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Showing results for tags 'balanced'.
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Version 1.0.1
371 downloads
Version 2 of the World-Renowned Scottish Basket Hilt Broadswords! Now available in almost every metal in the game. All swords are done in 2K textures with remarkable depth. See for yourself in the pictures. The ones with the gray background are from 3DS Max where they were created. The game shots are lower screen resolution. As with the previous version, the blades’ design was inspired by the Cold Steel Scottish Broadsword: So, what is the story of these swords and their history in Tamriel you ask? In Tamriel, Basket Hilt Broadswords originated in the Colovian Highlands. The Nord smiths there used their incredible skills to combine metals and techniques from other cultures with traditional Nord crafting practices to create a sword almost on par with Akavari katanas. While Nords typically favor heavy two-handed weapons, the steep, often rocky terrain of the Colovian Highlands creates the need for a quality one-handed weapon. This enables the user to better keep their footing and not have to over-commit on a swing of their weapon. The Basket Hilt Broadsword is lighter weight and stronger than a traditional sword of the same material and is so well balanced that the wielder is faster and lighter on their feet as well. As word of the revolt against the Empire and the Thalmor in Skyrim spread, Nord smiths began manufacturing and selling more of the swords to their brothers in Skyrim. Sometimes even smuggling them in with Khajitt caravans. Rumor has it they’ve even trained some of the smiths in Skyrim in the art of crafting their remarkable blades. My attempt at adding a bit of lore to the blades done, lets get to the details: First, the mod was rebuilt from the ground up. Swords include the following metals; Rusty Iron, Iron, Steel, Silver, Orcish, Dwarven, Nordic, Skyforge Steel, Glass, Stalhrim, Ebony, Daedric, and Dragon Bone. The Skyforge Steel sword in particular is a masterpiece. It has a Damascus steel finish and looks like dark steel at first, but at some angles you get a sort of deep purple reflection. The whole sword slightly changes at different angles from slight hints of color to the way the pattern looks. The scabbard is dragon scale as well. All swords are fully craftable, temperable, and enchantable. They have also had ALL vanilla magic variants created for them (even the silent moons option for iron and steel variants) and added to leveled lists for merchants, townsfolk, encounters, and treasure chests. Anywhere there’s a chance of a vanilla sword, there’s a chance of these swords. They will appear a bit less often than vanilla swords however, as they’re supposed to be a little on the rare side. Stats-wise,the swords are typically one point lighter, and do one point more damage than their vanilla counterparts. They also have a speed rating of 1.15, which puts them dead in the middle of swords and daggers. Lastly they have a 5% higher chance than normal to critical hit as well. The aim here was to add weapons that were of exceptional quality to the game but still remain relatively balanced. Cost vs a vanilla sword is about 30% higher (give or take). Unlike the vanilla weapons, I also adjusted the value of magical ones up a little over the mundane versions. If it’s enchanted, it has to be worth more right? Lastly, as an added bonus that came about creating the Silver variant, the vanilla silver swords are now craftable and temperable. They’ll be under the Misc category at the forge. I also tried to get them to occasionally pop in vendor and loot lists. It always bothered me that they only showed up in the hands of Werewolf hunters. If you have a mod that does more extensive stuff with Silver Weapons, just put it below this one in your load order and the other mod should take priority. -
Version 1.0.0
217 downloads
Version 2 of the World-Renowned Scottish Basket Hilt Broadswords! Now available in almost every metal in the game. All swords are done in 2K textures with remarkable depth. See for yourself in the pictures. The ones with the gray background are from 3DS Max where they were created. The game shots are lower screen resolution. As with the previous version, the blades’ design was inspired by the Cold Steel Scottish Broadsword: So, what is the story of these swords and their history in Tamriel you ask? In Tamriel, Basket Hilt Broadswords originated in the Colovian Highlands. The Nord smiths there used their incredible skills to combine metals and techniques from other cultures with traditional Nord crafting practices to create a sword almost on par with Akavari katanas. While Nords typically favor heavy two-handed weapons, the steep, often rocky terrain of the Colovian Highlands creates the need for a quality one-handed weapon. This enables the user to better keep their footing and not have to over-commit on a swing of their weapon. The Basket Hilt Broadsword is lighter weight and stronger than a traditional sword of the same material and is so well balanced that the wielder is faster and lighter on their feet as well. As word of the revolt against the Empire and the Thalmor in Skyrim spread, Nord smiths began manufacturing and selling more of the swords to their brothers in Skyrim. Sometimes even smuggling them in with Khajitt caravans. Rumor has it they’ve even trained some of the smiths in Skyrim in the art of crafting their remarkable blades. My attempt at adding a bit of lore to the blades done, lets get to the details. First, the mod was rebuilt from the ground up. Swords include the following metals; Rusty Iron, Iron, Steel, Silver, Orcish, Dwarven, Nordic, Skyforge Steel, Glass, Stalhrim, Ebony, Daedric, and Dragon Bone. The Skyforge Steel sword in particular is a masterpiece. It has a Damascus steel finish and looks like dark steel at first, but at some angles you get a sort of deep purple reflection. The whole sword slightly changes at different angles from slight hints of color to the way the pattern looks. The scabbard is dragon scale as well. Vioxsis did some truly amazing work there. All swords are fully craftable, temperable, and enchantable. They have also had ALL vanilla magic variants created for them (even the silent moons option for iron and steel variants) and added to leveled lists for merchants, townsfolk, encounters, and treasure chests. Anywhere there’s a chance of a vanilla sword, there’s a chance of these swords. They will appear a bit less often than vanilla swords however, as they’re supposed to be a little on the rare side. Stats-wise,the swords are typically one point lighter, and do one point more damage than their vanilla counterparts. They also have a speed rating of 1.15, which puts them dead in the middle of swords and daggers. Lastly they have a 5% higher chance than normal to critical hit as well. The aim here was to add weapons that were of exceptional quality to the game but still remain relatively balanced. Cost vs a vanilla sword is about 30% higher (give or take). Unlike the vanilla weapons, I also adjusted the value of magical ones up a little over the mundane versions. If it’s enchanted, it has to be worth more right? Lastly, as an added bonus that came about creating the Silver variant, the vanilla silver swords are now craftable and temperable. They’ll be under the Misc category at the forge. I also tried to get them to occasionally pop in vendor and loot lists. It always bothered me that they only showed in the hands of Werewolf hunters. If you have a mod that does more extensive stuff with Silver Weapons, just put it below this one in your load order and the other mod should take priority. -
Hi there Nymph lovers! I know I said I wasn't going to post another entry before release, but the last week has seen a lot of testing, bug fixes, polishing, and a few fairly significant last minute changes. First of all, I have done a complete overhaul on the signature spells used by two of the followers. Arborea's signature spell has been replaced by the Rainbow Beam, a very long range destruction/alteration/restoration spell that has a huge number of different effects that it causes, but which is reduced by almost every type of resistance. She is much more useful as a pure mage in general combat now, while still retaining her great strength against enemy spellcasters. You can see it here Kayellie's lifesaving spell turned out to be kind of boring and something that a number of other popular followers do already, so I wanted to give her something that made her more interesting instead. She now has two powers, one of which is Stendarr's Shield, which is an armor buff that stacks with flesh spells and affects her, any other followers and the player, and which grants the player a 7% chance of having incoming damage negated entirely. But the coolest power Kayellie has now, which is consistent with her character and background, is called "Collateral Damage." As long as she has a greatsword equipped every single hit she lands will cause a small explosion similar to when a giant smashes his foot into the ground. These explosions have some force, push around clutter, can knock down smaller enemies, and also do a small amount of damage to every enemy nearby, damage that increases as she levels. If she is using her own sword and scores a critical hit she will cause a stronger explosion that will also stagger enemies in a larger radius in addition to the extra damage. I had to be very careful while implementing these so as to never accidentally allow her to hit someone or something that would cause gameplay problems, and I think I managed to pull this off while keeping the flavor intact. It only affects hostiles and critters (chickens, goats, rabbits, elks, and so on), but it will never count as a crime no matter who she hits (which actually lines up perfectly with her back-story, coincidentally). You can see it in action here She's a lot more fun to have as a follower now since she causes so much chaos, and she is very good at fighting multiple small enemies at once (rieklings, wolves, etc) With that I think every follower has something unique and interesting about them that should make for a diverse set of follower playstyles. I have been trying very hard throughout the course of this mod to find ways to make them interesting and different enough from generic followers without the use of scripting, and I hope you will enjoy playing with them. Along those lines, I have taken my earlier notes and written a much more in-depth set of background information for each follower. Let's start with Kayellie then. Kayellie Personality Kayellie Pictures Arborea Personality and Background Arborea Pictures Lykaea Personality and Background Lykaea Pictures Yulia Personality and Background Yulia Pictures Synne Personality and Background Synne Pictures Mystra Personality and Background Mystra Pictures These girls have really taken on very distinct personalities over the course of the last few months, and I hope you enjoyed reading about them. Most of my testing at this point is finished, the only major thing I have left to do is test it out on a fresh build to ensure there are not any mod-mod or asset dependencies I am unaware of, get permissions for all the assets I used, and package it all as a FOMOD with a set of options for HDT settings and maybe even bodyshape for a CBBE version compared to the 7BO that they use now. One thing I should definitely mention about the followers which I have been avoiding for quite a while, is in regard to the voices they use. Two of the followers (Yulia and Synne) both use unique NPC voices, Yulia uses Serana's voice, from dawnguard, and Synne uses Vex's voice, from the Thieve's Guild. These work just fine (yulia has never once mentioned anything about being a vampire in all the months I have known her) and these voices are a very large part of how I imagine their characters, but I know that many people do not like the idea of followers duplicating unique NPC voices. Additionally, follower function for these unique voices requires Relationship Dialogue Overhaul to be installed, they will not follow you without it. Because I know that many people will not want followers that use unique NPC voices or maybe do not want to install RDO, I am going to build two versions of the mod, one where they have these voices and one where they use common pooled follower voices (yulia as commander and Synne maybe as dunmer), and offer this as a FOMOD option. I just wanted to mention it now because I am very attached to the way these girls sound as is and I would strongly recommend that you give the unique voices/RDO option a chance. While we're on the subject, the voices the other girls use are Mystra - youngeager (she's kind of grumpy but she sounds cheerful!) Kayellie - eventoned Arborea - sultry Lykaea - condescending Before I finish I want to share a few of the changes I have made to the Nymph Races as a result of this testing. The base passive resistance to iron and steel weapons shared by all Nymphii proved to be a little bit too strong. I had imagined it being something that would totally negate smaller weapons, like arrows from weak bows and daggers etc. while still allowing a powerful enemy with a two handed weapon to make a dent. In testing it felt like a lot of the time it was extremely unusual to take ANY damage at all, unless I had no armor and no magic of any kind. So I have reduced the multiplier from a 60% reduction to a 50% reduction, and the flat reduction that occurs after this multiplier was reduced from -20 per hit to -15. It is still extremely potent, and it will very often lull you into a careless sense of invincibility when fighting humanoid opponents, leaving you scrambling for cover if you aren't paying attention when you get hacked apart by that foe wielding an elven or dwarven sword, which is exactly how it should be. I also added a few perks to enhance the "Nymph" feel of several of the races and to make them more distinct from each other. Wood Nymphii now gather bonus alchemy ingredients and have a 10% bonus to the power of all enchantments they make, but only if they are naked while doing so. They also get a bonus to their carry weight while naked. Additionally, their 90% resistance to disease and poison becomes a full 100% immunity while naked. Night Nymphii now have an improved base magicka regen rate, which means they can recover magicka extremely fast, faster than most Altmer. To offset this, I have increased the weakness they have to shock from 15% to 25%. You can, however, negate most of this shock weakness, bringing it down to only 5% as long as you are naked. Blend Nymphii now get a flat 5% reduction in damage from all sources. This may not sound like much but when added to the Nymph iron/steel resistance it becomes fairly noticable since it will drop a significantly higher number of attacks below the damage threshold, making them the most "tanky" Nymph race, especially early in the game. It also stays relevant even late in the game, since it stacks with everything becomes more effective at capped resists. I have increased the Desert Nymph bonus to Fire resistance from 75% to 80% while naked. Not a major change, but I felt like it was a better fit for them to have a higher max fire resistance than cold resistance. Beast Nymphii are very strong already, and did not get any changes yet. I tested the combat regen and it was a problem, just like I expected. I may, however, implement a variation of the scaling troll regen ability that makes trolls regen faster as they get closer to death, and have this ability only function while the Beast Nymph is naked. Kind of an odd concept that you would want to take your clothes off if you are about to die, but maybe that's what makes it interesting. And with that, it's ready to go. You should expect to see it uploaded here and on nexus sometime in the next week, as soon as I hear back from a few of the people I requested asset permission from.
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Version 1.5
90 downloads
No longer being worked on, see below: Welcome! Theory, backstory, or Idea behind this mod: Before the war, you were a bio-weapon-chem smart person. Your SPECIAL status reflects great charisma, intelligence, decent agility and luck. You worked for some seedy pre-war company (its fallout, take your pick) doing this kind of research. War happens, institute steals your kid, etc… You probably side with the institute per quest line but more of a raider-nuka world – at heart. The way you accomplish your goals is kind of centered around various Joker type things… sometimes you use a missile launcher, but you prefer your pre-war skill set… Thought process here/How to use: Craft canisters of gas at chem station From the crafted canisters of gas, you can craft varying amounts of: Grenades at chem station Syringes. at cooking station The grenades are meant to be alot more effective/bigger than other in game explosives. As such, crafting one grenade should use up one canister. However, you should be able to craft 10 syringes with one canister. To make the Canisters, you need Chem 1. To make everything else you need the Canisters. Also, newest version (only version- I dont believe in having a confusing repository of downloads) includes a combat knife mod. No longer working on it: I am no longer working on this. I cant figure out how to Create alternate ammo types for things like missile launchers, flamers. (such that a standard, default flamer could swap out poison gas, with fuel, or whatnot. Create alternate ammo for artillery. create custom skins Ive tried asking around, cant seem to get help in that regards (it happens, just the way life works). Id still love to see this mod progress into something that would make Mr. J proud, but.... this is it. If YOU would like to pick up the mantle, and add to it. let me know what you plan on doing, or provide a working release of it... I doubt ill object. -
View File Version 2 of the World-Renowned Scottish Basket Hilt Broadswords! Now available in almost every metal in the game. All swords are done in 2K textures with remarkable depth. See for yourself in the pictures. The ones with the gray background are from 3DS Max where they were created. The game shots are lower screen resolution. As with the previous version, the blades’ design was inspired by the Cold Steel Scottish Broadsword: So, what is the story of these swords and their history in Tamriel you ask? In Tamriel, Basket Hilt Broadswords originated in the Colovian Highlands. The Nord smiths there used their incredible skills to combine metals and techniques from other cultures with traditional Nord crafting practices to create a sword almost on par with Akavari katanas. While Nords typically favor heavy two-handed weapons, the steep, often rocky terrain of the Colovian Highlands creates the need for a quality one-handed weapon. This enables the user to better keep their footing and not have to over-commit on a swing of their weapon. The Basket Hilt Broadsword is lighter weight and stronger than a traditional sword of the same material and is so well balanced that the wielder is faster and lighter on their feet as well. As word of the revolt against the Empire and the Thalmor in Skyrim spread, Nord smiths began manufacturing and selling more of the swords to their brothers in Skyrim. Sometimes even smuggling them in with Khajitt caravans. Rumor has it they’ve even trained some of the smiths in Skyrim in the art of crafting their remarkable blades. My attempt at adding a bit of lore to the blades done, lets get to the details: First, the mod was rebuilt from the ground up. Swords include the following metals; Rusty Iron, Iron, Steel, Silver, Orcish, Dwarven, Nordic, Skyforge Steel, Glass, Stalhrim, Ebony, Daedric, and Dragon Bone. The Skyforge Steel sword in particular is a masterpiece. It has a Damascus steel finish and looks like dark steel at first, but at some angles you get a sort of deep purple reflection. The whole sword slightly changes at different angles from slight hints of color to the way the pattern looks. The scabbard is dragon scale as well. All swords are fully craftable, temperable, and enchantable. They have also had ALL vanilla magic variants created for them (even the silent moons option for iron and steel variants) and added to leveled lists for merchants, townsfolk, encounters, and treasure chests. Anywhere there’s a chance of a vanilla sword, there’s a chance of these swords. They will appear a bit less often than vanilla swords however, as they’re supposed to be a little on the rare side. Stats-wise,the swords are typically one point lighter, and do one point more damage than their vanilla counterparts. They also have a speed rating of 1.15, which puts them dead in the middle of swords and daggers. Lastly they have a 5% higher chance than normal to critical hit as well. The aim here was to add weapons that were of exceptional quality to the game but still remain relatively balanced. Cost vs a vanilla sword is about 30% higher (give or take). Unlike the vanilla weapons, I also adjusted the value of magical ones up a little over the mundane versions. If it’s enchanted, it has to be worth more right? Lastly, as an added bonus that came about creating the Silver variant, the vanilla silver swords are now craftable and temperable. They’ll be under the Misc category at the forge. I also tried to get them to occasionally pop in vendor and loot lists. It always bothered me that they only showed up in the hands of Werewolf hunters. If you have a mod that does more extensive stuff with Silver Weapons, just put it below this one in your load order and the other mod should take priority. Submitter Shadowhawk827 Submitted 11/30/2017 Category Regular Mods Requires The Game Regular Edition Compatible No
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View File Version 2 of the World-Renowned Scottish Basket Hilt Broadswords! Now available in almost every metal in the game. All swords are done in 2K textures with remarkable depth. See for yourself in the pictures. The ones with the gray background are from 3DS Max where they were created. The game shots are lower screen resolution. As with the previous version, the blades’ design was inspired by the Cold Steel Scottish Broadsword: So, what is the story of these swords and their history in Tamriel you ask? In Tamriel, Basket Hilt Broadswords originated in the Colovian Highlands. The Nord smiths there used their incredible skills to combine metals and techniques from other cultures with traditional Nord crafting practices to create a sword almost on par with Akavari katanas. While Nords typically favor heavy two-handed weapons, the steep, often rocky terrain of the Colovian Highlands creates the need for a quality one-handed weapon. This enables the user to better keep their footing and not have to over-commit on a swing of their weapon. The Basket Hilt Broadsword is lighter weight and stronger than a traditional sword of the same material and is so well balanced that the wielder is faster and lighter on their feet as well. As word of the revolt against the Empire and the Thalmor in Skyrim spread, Nord smiths began manufacturing and selling more of the swords to their brothers in Skyrim. Sometimes even smuggling them in with Khajitt caravans. Rumor has it they’ve even trained some of the smiths in Skyrim in the art of crafting their remarkable blades. My attempt at adding a bit of lore to the blades done, lets get to the details. First, the mod was rebuilt from the ground up. Swords include the following metals; Rusty Iron, Iron, Steel, Silver, Orcish, Dwarven, Nordic, Skyforge Steel, Glass, Stalhrim, Ebony, Daedric, and Dragon Bone. The Skyforge Steel sword in particular is a masterpiece. It has a Damascus steel finish and looks like dark steel at first, but at some angles you get a sort of deep purple reflection. The whole sword slightly changes at different angles from slight hints of color to the way the pattern looks. The scabbard is dragon scale as well. Vioxsis did some truly amazing work there. All swords are fully craftable, temperable, and enchantable. They have also had ALL vanilla magic variants created for them (even the silent moons option for iron and steel variants) and added to leveled lists for merchants, townsfolk, encounters, and treasure chests. Anywhere there’s a chance of a vanilla sword, there’s a chance of these swords. They will appear a bit less often than vanilla swords however, as they’re supposed to be a little on the rare side. Stats-wise,the swords are typically one point lighter, and do one point more damage than their vanilla counterparts. They also have a speed rating of 1.15, which puts them dead in the middle of swords and daggers. Lastly they have a 5% higher chance than normal to critical hit as well. The aim here was to add weapons that were of exceptional quality to the game but still remain relatively balanced. Cost vs a vanilla sword is about 30% higher (give or take). Unlike the vanilla weapons, I also adjusted the value of magical ones up a little over the mundane versions. If it’s enchanted, it has to be worth more right? Lastly, as an added bonus that came about creating the Silver variant, the vanilla silver swords are now craftable and temperable. They’ll be under the Misc category at the forge. I also tried to get them to occasionally pop in vendor and loot lists. It always bothered me that they only showed in the hands of Werewolf hunters. If you have a mod that does more extensive stuff with Silver Weapons, just put it below this one in your load order and the other mod should take priority. Submitter Shadowhawk827 Submitted 11/30/2017 Category Weapons & Spells Requires ALL DLC, No Other Mods Needed Special Edition Compatible No
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Jokers Fun Time Grenade collection View File No longer being worked on, see below: Welcome! Theory, backstory, or Idea behind this mod: Before the war, you were a bio-weapon-chem smart person. Your SPECIAL status reflects great charisma, intelligence, decent agility and luck. You worked for some seedy pre-war company (its fallout, take your pick) doing this kind of research. War happens, institute steals your kid, etc… You probably side with the institute per quest line but more of a raider-nuka world – at heart. The way you accomplish your goals is kind of centered around various Joker type things… sometimes you use a missile launcher, but you prefer your pre-war skill set… Thought process here/How to use: Craft canisters of gas at chem station From the crafted canisters of gas, you can craft varying amounts of: Grenades at chem station Syringes. at cooking station The grenades are meant to be alot more effective/bigger than other in game explosives. As such, crafting one grenade should use up one canister. However, you should be able to craft 10 syringes with one canister. To make the Canisters, you need Chem 1. To make everything else you need the Canisters. Also, newest version (only version- I dont believe in having a confusing repository of downloads) includes a combat knife mod. No longer working on it: I am no longer working on this. I cant figure out how to Create alternate ammo types for things like missile launchers, flamers. (such that a standard, default flamer could swap out poison gas, with fuel, or whatnot. Create alternate ammo for artillery. create custom skins Ive tried asking around, cant seem to get help in that regards (it happens, just the way life works). Id still love to see this mod progress into something that would make Mr. J proud, but.... this is it. If YOU would like to pick up the mantle, and add to it. let me know what you plan on doing, or provide a working release of it... I doubt ill object. Submitter Sillius_Maximus Submitted 06/25/2019 Category Weapons & Spells Requires Shouldnt require anything BUT fallout 4.