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  1. List of changes in SSO, Sirix's Skyrim Overhaul. Meant to make the game more difficult and let the player specialize far more than in the vanilla game. No coherent order to these just basic attempts to organize my thoughts and jot stuff down as I think of it.
  2.  
  3. Attempt to bring back classes. Actually... I wonder how hard it would be to implement a final fantasy style job system. Where you say... level up wizard to 10 and archer to 10 then you gain access to Arcane Archer class. Each class could give different benefits and abilities on level up.
  4.  
  5. pre alpha, obviously. No numbers are final, will have to get everything in game and play test a bunch. Just general stuff I wanna do, numbers are more placeholder.
  6.  
  7. I may not touch creatures/npcs/enemies at all depending on how the makers of MMM address them. If nothing else I'll add different variations and script them into leveledlists to ensure compatibility.
  8.  
  9. Perks
  10.  
  11. Maybe add in perks to different skills that rely on another skill to be of that level? Like add in summoning vines to grasp enemies if you have sufficent destruction and conjuration levels AND are of the path of the green in destruction.
  12.  
  13. 2 perk points gained per level. Ideally one spent on a crafting tree and another spent on a combat tree. Thats how the planned balance will play out. Need 25 in any given skill to put points into it.
  14.  
  15. Warrior perks
  16.  
  17. Archery
  18. Sniper training
  19. Empasis on long range and sneak attacks. Not as much utility but pure damage. aka chance to crit, add bleed damage etc. The archer that prefers to take down foes from afar without being seen. The entire reason to use bows.
  20.  
  21. Power Arrow (Adds lesser power to super charge the next arrow shot. Long drawback time but 3x damage and travels very fast.)
  22.  
  23. Battle archer training
  24. Less damage than sniper specialization but more mobility and utility. Can move at full speed while bow is drawn. Extra bow draw speed, chance to knock down, chance to lower weapon skills and mobility (leg/arm shots if possible). The archer that dances around foes shooting them down. Like that legolas faggot.
  25.  
  26. Fire Arrow/Ice Arrow/Thunder Arrow (Lesser power that charges the next arrow with the element. Uses 25% of mana pool.)
  27.  
  28. Smithing/light armor/heavy armor
  29.  
  30. Light Armor
  31. Thieves, and battle mages. Lighter protection, but no stamina penalty and chance to dodge attacks.
  32.  
  33. Heavy Armor
  34. Hard for mages/thieves to use, heavy protection but costs stamina and magicka regen. Spells will cost additional magicka. Late game perks will lessen or remove these penalties.
  35.  
  36. Weaponry
  37. Obvious. Pointy stuff, heavy stuff, and choppy stuff.
  38.  
  39. Tailoring (Not new skill, just a smithing specialization)
  40. For mages to make robes. Staves/wands too if I can come up with a word that covers robe making and staff making and doesn't sound stupid. big magicka boosts obviously, but very little, if any, protection.
  41.  
  42. One/two handed
  43. Dunno yet, but needs more differences between the two, not just the same perks in each tree.
  44.  
  45. Magic Perks
  46. Destruction
  47. Path of the Red - Elemental path. Weakens black spells. Certain enemies weak or strong to these.
  48. Fire - Big area damage, damage over time. perks to improve damage over time and increase splash damage.
  49. Burning Hands (Short Range basic flame thrower that applies a damage over time)
  50. Fire Arrow (Up front fire damage with a minor dot. Quick and high range.)
  51. Fire bolt (High range fast moving projectile with low up front damage but high damage over time)
  52. Fireball (Medium AoE, slow moving projectile, low direct damage, high damage over time)
  53. Flame Blast (Massive AoE, slow moving projectile, very high direct damage, no dot but adds weakness to fire for successive attacks.)
  54. Burning Wind (Cloak spell that weakens every enemy hit by it and does medium damage over time)
  55. Incindiary Rune (Small rune with massive burst damage and damage over time)
  56. Hell's Fire (Massive dragons breath style flame with massive damage over time and weakness to fire applied on targets that stay in the flame.)
  57. Hell's Barrage (Medium Cast time, channeled spell, rapid fire fireball.)
  58. Armageddon (Long cast time, massive explosion, knocks all but the largest enemies down and causes massive damage, leaves large areas of burning fire)
  59. Hellfire Blast (Shoots three fireballs.)
  60. Gigaflare (Massive fireball that ignores fire resistance)
  61.  
  62. Frost - Crowd Control. Less damage than fire/shock, but can freeze enemies in place and slow them. Still drains stamina.
  63. Chill (Low damage, good slow, "flamethrower" style spell)
  64. Icicle (Medium damage, high range, fast projectile, very minor slow)
  65. Ice Vortex (Medium damage, medium range, slow projectile, heavy slow in an aoe)
  66. Winter's Heart (Slows self but greatly increases armor and frost resistance. Slows enemies close by as well.)
  67.  
  68.  
  69.  
  70.  
  71.  
  72. Shock - Best single target damage. Chance to overcharge later in the perk tree causing double damage. Does not drain magicka unless perked.
  73.  
  74.  
  75. Path of the Black - "Evil" path. Weakens elemental spells. Nothing is resistant to these (except general magicka resistance), but nothing is weak either.
  76. Inflict pain, confusion, disease. Uses rot, miasma, and decay to harm. Drain the very life force from enemies.
  77. Wither (Slows, decreases weapon skills, minor damage)
  78. Rot (High Damage, minor slow, chance of destroying weapon/shield/piece of armor)
  79. Contagion (extreme weakness to successive disease damage, and minor disease damage)
  80. Miasma (Identical to the rot spell, only in a large area)
  81. Soulsplinter (Fractures the enemies soul removing a percentage of maximum health.)
  82. Painspike (Cracks bones in the victims body, causing heavy damage and reducing movement speed and weapon skills)
  83. Crystaline Blood (Solidifies the blood in the targets body, paralyzing them and causing massive damage)
  84. Blood Boil (Rapidly heats up the targets blood. If they are at least 50% weak to fire OR frozen they violently explode)
  85. Essence Drain (Sucks away the very life essence of your target leaving nothing behind but a skeleton. Heals you for 50% of the targets remaining hp)
  86.  
  87. Send beyond the wall (Rips apart reality and sends the target through the crack.)
  88. Requiem (Deals 75% of a creatures maximum health to every creature in a huge radius, restoring health and stamina equal to 10% of the damage dealt)
  89.  
  90. Path of the Green - Path of nature. Druid stuff. Doesn't affect spriggans and animals very much.
  91. Uses natural things. Summons insect swarms, spectral wolves, vines, and other things that charge into enemies. Like fire familiar in conjuration. Need to flesh out more stuff for this path. Earthquakes? Tornados? Storm call in spell form? Dunno but will be cool.
  92.  
  93. Restoration - I want to go the battle priest route. Give restoration some offensive capabilites.
  94.  
  95. Way of the Flesh - Similar to the protector, only healing damage and increases resistances to magicka. Lots of passive self buff perks like magicka regen/stamina regen/etc.
  96.  
  97. Way of the Righteous - Burning away undead with righteous light and smiting things. Stuff like that. The "offensive" part to restoration. Obviously not as good as destruction, but VERY good at killing undead. Maybe say... base damage of 10 on smite. Does double damage to undead and half damage to nonundead? And have multiple smite spells obviously. Smite would turn undead to ash preventing any reanimation I may add. This should be called holy damage.
  98. Smite (Deals 15 holy damage)
  99.  
  100.  
  101.  
  102.  
  103. Fist of the Gods (Large AoE. Turns and damages any undead for 100 holy damage, turn lasts 20 seconds and leaves a burn damage over time for another 100 holy damage)
  104.  
  105. Way of the Protector - Shields others and yourself from harm. Prevents damage and lots of buffs.
  106. Minor Protection (Absorbs the next 20 damage)
  107. Protection (Absorbs the next 50 damage. Reduces damage taken by 10% while active)
  108. Protect other (Shield self for 50 damage, and transfers 50% of the damage taken by target ally to yourself for 25 seconds.)
  109.  
  110.  
  111. Stalwart Shield (Absorbs the next 75 damage. Reduces all damage taken by 50% while active)
  112.  
  113.  
  114. Conjuration - Suited to go hand in hand with destruction, but not required.
  115. Elemental, daedra, necromancer paths
  116. Elemental - goes with red path in destruction.
  117. conjure oil?
  118. lvl 100 perk Elemental Superiority, can control one of each atronach. Perks to improve each type of atronach. Maybe mid way up the tree to have a perk that grants you destruction bonuses depending on which type of atronach is out. Or resistances. Or both? seperate perks perhaps.
  119.  
  120. Daedra - Pairs with whatever destruction path.
  121. Become half daedra and gain numerous stat boosts relating to conjuation. Permanent dreamora lord guard
  122.  
  123. Necromancer - Goes with black path in destruction.
  124. Lich form/Dark Ascension? Become skeletal and undead. Very weak to silver and loses equipment slots in exchange for MASSIVE spell casting bonuses and can raise unlimited* corpses, give them huge stat boosts and they last indefinitely.
  125. (*and by unlimited I mean a number that is high, but still lets you walk around without being blocked in every doorway by stupid ai.)
  126.  
  127. Skeletal Animation (Animates the bones of a corpse. Weak, but cheap and effective)
  128. Flesh Heap (Merges all corpses in an area together to form an undead abomination. Super high hp, low armor and damage. AoE decay damage)
  129.  
  130.  
  131. Alteration
  132. Anti mage tree
  133. Armor spells and stuff.
  134. transform self? maybe put that in druid path in destruction.
  135.  
  136.  
  137. Illusion
  138. Sneaky magic tree. Clone self, project false images, need ideas.
  139.  
  140. Enchant
  141. Balance it somehow. Very bad early game, overpowered as balls late game.
  142.  
  143. Thief Perks
  144. Don't think thievery requires many tweaks but I'm sure I'll come up with something neat. Weak early game but has lots of gold.
  145.  
  146. Sneak
  147. Speech
  148. Pickpocket
  149. Alchemy
  150. etc. etc.
  151.  
  152.  
  153.  
  154. Classes
  155. Use initial three standing stones to choose class. Let other standing stones be normal buffs. Buffs start out almost nonexistant and will increase with level ups. note to self: nerf atronach. maybe stop all magicka regen? No class affects crafting skills.
  156.  
  157. Mage
  158. 50% Increase in magicka regen. More magicka regen in combat. 10% Boost in all spell schools, damage or duration. All spells 5% cheaper. All mage skills level 10% faster.
  159. Thief
  160. 15% faster stamina regen. 25 bonus stamina. All thief skills are 15% more effective and level 10% faster. 10% additional damage when wielding daggers or bows. Daggers ignore armor? Maybe last bit is too much.
  161.  
  162. Warrior
  163. 25% Faster health and stamina regen. 25 bonus stamina and health. Deals 15% additional damage in all melee combat and has 15% more armor. All melee attacks ignore 20% of enemies armor.
  164.  
  165.  
  166. Creatures
  167. Dragons
  168. Five Main kinds of dragons, each with different abilities and drops.
  169.  
  170. Basic boring old dragon.
  171. Nothing special, drops plain old bones and scales. Same as the dragons in game now.
  172.  
  173. Flame Dragon
  174. Has a tendancy to fly around a lot and spew fireballs. MASSIVE damage over time from dragon fire. Drops normal bones and a fire gland. Used to craft special fire weapons and armor.
  175.  
  176. Frost Dragon
  177. Doesn't fly as much. Uses breath and spits frost balls if at long range. Chance to freeze and paralyze if you are hit by the frost. Drops normal bones/scales and a frost gland. Used like the fire gland, only frost stuff.
  178.  
  179. Blood Dragon
  180. Similar to the current blood dragons in game. No breath, but siphons life with every attack. Will also rarely attempt to use the knockdown shout. Drops cursed blood and blood dragon bones/scales. Like normal bones only stronger and very resistant to spell damage. Doesn't fly around much at all, likes to get up close and personal.
  181.  
  182. Elder Dragon
  183. Can use any shout the player can and more. Tendancy to use the meteor swarm shout. Very resistant to all damage. Basically how alduin is, only a normal enemy to encounter. Drops ancient bones and scales. Used to craft the most powerful dragon equipment and special staves.
  184.  
  185. Alduin
  186. Hopefully he will fuck your shit up. Balancing him in mind with 100 in at least 2 crafting skills.
  187.  
  188. General Human enemies
  189. More healing spells, give every humanoid a chance to have healing potions that they will use. Better ai if possible, run away if low hp, try to sneak. wonder if I could make NPCs sneak and try to mimic a detection system that gives them invisibility if you can't detect them... that would be interesting.
  190.  
  191. General nonhumanoids
  192. Make tougher, nerf early game bears, fire trolls? Elemental giants, expand crafting options... maybe different kinds of leather. Like normal leather/snow leather/mammoth leather maybe.
  193.  
  194. Sense of progression? go from normal -> tundra/forest/field -> elemental -> mythical
  195. wolves example: Wolf -> Tundra Wolf -> Ice Wolf -> Frozen Warg
  196. Wolf -> Forest Wolf -> Fire Wolf -> Burning Warg
  197. Wolf -> Giant Wolf -> Spirit Wolf -> Blood Warg
  198. bear example: Bear -> Giant Bear -> Arctic Bear -> Frost Bear -> Shardik (Easter egg/dwemer mechanical bear)
  199.  
  200. Shade creatures
  201. Those shadow things from that one quest. Chance to spawn where any undead are and are crazy scary strong. Animal varients?
  202.  
  203. general undead
  204. Nigh immunity to frost, very weak to fire. can reanimate if not burnt? Dunno how tough that would be to script out. For a much later version!
  205. Old worn out weapons/armor.
  206.  
  207. Random Conjurer/daedra dungeons. Where the fuck are those things at anyway? I wanna fight me some scamps.
  208.  
  209.  
  210. Lycanthropy/vampirism
  211. Make them not suck balls.
  212.  
  213. Vampirism
  214. Reverse vampire feeding stages. More you feed the stronger/less obvious a vampire you are. If you don't feed you start going slowly blood crazy and eventually will frenzy, turning everything hostile to you. With enough blood spilled you will eventually turn back to normal. Sun will FUCK YOU HARD as a vampire, but the benefits might be worth it. Oh and silver weapons make you cry. Like a little girl.
  215.  
  216. Werewolf
  217. Can ACTUALLY PICK SHIT UP in werewolf form would be good. Like wtf bethesda? Tons of damage and ridiculous health regen. Like argonians histskin maybe? Three to four times as weak to silver weapons as now though. Maybe turn off regen temporarily to? Forced transformation at night.
  218.  
  219. Vendors
  220. Increase all available gold at vendors 3-4x. As it is now you can just sell shit, wait right outside for 3 days, sell shit, repeat. No real reason to limit it so much. Everything will sell for less and cost more gold anyway.
  221.  
  222. Completely delevel vendors. Any item can be for sale at any time, the rarer/stronger the item the less of a chance of it showing up however.
  223.  
  224. Absolutely none or VERY small amount of raw materials available for smithing. Will have to get most smithing materials from melting down equipment and mining.
  225.  
  226. Gathering
  227. More ingredients recieved from picking flowers/drops/mining/etc. If you can visually see multiple flowers on one thing, you will get multiple flowers from picking it. Same with mammoth tusks and stuff like that. Will have to adjust balance accordingly.
  228.  
  229. Dungeons
  230.  
  231. The Pit
  232. Starts out with a simple archeology dig, abandoned and dilapidated. Notes scattered around the camp detail the story behind the find and the subsequent finds. Most of the first half of the dungeon is spent exploring an old ice cave. You see the remains of digging and broken finds. You eventually find an old dwemer city underground. Corpses of falmer and the archaeologists litter the halls. About half way through the dwemer ruins you start finding Ancient Guardians. Shades conjured and imprisoned there to guard for all time. Using mainly spells you will fight through these guardians while they whisper warnings to leave and they are trying to protect you. Below the throne room of the dwemer ruins is an empty room. Only a giant pit is in this room and it is impossibly black within. If you jump down the pit you will load into a new room and can then fight it.
  233.  
  234. Reward: Abyssal Blade. Daedric longsword that has a chance to poison and stun on hit.
  235.  
  236. Spider cave? need name
  237.  
  238. Lots of "druid" stuff. Lots of animals and spiders and bugs to fight.
  239.  
  240.  
  241.  
  242. Reward: Butterfly Green dagger that attacks crazy fast, can crit, and gives 30% evasion.
  243.  
  244. The Black Halls
  245. Mannimarco's twisted soul is back once again and trying to reanimate an ancient evil. Legions of undead adorn these ruined halls and ends face to face with the Archlich himself.
  246.  
  247.  
  248. Reward: The secret to lichdom.
  249.  
  250. Items
  251.  
  252. Potions heal over time now. At least three new potion "variations" on top of what we have now. So potion of healing heals 50 now, we would have Accelerated Healing potions (40 total health over 2 seconds.) Then a default potion of healing that is 60 over 4 seconds. And a slow healing potion that heals 100 over 10 seconds.
  253.  
  254. name ideas besides random LoL and Dota items: Dead Winter, Chillbane, Heartrend, Ursine Blade (summons a bear)
  255.  
  256. Need to talk to someone about custom model/textures eventually. I can do some very basic texture work but nothing fancy.
  257.  
  258. Main thing is to add lots of unique and artifact weapons in pre set locations with bosses guarding the more powerful ones.
  259.  
  260. buff most of the daedric artifacts. Make them more unique if already very powerful. How the shit do you balance ebony blade anyway?
  261.  
  262. Random "of the mage/warrior/thief" enchantment. Global boost of 5-25% in those skills?
  263.  
  264. Addition of rusty, old, broken, or blunt weapons possibly? Weaker than normal varient, maybe even repairable at a forge. I can even make rusty textures myself. Sortof.
  265.  
  266. Add items that add perks. Example: Crystalys (thanks dota). Sword that has a high chance to critically hit. Hell, use lots of dota items. Artifact Dagger named butterfly that attacks very fast, gives evasion, etc. Bow named Daedalus that has small chance for extreme crits. Bunch of options. Thanks LoL and DotA.
  267.  
  268. Script to cast spell on hit effect. Mjolnir that sometimes shoots chain lightning would be badass. Shit, Zeus could guard it. An old bearded nord mage with a tendancy for powerful lightning spells...
  269.  
  270. Oh and add back mithril items and mithril smithing. Perhaps the light armor equivalent of daedric needing 90 smithing?
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