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  1. some ennemy spells are really cool like the spells skeleton mages and liches cast, the dullahan howl or the dragon spells. it would be amazing to implement them as skills for the sorcerer and mage and it would give the ability to make necromancer/dark mage builds for exemple since i remember the liches casting undead summoning spells. it could even be balanced by giving them to different classes like giving the dullahan's teleportation/howlt to melee classes, summoning to the trickster and offensive spells to casters. i just don't see many skills to add to archer and magic archer... apart maybe status effect/spell arrows... does anyone know if any of this is possible ?
  2. I like to modificate other people mods to play by myself. By now, i'd like to learn how to change things like getting my Barbarian subclass at lv1 instead of lv3.
  3. There was once a mod called MagicOverhaul that added classes to the game. Such classes included wizard, rogue, berzerker, druid, and many more. Each class had four actives and a passive ability. They had their own gear, weapons/armor. I tried to download this mod just yesterday but to my surprise, the original, english upload had been deleted. The translated versions are still available, but the original has bit the dust. I'm hoping someone can reupload it with the permission of the original creator, or create an entirely new mod that adds similar content to the game. In my humble opinion, adding classes to the game in such a manner gave the game an mmorpg feel, which i rather enjoyed. I also enjoyed having access to abilities that didn't require resources to use after obtaining the class. My personal favourite was the druid, for one active ability in particular. The ability to turn into a bird and fly around for a limited amount of time. Free flight without the use of the console cannot be underestimated and it just made my game all the more fun. Alas, this mod does not exist anymore in it's original language so i'm sad that this unique content has vanished. If another mod of this sort exists and i didn't know of it beforehand, please let me know about it, i want to soar in the skies again, feeling the wind rustle through my feathers, feeling that unique sense of absolute freedom that no landbound creature can enjoy...
  4. a mod that turns the fire moves of the Way of the Four Elements into blue fire vfx like azula's during ATLA a scarlet witch based class or possibly a subclass for wizard/sorcerer that deals with realiity warping and telekinesis
  5. Anyone talented interested in modding in this new subclass? Who doesn't want to get big and throw things?
  6. i know not everyone likes marvel heroes , but i would really like to be able to play some characters in bg3 it seems like a fun / interesting idea not just skin overhauls but also abilities kinda like in marvel heroes omega but then tuned to bg3 any pointers on where i could start creating this stuff myself are also very welcome
  7. I would really love if someone could do a Monster slayer or blood hunter mod or if anyone could help me build one I've looked for YouTube tutorials but can't find any on class creation
  8. There are two things I would like to address via a mod that pertains to multi-classing and balance in general. 1. Wizards are only able to scribe scrolls to their wizard level NOT their Character/Spellcaster Level To me one a glaring oversight. Any spellcaster should not be able to cast wall of fire with only one level in wizard. 2. Warlock Pact of the Blade Additional Attack does not stack with other additional attacks from martial classes Again to me just an oversight. Warlocks gain an extra attack on level 5 and are the only class where this feature stacks with the extra attacks from either fighter, ranger, paladin or barbarian. The proposed change basically makes it that the only class that can attack three times with their action are level 11 fighters. And lastly: Re-introduce ability requirements for Multi-classing. I guess Larian removed those to allow for a jack of all trades run, but it really should be in the game. Hard to implement I guess, but very much a good idea I think. To clarify in 5e you need to fulfill both the requirements of your existing class(es) and the class you are multi-classing into. Copied from a 5e wiki for reference Barbarian Strength 13 Bard Charisma 13 Cleric Wisdom 13 Druid Wisdom 13 Fighter Strength 13 OR Dexterity 13 Monk Dexterity 13 AND Wisdom 13 Paladin Strength 13 AND Charisma 13 Ranger Dexterity 13 AND Wisdom 13 Rogue Dexterity 13 Sorcerer Charisma 13 Warlock Charisma 13 Wizard Intelligence 13
  9. I'm requesting a Nightblade subclass for Rogues with abilities like Shadow-Step and Better Darkvision (allowing to see clearly in magical and non-magical darkness) at level 3, Shadow-Blade and Find Familiar at 5 (Specifically Raven familiar), Darkness and Shadow Armor at 6, Umbral Shroud at 8, etc. I know Gloomstalker and/or Shadow Sorcerer would give me these abilities, but I don't want to multiclass several classes to get all the abilities, and if I did Shadow Sorcerer I'd have to do 6 levels just to get shadow-step. I also know Arcane Trickster could give me abilities like Misty Step and Invisibility, but I want a shadow-themed Rogue class. I'd prefer the mod be compatible with Rogue Unleashed mod as well. Please let me know if someone decides to do this!
  10. So title says most of it. Would like to see someone add Ainz Oal Gown to the game...I will post a link to a page that describes him, IE his race is Elder lich etc... https://overlordmaruyama.fandom.com/wiki/Ainz_Ooal_Gown/Abilities_and_Powers
  11. I am attempting to make a mod that consists of class based equip-able tattoos that offer selective perks to what you would think that character archetype would benefit from. Im starting with just a pirate and if it goes well, creating more based on the Oblivion classes. Right now Im just looking for ideas/crits, comments, or possibly collabs for later along the project. More words... I like the newer skill system in Skyrim (better with the Legendary Experience System or mods) but miss the class based perks. I want to start off with making a pirate class, because I didnt like the way I was playing my last one with my character using "The Scarlett Mod" (the mod is great tho). I also love tattoos and can suspend lore enough to add them into the game (the oldest sample of tattooing is from 3100 BC). So it snowballed into making some craftable, equip-able enchanted tattoos that are class based to show off your loyalty to the profession, with set bonuses as well as negatives as you become more specialized. So Far... Like I said I've just been trying to consolidate ideas and logical progression for the perk and skill bonuses. I used the Oblivion class system for creating the character traits, and came up with: Specialization/Guardian: Stealth/Thief Attributes: Personality & Speed Skills: Blade [One Handed; Daggers & light swords], Security, Speech, Illusion, Mercantile, Acrobatics, Athletics* *Since the last two aren't directly applicable as skills, and Mercantile has been heavily blended into speechcraft, I thought that making them as supportive passives would make the most sense, that way the other classes aren't completely tied into specific generic skills (when I make them) This specific combination gives the Pirate the Silver Tongue of the Agent(5/7), Nimbleness of the Acrobat(4/7), and the obsession with and ability to find shiny things as the Thief(4/7).** **It would be 5/7 for all of them if Marksman was used instead of Illusion, but manipulation seems a better trait for a pirate than archery skills do. My current list of possible perks for Items and sets are: Waterbreathing perk Swimming perk (speed/endurance) High Value Chests glow Highlight NPCs with jewelry Better prices for jewelry, gold/silver items Cheaper Bribery Better Intimidation Pickpocket chance higher More Septims in pockets and purses Higher Dagger speed Higher Dodge chance Sleeping near a harbor (similar to well rested) ----------------------------------- ??? Ridiculousness Drinking with allies ups their stats Mini (low stat) Troll follower/summon something with explosives I have also taken into account other mods that use alternate equipment slots for fewer compatibility issues with some popular mods. I am currently working with 8 equipment slots, which interfere with: 5/7 Bandolier slots ... sry 2/9 Immersive Jewelry (L & R Ring Fingers) 2/9 Apachii's Divine Elegance Store (Belt & Armlets) Does not interfere or use cloaks or backpack slot. I dont use any others that it conflicts with. I would appreciate any input :smile: Thanks 'cleaR
  12. Merchant “Class” Okay, so basically the would be a mod that attempts to make it viable for a player to play a merchant that would travel around skyrim selling wares in different places. It would make the Speech Class more of a play style as opposed to just something that levels in the background. It could also affect the follower system as well as make the survival aspect more interesting. Also that Achievement for getting 100,000 gold not just something that only happens either at Very Very end game or through the use of cheats or exploits. So for people that don't know how a merchant would conduct trade back in the day, basically you would buy a s#*! ton of something (Silk) and then you would move a Huge distance and sell it to people who didn't have that, and you couldn't just hop town and then be able to buy it for yourself. You are basically taking an item that is abundant in one location and moving it to another that is deprived of said item. The mod idea is scaleable, it all depends on how much you wanna put into it so i will state at the base and move up i think. If i come up with anything else I'll post in the comments. Also if this formatting looks like trash just tell me and ill try to ake it better or upload from somewhere else or link or something. Thanks!!! Now for the mod descriptions and ideas... Base Mod (What is needed to make the foundation for the mod) Items Cart - Basic Cart Its the item you would need to do this “Class” Initial cost is 10,000 You use this to move your wares, player moves at normal running speed It is equipped Acts like a chest for the “Raw Materials” 1,000 weight Horse Drawn Cart - Upgraded Cart Initial Cost is 30,000 You use this to move your wares, player moves at normal horse walking speed It is Ridden Acts like a chest for the “Raw Materials”, holds 10,000 weight “Raw Materials” - This would be things that a city or hold could export. To give some ideas here is a list, but the big thing is this would have to be limited to basically one thing per hold to make things simplistic, and should be based on the geography of the location. Timber Fish Stone Meats Exotic Goods Precious Gems Irion Commerce This is what Whiterun has as their “Raw Materials” Obviously it’s not a raw material, but this acts as something to reinforce the idea that Whiterun is that trading hub of Skyrim. Mechanics Shipments You get this from an NPC in each hold Capital. When you buy this you buy shipments, each weighing between 100 and 300 pounds. Selling your shipments can be done anywhere, but the farther you are from where you can buy That shipment, should be three tiers 1 - Selling This hold sells the shipment you are trying to sell Sell your shipments for a net loss 0.75 2 - Touching This Hold is touching a hold that sells what you are selling Sell your shipments for a net neutral 1 This is true UNLESS the holds 3 - Distant This hold is separated from a hold that sells your wares Sell your wares for a net gain of 2 Commerce Only available in Whiterun Sell your wares for a net gain 1.25 Towns This is just an example to give an idea Dawnstar Fish Falkreath Timber Markarth Stone Morthal Meats Riften Fish Solitude Exotic Goods Whiterun Commerce Windhelm Irion Winterhold Precious Gems Additions Followers The player can have a extra follower at speech levels 25, 50 and 100 maxing at 4 followers total Playing with the Speech perks to include this new system Messing with the Steed standing stone to include this system Making the player more prone to being attacked by mercenaries or hired thugs while moving around product. Whatever else cool things you good people can think of that would be cool to include.
  13. Just wondering what peoples favourite classes are for their character? mines is Master-at-Arms (I clicked playable and its vanilla, so sue me :devil: ) The idea of a badass Warrior who is master of all armour and melee weapon types, seems really cool to me. I can see why itt's normally used by NPC's though, it pretty much makes Warrior and Barbarian completely useless. anyways, id like to hear why people like certain classes more than others, always an important part of any RPG :geek:
  14. Hi everyone, I've gone after the GECK once again, and after making a few overpowered weapons, I've decided to try something different. I am trying to mimic the Heavy class from TF2, and apart from the weapons, I want to make the characters playable. This is a personal mod I want to make for myself to kill some time. The player would pick a class trait at the beginning of the game, and the trait would set the special stats, the abilities, add some items, and on you go. Now, to go that one extra mile I am wondering how can I make a taunt button to play a random speech clip from a list. Also, these would randomly play every 4-7 consecutive kills (I would have to somehow count kills, and then trigger the function from above). Maybe even somehow count a number of kills with a specific weapon? I have next to no experience with scripting, but I am willing to learn! Thanks in advance!
  15. Hello everyone, So the title really says a lot. Is there a mod, program, or .ini edit that could set a specific appearence for all specific classes in XCOM: EW-LW? For example, the medics should have appearence X, wheres the engineers have Y, and assaults Z etc. I may have missed some solutions to this, but nevertheless, never found anything helping my specific cause.
  16. Could someone mod the classes from the xcom reboot game? They were pretty cool and I would like to use them again. Also adding gene mods and weaker psi abilities to non psi soldiers would be cool too...also message were awesome and if you guys make a mod for all of this I would be crazy happy.
  17. This would be a mod allowing people to pick from multiple classes, and a subclass. Though there are many mods like these, most of them are very small, and very bland. This one would be based of the Anime: Log Horizon. These are the ones from the show, some could be removed, due to their lack of a purpose in skyrim. Classes: Assassin B Bard C Cleric D Druid E Enchanter G Guardian K Kannagi M Monk N Noble S Samurai S cont. Sorcerer Summoner Swashbuckler Subclasses: A Accountant Adventurer Advertiser Alchemist Animal Trainer Apprentice Aristocrat Artisan Assistant B Berserker Blacksmith Border Patrol Brewer Butler C Carpenter Chef Chindon'ya Cleaner C cont. Courier Courtesan D Dairy Farmer Dancer Dragon Slayer E Elder Maid F Farmer Feudal Lord Fisherman Fortune Teller H Harvester Herbalist Hitman Housekeeper Hunter K Knight M Mechanic Merchant P Pathfinder Pharmacist Physician R Rosegarden Princess S Scholar Scribe Sigilmaker Subclasses Sword Saint Swordsmith T Tailor Tracker U Undead Hunter V Vampire W War Priest Woodcrafter
  18. ok here it is i knew that you guys won't ease the game and long war mod isn't for everyone (due to its difficulty) i'am fine with that...but what about not making the players play the game twice and re-learn it? i mean no one can play long war before finishing or at least get half the way through normal xcom enemy within but u can make introductory difficulty for new players to start playing the game from long war without needing to play EW first as there is major difference between the mod and the original game i finished xcom EW twice on different difficulties but when i started long war i didn't know anything and what to do and i was really really surprised that a country has withdrawn and there was no reason for that until i made some research about it and knew why they did that and about aliens taking bases and so on ..... so my suggestion is to make easier difficulty to let the new players start the game from long war mod right ahead instead of the original game....... and i hope that soon you make the priorities in game as for example the research for xenobiology then capturing alien and so on... and about classes.....i miss the days where the assault can lightning reflex seriously..... why should i move the scout first then move the assault.... knowing that the scout is weeaker than assault and i may end making it hunker down or run again (dash) to the initial place... please reconsider the classes and there abilities
  19. I've looked everywhere, and I can't find any Final fantasy based armor. Nothing like "Squall Leonheart's Armor" or Cloud's Armor", but armor for the classes. Like the Red Mage, White Mage, Dark Knight. Black Mage, Ect. I would like to try and recreate the classes in Skyrim, but I can't find anu good subsitutes for the armor from Final Fantasy. So basicly, I would like the Armors (and robes for that matter) from Final Fantasy made into a mod for Skyrim. the only thing I ask is that they look like said armors/robes, but for fine details have fun
  20. I got this idea from the game Rift, and i'm not sure if its been created or not as i wouldn't know what it would be called. Basically you could have a power or spell that can change your class. you would be the same person, at the same level with the same amount of perks but with a different skill set. for example maybe your a level 7 warrior with 6 perks in heavy armor, then you activate the spell/power you can become a level 7 rogue with 2 perks in sneak and 5 in speech. The power/spell should either require a lot of mana or have a massive cool down or even use up a dragons soul. It should be a way to play different characters without having to start a new game or use tonnes of commands through console. To make it less cheating you could maybe buy the spell/power from a merchant and then have to buy the slots for the classes/roles. So you would buy the spell/power from a merchant that includes the 1st slot, you decide you want a mage in that slot, then later on you decide you want a night-blade and you go and buy another slot for increased gold or something. Also you could have different abilities on different slots, so on the base character you could be a werewolf and on slot 2 you could be a vampire, and maybe if you wanted to be a werewolf by default on all slots you could configure it through mod menu. You should be able to configure what gets carried through to the slots, you can choose different inventories or the same throughout, the same health/stamina/magicka or maybe you could change it according to how many perks you have. I reckon this would be a great mod if anyone were to make it. :tongue:
  21. I used to love skyrim, I could play for hours without boredom, I had about 6-10 characters, I've played assassin, battlemage, 1h warrior, 2h warrior, archer. I have played pretty much every quest and dlc, not to mention a lot of mods. I got bored so I quit. I've been playing borderlands 2, nba 2k14, ncaa 14, ch2k8 for a while and I want to try playing skyrim again for one last playthrough. What can I do to make it fun? Like what class should I do (no assassin), what mods should I get, etc. Thanks
  22. hi, i am a newbie to creation kit and i have scoured the internet for a solution to my problem but have found nothing... i know that the way to create a new class is to right click the drop down window after "class:", but nothing happens for me. i can left click it and edit the current class, but that is not what i want to do. i want to create a new class from scratch! i was thinking i could just rename the ID and save the stats, and maybe it would save it as a new class, but it just says it will rename the form... for context i am using a laptop with only a touchpad, not a mouse. please help...? is there any other way to make a new class?
  23. I would LOVE to see someone who is good enough at modding make a proper seeker warlock and order of scribes wizard translated to bg3! honestly these are my two FAVORITE subclasses of the seeker who has a lot of basically defensive and movement boosts and a jarvis in their head helping them learn and seek out knowledge while protecting them while than the order of scribes wizard being there to make it so you can cast any and all your spells with different damage types from you spell book with especially the order of scribes wizard i could see being done with something like the chromatic spells mod that replaces all damage spells you can learn with just the chromatic spells that than could have an addition to it to make it so it looks through your wizard spells and sees what damage types of at least the same level or higher you have in your spell book and thus letting the spells of the same level or lower than those that you have learnt use that damage type with for example, you would have chromatic fire ball that is a fireball that like chromatic orb can use any damage type BUT it just starts only letting you use the fire version UNLESS there is another spell of the same level or of higher level of a different base damage type than letting it cast that too like having a acid spell or a lightning spell or a thunder spell.....
  24. Is it possible for someone to make a mod allowing multi-class to have 3 classes instead of 2? If so would someone make one and let me know please and thank you.
  25. Hi, I was getting boared by the images displayed on the classes at character creation. I quickly located the file path for it and went to work replacing them with a newer verison. Problem is, I can't find this section in the TESConstruction kit. How do tell the game to load my new texturers instead of the old once?
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