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Showing results for tags 'balanced'.
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Description: In the hidden depths of Alteration lies a forbidden practice whispered of in dusty tomes and by wary court mages: Fleshcrafting. With this spell, the mage reshapes their body in real time — as though flesh and bone softened like clay beneath their command. This mod allows the player to dynamically adjust their body using the vanilla weight slider (0–100). Unlike Pumping Iron (which simulates gradual training), Fleshcrafting is about deliberate, magical transformation — a tool for roleplayers and battlemages who want to reshape their form in the moment. Gameplay Effects: At Weight 100 (Heavy Build): +Health from sheer resilience. -Stamina from carrying heavy bulk. Reduced movement speed, but increased melee damage. At Weight 0 (Lean Build): +Stamina from agility and lightness. -Health from lack of protection. Faster movement, improved sneak ability, but less durability. Intermediate Weights (20, 40, 60, 80): Effects scale gradually, step by step in real time. Neutral balance at ~50 weight. Optional Magicka Scaling: Extremes may offer small Magicka boosts, representing the arcane strain or mastery of reshaping flesh. Spells: Fleshcrafting: Increase – channel to grow larger, sturdier, and stronger. Fleshcrafting: Decrease – channel to become leaner, quicker, and stealthier. Casting Type: Concentration — the longer you channel, the more your form shifts step by step. Compatibility: Works directly with the vanilla weight slider, so it supports any body setup (vanilla or modded) as long as it has a 0–100 morph. Compatible with: CBBE HIMBO TNG BHUNP Any other BodySlide/Outfit Studio generated morph-capable setup. Suggested Requirements: SkyUI (for MCM). SKSE. BodySlide (to ensure morphing is properly supported). (Not strictly required — but strongly suggested for best compatibility.) Optional MCM Toggles: Enable/disable speed scaling. Enable/disable sneak bonuses. Adjust step size (weight increments per tick). Fine-tune max Health/Stamina/Magicka modifiers. Enable debug mode to monitor real-time changes. Lore Integration: Tome of Fleshcrafting: Hidden in a forgotten necromancer’s lair, or sold by court mages who dare not admit its existence. Rumors among NPCs: “They say some mages can reshape their very flesh… makes me shiver to think of it.” Quest Hook: Perhaps the player finds a crumbling scroll labeled On the Mutable Body, penned by a mad Telvanni or an Imperial battlemage obsessed with surpassing mortal limits. Balance by Taboo: NPC dialogue or lore books could note that Fleshcrafting is considered dangerous, even heretical — yet alluring for those who seek power. Tome of Fleshcrafting (In-Game Book): On the Mutable Body By Calion Veymar, Imperial Battlemage (Excommunicated) *“The mind commands, and the body obeys. Muscle, fat, and bone are not fixed truths — they are clay in the hands of the master who dares mold them. The Nords call it heresy. The Altmer call it blasphemy. Yet I have seen the results. A man who swelled his frame in moments, felling six warriors with brute strength. A woman who shed her flesh like a serpent, becoming lean and fleet, her daggers whispering death in the night. This is Fleshcrafting, the hidden crown of Alteration magic. Beware: to change is to tempt disaster. Flesh is not meant to bend without consequence. One may gain power, but lose endurance. One may find speed, but at the cost of resilience. Choose wisely, apprentice, for the body remembers every shape you force upon it. And once begun, the temptation to sculpt anew is… irresistible.”* Closing Thought: I’m only a novice modder and don’t have the skill to implement this myself. But if any talented creator is looking for a unique and lore-friendly project, Fleshcrafting could be an incredible addition for roleplayers and mage-focused characters. Thank you for reading, and I hope someone finds this idea inspiring enough to bring to life!
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- immersive
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Hi A bit of a pet peeve of mine is FNV's damage application in combat. I am currently playing with BLEEDLESS and I would like to quickly skim over as to why. Without BLEED (or its derivatives,) enemies feel extremely spongy (as am I.) BLEED fixes it by making combat very deadly (it's main focus, duh.) Problem is, now it feels like everyone is a one-shot machine (me too.) The DOT effects just added salt to injury as I had to make 10 saves every second or so or else I would die and need 100 stimpaks. Sometimes, there are enemies (in my case Talon Company Mercs and Super Mutants since I am using TTW) who have ungodly amounts of DT and I can't kill them but they can kill me unless I bring twice as many stimpaks. After trying the other BLEED derivatives, the issues still remain: I am too weak and specific types of enemies that appear into the mid-late game are unfairly strong. Due to this, are there any balanced and not over-the-top damage mods that are not as extreme as BLEED? Note: I did try BLEEDLESS's Better Damage Multipliers but it's still not completely satisfactory. Thanks
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Hey guys/gals/ghouls, I'm looking to add some extra weapons to my game, but most of the standalone weapons are overpowered. I don't suppose any of you have come across any mods that don't break the game play? I'm looking for weapons that i can use on survival mode, to add some variety, without a 1 shot kill game. I found the SCAR to scale pretty nicely to start with, but then become quickly over powered :( Any help would be appreciated. Also, i've tried to google this, but most searches just result in weapon rebalance mods for the base game weapons only.
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There used to be quite a few "Balanced" and "Unlimited Charges" mods out there for the Daedric Artifacts. Was wondering if the new "Legendary" whatever that's out is making it to where they don't work right. I know I can't find them anywhere on the forums now for the ones I used to use (names escape me - had to come to try and find them after installing on a new computer recently). What the mods did: Upgraded the weapon dmg and armor strength I think like 10% above the Daedric base armor / weapons and unlimited charges (because well, they're daedric artifacts, not something made my morsels... err mortals). Was just wondering if this new release caused a lot of stuff to not work quite right that used to or if they've simply been taken down. Have a great day folks, Prax
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Hey, I just got the mod balanced magic and its not working. I have several other magic mods and I tried to take them off the load list and that hasnt solved the problem. Can someone help me please!
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Hello all, I've been trying to find a mod for Skyrim that is similar to ones such as Vampire Embrace for Morrowind and LTD-Vampire Overhaul for Oblivion but as awesome as Better Vampires and Vampiric Thirst are they are not the same as Vampire Embrace. I do have to admit that I have attempted to make a mod myself but a combination of programming illiteracy and taking a Bachelors I have been unable to get very far. However I did have the time and ability to make some outlines for how a mod like Vampire Embrace could look like and I wondered if anyone here would be willing and more able than me to create it. This is just my personal request, thank you for reading through it (if you did) and lets hope someone makes an open-world vampire game that is better than all those that came before.
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Greetings and salutations guys! : D Recently I have been thinking more and more of really playing a caster type char; be it a pure mage, spell-sword, battlemage etc, I have tried out a few mods such as Midas magic, invested magic to name just a couple and would like peoples thoughts on their ideal set-up for expanding the use of magic in Skyrim, whilst keeping it fair and balanced. Any replies would be greatly appreciated : ) Draig
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hello everyone! which do you think its the most balanced and realistic combat mod, skyre combat module or duel combat realism? i am searching for a combat mod that doesnt make you invincible after a certain level and keeps the tactical immersion. any other suggestions? thanks!
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I would try to mod myself but my lord, is it hard(Still learning btw) But i would love to see this guy powers made, he's from boruto, he summons a rod and a pouch, he can steal chakra, using the rod and store it in his pouch that's on his back But in skyrim translations, i figured the player can summon a fishing rod(Right hand) and a coin purse on the players back (Lesser power)(Bound weapon)(One handed)(On hit) can just steal magic from magic users from both hands and stored in the pouch, but once a stolen magic is used, it lasts for 10 seconds before it gets removed from ur magic inventory, basically it'll act like scrolls, but u can use it infinite amount of times before that 10 seconds is up, the lesser power can last **120 or Whatever Dur** once sheathe or gone, u can still use the magic u collected. IF possible can also work against dragons obtaining their shouts as well. Another lesser power would be **Eat collected magic** what this will do will remove all the magic u collected and shouts and just increase ur health,magicka, and stamina by 15 or 20 each magic u collected, lasting for about 3 to 5 minutes(in game) How to obtain?: A boss u can obtain it from or finding the tome in some hidden cave or existing dungeon/cave Model: Fishing rod(Red)(Neon) and Coin purse(Red)(Neon)
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- naruto
- stealmagic
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So there are already plenty of steel reskins of the various armors, but it would make sense to me to have steel stats on them instead of their stats and crafting recipes requiring the given fantasy materials and also steel. Imagine going into a bandit camp and finding nordic, orcish, and elven style armor, all available in steel. Orichalcum and Moonstone seem fairly rare, so it makes sense to me that orcish and elven smiths would work in whatever metals were available, but why would they default to the imperial/nordic style of armor that is actually common to Skyrim? There could even be steel armors in the dwarven style called "Dwarven Replica Armor" or that sort of thing. The idea of Secret of Steel is very interesting to me, but it seems to do too much to erase the elven and orcish style of smithing, in addition to just their material. Does this seem like it would be worth making, and what sorts of compatibility issues do you think could arise from it?
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Do you want a balanced experience? Do you want species that are actually found on farms? Do you want new mechanics and animal products? Well, this mod idea is for you. I can't code unfortunately so I'm posting ideas. Feel free to add your own. Coop Animals Turkey An early game animal that produces only feathers Unlocked at: CoopProduces: Turkey Feathers Pros: Cheap, produce feathers everydayCons: Feather's price is low Quail The chicken 2.0 ,also more expensive Unlocked at: Big CoopProduces: Quail eggs Pros: produce eggs everyday that worth more than chicken eggsCons: eggs can't be made into mayonese Goose A reverse duck, basicly produces more feathers than ducks but less eggs Unlocked at: Big CoopProduces: Goose eggs and goose feathers Pros: Feathers are worth more than eggsCons: More expensive than ducks Pheasant Looks at these colorfull feathers Unlocked at: Deluxe CoopProduces: Pheasant feathers Pros: Feathers are expensiveCons: Pheasants are EXPENSIVE Ostrich The ultimate coop animal Unlocked at:Deluxe CoopProduces: Ostrich eggs and Ostrich feathers Pros: Eggs the size of your head that are worth a fortuneCons: Expensive, takes long to reach adulthood, eggs can't be used on the incubator Dinosaur Remove the dino from the game for realism Barn Donkey Early game manure producer Unlocked at: BarnProduce: Manure Pros:CheapCons: Low production Note: Manure can be made into fertilizer Alpaca The fast sheep Unlocked at: Big BarnProduces: Alpaca wool Pros: Produce wool faster than sheepCons: Alpaca cloth worth less Horse Donkey 2.0 Unlocked at: Big BarnProduces: Manure Pros: Manure everydayCons: More expansive than donkeys Dromeday cammel Imported from Calico desert Unlocked at: Deluxe BarnProduces: Milk and wool Pros: A cow and a sheep in oneCons: Low production and more expensive Asian buffalo Unlocked at: Deluxe BarnProduces: Milk and manure Pros: Milk can be made into mozarella that is expensiveCons: Milk is cheap, produce less manure than horses
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- realism
- farm animals
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So for a while I have been trying to find a good resurrection mod. This desire for me started after getting 'Lord of the Dead Reborn' mod which allowed me a fully necromancer game. As I played I realized something. After my spouse died (Farkas for those wondering) and playing the quest where that one necromancer wanted to bring her dead husband back but couldn't because his body was already burned and she imprisons the two dead lover ghosts. What I realized was wouldn't it be normal for a necromancer to actively try to revive their dead loved ones? OR for some to try to perfect the act of raising the dead? So I began to look for a good mod. Unfortunately the only ones I could find were reaaaaaaaaaly unbalanced, and didn't offer what I was looking for. They just added a spell that let you bring them back and that's it. What I was looking for was more of a full scale ritual. Something the player would have to 'research' at the college, perhaps in a sneaky way since if they got caught they would be kicked out for necromancy (perhaps involving getting the keys from the librarian and getting into those locked cabinets) along with lots of experiments. Perhaps the option to just contact the Daedric void-of-tentacle-porn and trade something for the knowledge, like the memories of the npc you revive turning them into more of an undead thrall. I imagine this mod having a bunch of cave diving for materials and some sneaking and possible experiments with animals in the field to discover what might work. Maybe even work a little with dawn guard quest where after an npc dies the player can cast a spell to trap the soul before 3 seconds after death, trapping their soul in the Carrin and then the player has to convince the soul to return or fight to trap them in a soul gem (maybe if they choose to fight if the player doesn't have high enough speech they turn hostile upon revival). But the mod would also probably require the play to be able to pick up the dead body completely so they could get it placed for the ritual. Of course I get my idea's can get a little too wild so what do you guys think? What elements do you think this would involve or would be a good addition?
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- resurrection
- ritual
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Found this on r/UnearthedArcana Been looking for a mod that can adding permanent semi-passive features to player characters so I could play a blind cleric, but found no balanced ones, so I thought I'd suggest one using the stat-block I personally used. While I've seen plenty of mods that add the "blind" eyes look, it's purely cosmetic. Figured adding something like this would be a fairly balanced and fun challenge for players who enjoy that sort of thing and/or for people who play with cosmetic blind eyes and want their blind characters to have some extra immersion.
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- customization
- feature
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*I say simple(?) because I've very little experience with scripts. The idea behind a script like this would be something to expand on this existing mod [link] by automatically increasing the difficulty upon increasing the character's level. My personal preference would be having the game start off with both the player and the computer dealing 1.5x damage, with player damage decreasing by 0.01x and computer damage increasing by 0.03x every level. A UI capable of customizing this (with options to change the increments, frequency etc.) would be a dream. The reason behind my personal preference seeming so high in damage (from both computer and player) is because I strongly dislike having a game where the player can't take two hits while having to dish out 10+ hits to finish off a bandit. The idea is to start the game off and increment the damage in such a way that keeps combat fast, challenging and balanced. Of course there's no perfect way to do this, which is why a UI with options to customize the damage increases would be fantastic.
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- difficulty
- incremental
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Why i came up with this: Its really anoying that you can carry soo much as too only walk, yet this issue can be overcome by dropping a book. Because the "you cannot run" rule is triggered at a certain value and not built up to. Each individual weight value should contribute to movement speed on its own. If im only carrying 1 set of armor and a sword, i still want to be slowed down because of it. ------------------------------------------------------------------------------------------------- Here's how it could work with values: 200 - 100 - 50 = 150/200 + 0 = 25% Capacity - Inventory - Equipment = Penalty Value + Extra Stamina = Movement Speed. ^ (items "worn", "held" or "used" by player are halved in weight) WHAT IT MEANS If i carried NOTHING but the following items, in my INVENTORY while at CHARACTER LEVEL1: Helmet 10 Armour 22 Boots 08 Gloves 08 Amulet 01 Ring 01 Shield 18 Sword 16 --------------------------------------------------- TOTAL / PENALTY = 84 (84/200) my running speed would be reduced to 42% of vanilla/normal movement speed (84/200 = 42/100 = 42%). However, if i equip ALL OF THESE ITEMS the weight is halved and therefore movement speed doubles (total/penalty value drops to 21%, Half.) This means i could WEAR these items and CARRY duplicates of them in my inventory creating a Penalty Value of 126/200 or 63% less speed. each +10 of Stamina (as in, when selecting stamina at LEVELUP) = should reduce penalty by 2%. this means at 200 Stamina penalties are reduced by 20% (since character starts at 100) this also means at 200 Stamina the player will move 20% faster when carrying nothing. Other Effects and Specific Rules: the speed penalty should only affect running and sprinting. jumping should also change with penalty, jumping should be disabled when penalty reaches 75% falling damage increases alongside penalty value - but stops increasing when value reaches 50% this means falling is upto 50% more sensitive to health walking and sneaking should not be altered under any circumstances - until penalty reaches 90% when movement speed begins to take effect. At & beyond 75% penalty, the character will receive "blisters", "muscle & joint pain" etc under active effects, which reduce health from 10 > 30 % 100% penalty/capacity means you cannot move without a mount. ------------------------------------------------------------------------------------------------------- this will force players to value their carrying capacity as they would in real life. they will be forced to reconsider their actions, such as mission tactics, utilizing character play-style, planning adventure routes for merchant selling and returning home to drop wanted objects. Players using this mod will most likely only carry the apparel they are wearing along with 1 melee weapon and 1 ranged weapon. I really think someone needs to make this mod, its something that is missing in skyrim more than ever now we have so many other "immersive" realism mods. IF I'VE MADE A COMPLETE ASS OF MYSELF AND THIS MOD ALREADY EXISTS, PLEASE DIRECT ME TO IT. also please link me to the mod & include my name in the title/description if you decide to make it :smile: thanks!
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Hello, I am just beginning my adventure in modding and one of the first things I tried was messing around with item base stats. I am VERY interested in the possibility of *removing* the "balanced" bonus from two-handed weapons like the double-lightsaber. I can't for the life of me seem to find a flag related to that property in the baseitems 2da. How might I change that? I thought I maybe needed to introduce a new weapon type or something but I can't find where I'd add one of those either.
