    1. denver23879
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      had another idea about this 1, it could be a quest line for thalmor forts I.e brake in to 1 and see what they are planning to do in skyrim. Then have follow on quests to stop them in what ever story line that could be made, this could still become active after the civil war quest chain is finished, and as a reward for completing the quest line you recieve 1 of the new forts as your new player home.
    2. abuabdillah3
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      I was actually thinking of that just today, but having the thalmor sent an elite squad and prepare a fort specifically designed to deal with the dragonborn (i.e the player). I will definitely want to expand on the thalmor as I like their mythos and feel they could provide a stronger force against the player at higher levels.
  8. denver23879
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    Add a playable Psiijic Monk outfit that fits with the Skyrim lore, in my opinion i think it would be best for u to make this a gift from the psiijic monk at the end of the collage of winter hold quest chain, that way its game friendly aswell, as for stats u could have them on par with the arch mage robes or a little more powerful with them being more powerful mages. hope this is of use to u
    1. abuabdillah3
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      I was thinking the exact same thing . I was going to have the clothes waiting for you with a letter after the college quests mentioning them as an honorary gift for the player. I would prefer to have them unenchanted so that the player can choose the enchantment, what do you think?
    2. denver23879
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      thats a great idea, i play mages myself so being able to enchant them how ever i want would make them alot better .

      Another way of doing it could be after you complete the collage quest line the psiijic monk's contact you by mail asking for help to find something for them, ( Powerfull Staff, Mage jewellry, or something like that) and as a gift for helping them you recieve the psiijic monks clothing to be enchanted how ever the player would like
  9. denver23879
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    Also i think something should be done to allow more quest to take you to the island of Solstheim, I.e quests to help them find new ways of crafting armors or new dragons that have started to attack Solstheim, and anything else that could help with high lvl chars. P.S sorry if im stepping over the mark lol, i just think this mod has the potental to be 1 of the best mods there is to make the game last alot longer (i have got my chars to lvl 75+ then deleted them to start again due to not enough high lvl game play) this mod will sort that out
    1. abuabdillah3
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      That's a great idea, I once designed and created a full quest with scripts, cutscenes, and all. Problem is when I backed up the file, I didn't realize the scripts were separate. Now I lost the original and realized that the mod I have is left completely without any of its scripts (which took awhile to learn and apply).

      I will definitely consider making more use of Solsteim in the future.
  10. GorrWarrior
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    This looks like a cool mod for my lvl 93. Yes, I remember in Morrowind you had to be high level to really enchant items. Like constant effect items. You had to be able to kill and trap a golden saint to do that. I remember being high level and finally being able to create a constant effect breath under water item. Then came oblivion where you could find a constant effect breath under water item at level 2 lol. I like this mod I hope it keeps being worked on. The ES games have gradually become easier and easier. I still play them though hah. I use the multiple spawn rates mod because the vanilla becomes very drab at higher levels...
    1. abuabdillah3
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      Yes, I too miss the days of Morrowing, where stronger enemies existed at lower levels and the world was much more harsh, detailed, and realistic. I remember once exploring the world, dungeons, etc (ignoring the main quest) when suddenly a came across a creature in a dungeon cave... Dagoth Ur, I remember my shear shock at coming across him like that with all the mythos that built him up. I remember the individual armor pieces and enchanting was much harder and more rewarding, I wish they didn't dumb down the games in terms of rpg elements.
  11. Valridagan
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    While I quite like many of the things this mod offers, other things are not to my taste, and I am probably not the only person who feels this way. If I may offer a suggestion, I think that this mod should come with an installer so that people can pick and choose what things they want to use.
    1. abuabdillah3
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      I might consider making the mod modular, however I'm trying to make a full package that includes every basis fix in a balanced manner that people can agree on. Anything specifically you don't like about the mod and why? Thanks.
    2. Valridagan
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      Well, I already have mods that change the daedric artifacts, and I don't really want the rings in Harkon's place, and I don't want the changes to the Archmage quarters. I -do- want Miraak's armor to be light armor, but I don't want the enchantments to be different. So, I would like the mod to be modular. From what I've seen, it's not hard to make a modular installer... And it's probably even easier to add an MCM and link the various mod features to toggleable checkboxes or something.
    3. abuabdillah3
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      That's definitely a possibility in future updates. For now however, making it modular would mean separating the individual elements from within the esp file. Thanks for the feedback.