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Clarification / Transparency Note I want to be transparent about something. I used ChatGPT to help me translate and clearly explain this idea in English. English is not my first language, and I’m not very good at structuring long, technical explanations on my own. The idea itself, the mechanics, the numbers, and the design philosophy are entirely mine. ChatGPT was only used as a tool to help me communicate the concept more clearly and coherently, not to create the idea. I’m just a regular player sharing a concept, and I wanted to make sure it was understandable for everyone reading it, and... well, i'm not a modder, that´s also the "Why" i wanted to show you all this idea. (If you´re still willing to read my whole idea, thank you) Mod Idea: Single HP / FP System – All Flask Healing Converted Into Permanent Stats I want to share a fully thought-out mod concept that changes how survivability and resource management work in Elden Ring, without turning the game into an easier or more forgiving experience. This is not a balance tweak or a difficulty slider. It is a system-level redesign of healing and endurance. Core Concept Instead of using flasks to heal during combat, all potential healing is permanently converted into stats. Crimson Flasks → converted into max HP Cerulean Flasks → converted into max FP No active healing during fights One HP bar, one FP bar Once HP or FP is lost, it is gone for the duration of the fight. Survival is no longer about when you heal, but about how much damage you can endure. How Survivability Works in the Base Game Normally, survivability is built by stacking multiple systems: Crimson Flasks (number of heals) Golden Seeds (increase flask uses) Sacred Tears (increase healing effectiveness) Crimson Seed Talismans (increase healing amount) Crimson Amber Medallions (increase max HP) Erdtree’s Favor talismans (increase HP, stamina, equip load) This allows players to: Recover from mistakes mid-fight Reset errors repeatedly Rely on healing rather than endurance What This Mod Changes This mod removes active healing entirely. Crimson and Cerulean Flasks cannot be consumed Golden Seeds and Sacred Tears no longer affect flasks directly Instead, their total potential restoration is converted into permanent max HP and FP The total number of flask allocations remains limited, exactly like in the base game. Numerical Example – HP Conversion At maximum upgrades: A fully upgraded Crimson Flask restores 810 HP With Crimson Seed Talisman +1, this becomes 1053 HP Maximum flask allocation: 14 uses Total HP conversion: 1053 × 14 = 14,742 HP Now add passive HP bonuses: Erdtree’s Favor +2 → +4% HP Crimson Amber Medallion +2 → +10% HP Total bonus: +14% HP Final effective HP: ≈ 16,800 HP as a single permanent health bar No healing. No recovery. Just endurance. FP Conversion (Important for my wizard bros) The same logic applies to FP. In the base game, allocating flasks to Cerulean Tears reduces the number of Crimson Flasks available. This mod preserves that exact trade-off. Cerulean Flasks → converted into permanent max FP Crimson Flasks → converted into permanent max HP You cannot maximize both FP values: Base Cerulean Flask restores ~80 FP Fully upgraded + Cerulean Seed Talisman +1 restores ~286 FP Example builds: Pure melee: 14 Crimson → maximum HP, minimal FP Sorcerer / hybrid: 8 Crimson → smaller HP pool 6 Cerulean → larger FP pool Build identity is defined by sacrifice, just like the base game. Early Game Progression (Very Important) The player does NOT start with these massive stats. Early game progression remains harsh and slow. Starting conditions: Very low Vigor No Golden Seed upgrades (until you fine them) No Sacred Tear upgrades (until you fine them x2) Around 5 - 6 total flask at the start (i do not remember how many flask you have at the start lol) Extremely low flask effectiveness In practice: Base Crimson Flask heals ~250 HP 5 Crimson Flasks → very small HP conversion Early survivability is worse than vanilla, not better The same applies to FP: Early casters start with very limited FP Spell uptime is poor until proper investment Power is earned gradually through exploration and upgrades. Gameplay Impact This system fundamentally changes combat: No mistake resets Damage permanently accumulates (until u find a grace or something, you know, the usual-) Chip damage matters Boss fights become wars of attrition and consistency Instead of: “I got hit, I’ll heal” It becomes: “Hit me, i still have HP” Why This Is Not Easy Mode No mid-fight healing No error forgiveness Long fights punish sloppy play Survivability depends on consistency, not reaction This rewards: Clean execution Defensive play Positioning Endurance-based builds Tank builds gain real identity. Casters gain power at the cost of fragility. Difficulty is not removed — it is redistributed. Design Philosophy Early game: Fragile, desperate, every hit is dangerous. Mid game: Endurance-based survival, meaningful trade-offs. Late game: Massive HP or FP pools, but zero tolerance for repeated mistakes. The player never becomes immortal. They simply become committed. Final Note I am not a modder, only sharing a fully detailed concept with clear mechanics and numbers. I’m posting this in case any modder finds the idea interesting or wants to experiment with it. Even partial implementations of this system would already be fascinating. This mod is not about power fantasy. It’s about pressure, consequence, and endurance. also, If you are a modder interested in carrying out this idea but feel that adjustments are necessary to properly balance the experience, feel free to make changes! - AL -
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I can't buy the armor in this quest. It only offers trade the ring. The armor in not in the items for sale. Current mod list pending...
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- missing merchant
- quest
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A ring that you can purchase in the Whiterun Blacksmith Shop, that will allow your summoned creatures and persons to be cast five times further. Must also work with Apocalypse Magic. Thank you.
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If I wanted to reposition a ring from one finger to another using outfit studio, how do I do this? Also, how do I make sure that my changes have been saved? I remember doing this before, but I don't remember how I did it.
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- ring
- outfit studio
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I want to create a player home with a ring or spell that will teleport you there when you use it. I could make a local script and attach it to the ring, this won't be very difficult to do but then the PC will continiously have an extra active script when carrying the ring around. This seems like a bad idea perfomance wise but perhaps this isn't much of an issue anymore in 2022? I figured it would be easier to add a spell to the PC and have the script activate when you cast the spell but I don't know if that's possible without MWSE. Should I create the ring with the local script or can I make a spell?
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The One Ring A ring that gives bonus, +5 in each special or something, better stealth, and more AP. However, this comes with a cost: take health damage, more likely to get sick, and attracts ghouls (random ghoul spawn near the player location) I guess you should find it in a river.
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so i was wondering if there is a way to get at the end of the game NPC's back just for visuel means. like ranni back in tower, fia on bed, blaid back at the tower, dung eater in back of roundtable hold (or any npc for that matter). as only option now is start NG+ or if there mod for that be great. or if someone is intrested make a mod for it, but i would request one more thing. after defeat the important boss let stay at side of arena. so morgot at the bridge, godrick at grave stone's, melania at the tree (or back in her chair)
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Greetings, Bit in a pickle with a character and could really use a command, spell, item or anything that improves companion approval. Was thinking maybe a ring you have in the companions bags and when you click it you gain 10+ approval, if you click it again 10+ more etc. You can then send it to other companions to raise their approval. Perhaps add another ring that decreases approval so you can fiddle around a bit. Figure it could be a neat thing for people who don't have time for multiplier playthroughs or for people who just want to see what happens in certain situations with a given approval rating. I am aware there are WeMod and CheatEngines etc but WeMod's companion approval feature is behind a paywall and requires information if you want to use the free trial and the guy who made the CheatEngines wants money too unless you want to risk installed stuff using the free one. To be honest, I just don't want to risk it and I am sure I am not alone. So if there is a someone who has time and the experience to put a mod like this together, I'll be VERY grateful!
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- approval
- companions
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Description: A craft-able scripted gold ring that when worn will modify certain player's arrow projectile values regardless of ammunition equipped. The values are: Gravity: 0.000000 Speed: 20000.000000 Range: 25000.000000 Collision Radius: 0.500000 Collision Layer: L_LIVING_AND_DEAD_ACTORS VNAM - Sound Level: Silent The effect should not modify any other aspect of the equipped ammunition except for the values above and only take effect when the gold ring is worn. Thanks!
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Hey guys ! I am working on a new Skyrim mod ( want a preview ? ;) ) , but I have no idea how to script whatsoever ! Tutorials weren't as useful as I thought they would be, so I ask here if somehow could help me how to script a very simple script : Basically, I would want to add some spells to the player once he equips a piece of armor, and remove the spells as he removes the armor... I've seen so many mods using this king of script, but I can't seem to replicate it :/ Any help would be greatly appreciated ! Thanks for reading, guys ^^ !
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All I want is to make rings not show up in first person on my hands, I found one mod from an older thread here that did it but it only hid vanilla rings and not DLC rings. Specifically I want to hide the ring of the beast from dawnguard because it's like.. absurdly large but I need to use it as I'm playing an unarmed fighter. edit: nevermind figured it out just made it have no model it was super easy afterall :d
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Wasn't sure if I should post this in Mod Requests or Mod Troubleshooting... I'm hoping for some help with the mod "FO4 Ring of Jetpack Ability", found here: https://www.nexusmods.com/fallout4/mods/2416 I'm wanting to still retain the jetpack ability when I'm using Power Armor, without actually having a jetpack equipped. Just the ring from the mod. Is it possible to add this in on FO4Edit? If so, could someone explain how? Thank you!
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- jetpack
- power armor
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Dear hyper talented and industrious modders, I never liked the look of the ring when worn and the amulets are not much better and the circlets I wont even start to rant about. Is there a way to make equibed jewelry invisible? It would be doubly amazing if it would work even with the unlimited rings and amulets mod installed :)
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I wonder if it Would be possible to create a New mod which you can obtain the ring khajiita in skyrim, I think it has got interesting Effects.
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LE Rings that allows physical attacks to do elemental damage
abborre posted a topic in Skyrim's Mod Ideas
Hello! A mod that I would find useful would be a mod that added rings which allows your physical attacks to deal elemental damage while wearing them. Why do I simply not enchant my weapons or use the Arcane Fists mod? Becasue my intention is for this to work for my werewolf character when he is in beast form (I'm intending for him to be a kind of wolf-shaman who does elemental damage with his claws). The plan is to transform into beast form and equip the ring with the help of the Werewolf Loot mod to deal elemental damage with my claws. I tried using the Infused Claws werewolf perk added by the Extra Werewolf Perks mod, but it wouldn't work for some reason, and I kinda like this idea better. What would be even cooler would be if the elemental damage you dealt scaled propperly to your destruction and costed magicka, as if you were casting a spell with each attack, since that would make my magicka pool relevant and useful to me, even in melee, giving you the feeling of being a kind of mage who channels their magic through their weapons/fists. This could be useful for many types of character builds. So basically what I'd very much hope to se would be either a mod that adds an enchantment to the game which applies to rings, allowing your attacks while wearing the rings to do elemental damage depending on the strength of the enchantment, or a set of rings that do elemental damage depending on your destruction at the cost of magicka, indepenent of your ability to enchant them. In fact, what would be even more perfect would be if this equipable item that allowed physical attacks to have elemental effects did not occupy the ring slot, and wasn't even visible on your character, except from maybe an elemental effect on your hands, and was set such that it couldn't be removed form your inventory, so that it could accompany you almost like a toggle spell, except one that's mananged as a physical item, but now I'm starting to go a bit too overboard I think. The former version would be ideal in my eyes, even if we're just talking about some rings, but whichever one of these ideas any modder takes a liking to or feels sufficiently generous towards me about would be much appreciated. Thank you for reading and perhaps considering my idea. Of course, if you already know of some mod like this, or at least that could serve a similar purpouse, please let me know.- 5 replies
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Here is the ring: http://www.nexusmods.com/skyrim/mods/77034/? I want to create an optional file that makes the ring add a fear effect to all human/elf NPCs (EDIT: within 15 feet) that are at least 30% below the player's level. If that is not possible, just a fear effect up to level 10 would be acceptable. Can someone help me to do this in the creation kit? If you don't feel like walking me through it, I would also accept it if you just did it for me, I would credit your help either way.
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I was wanting someone to make the 3D model and textures for one of the Lone Ranger Atomic Bomb Rings so I could put it in the game somewhere, maybe inside a box of sugar bombs, and have it give you some neat buff or something when wearing it. I think this is a cool piece of classic americana that has been left out of the fallout games thus far. All I need is the model and textures, I can do everything else to make it a mod.
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A fast and simple mod Basically adds a Dawnbreaker sword(Atheu Dovahkiin) and the Namira Ring(Mavhorir Dovahkiin), The Atheu Dovahkiin sword has a new visual effect, It does not replace the original items. Enchantments Atheu Dovahkiin - Burns Dragons on 50 points , Can be disenchanted Mavhorir Dovahkiin - Adds 15 % resistance to Fire, Shock and Ice , Can be disenchanted Where to find? World throat Click for Download http://i.imgur.com/6RP8a8w.gif
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- sword and ring of dovahkiin
- ring
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Request for wedding rings on a necklace, trivial i understand, never the less something i am interested in.
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Greetings all! Let me just start off by saying thank you to anyone who shows enough interest to even check out this thread. Now, on to business. All of the items in this request have a very personal meaning to me, which is why I want them to become a mod so badly. The first two pieces are jewelry that has been a deeply personal image of mine since my high school days. For those familiar with the Final Fantasy series, particularly Final Fantasy VIII, will no doubt know the image of Griever, Squall's iconic Guardian Force and symbolic necklace/ring combo. Those two pieces have more meaning to me than a thread could do justice to. In 2003, Squaresoft and Enix merged to become SquareEnix, the company we know today. In commemoration of that merge the company released a redesigned version of the Griever necklace and ring. That particular ring is the ring I am requesting. Here a few links for reference photos: (http://afinalfantasyblog.com/2011/06/01/ffviii-squalls-griever-ring/sam_0472/) (http://finalfantasy.wikia.com/wiki/Griever_(Final_Fantasy_VIII)) (http://www.deviantart.com/art/Griever-195672657) I can provide more pics from my own ring if need be. When I saw that redesign I was blown away by the level of detail and the overall look of it. Unfortunately, the necklace was a huge letdown to me. For the ring to be so beautiful the necklace was quite hideous. So, like any good artist I set out to design my own version to match the ring. Here it is: (http://thundergoddevo.deviantart.com/art/Custom-Griever-Pendant-III-382579805) The last item is a Tolkien-inspired, lore accurate weapon I have designed. I am currently working on a personal art project that focuses on the iconic weapons throughout all ages of Tolkien's world. While researching said weapons I had a desire to create my own weapon that would accurately fit into Arda. The idea grew and grew into something large enough to have it's own story. The result is a weapon I am incredibly proud of and one that I would LOVE to see made into a playable mod. Here is my creation: (http://s1021.photobucket.com/user/Alkariender/media/Laurelion_zps0cce4bfd.png.html?sort=3&o=0) I do apologize for the crude color work. Should someone be willing to pick this idea up I will send my full description of the weapon. Again, thank you for taking the time to view my thread. If someone out there does decide to make a mod out of these I will be more than grateful to you and even willing to discuss compensation if need be. To see any of these become a reality in a game I love so much would be a real dream come true.
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LE Green (Red, Blue etc) Lantern Rings in Skyrim!
ReaverMachete posted a topic in Skyrim's Mod Ideas
First of all, I'm not a modder so I don't know how hard some things would be :tongue: Now, this is an idea that would add in 9 rings to the game to find (not craft) that would give the player a few spells they could use only while the corresponding ring is equipped. The rings themselves represent different emotional spectrums, so depending on the ring, the spells learnt and location it is found and what the player has to do to retrieve it changes. For instance: Red Lantern Ring: Rage, Spells would be violent and physical, Found equipped to a dremora attacking somewhere with a small army. Blue Lantern Ring: Hope, Spells would be defensive and long lasting, Found at the top of the throat of the world. Orange Lantern Ring: Avarice, Spells would be stealthy and gold related, Found in the Riften Undercity, for when you become the head of the Thieves guild. Something like that :tongue: For those who don't know the Lantern lights: Red = Rage Orange = Avarice Yellow = Fear Green = Will Blue = Hope Indigo = Compassion Violet = Love Black = Death White = Life and Grey = Neutrality (This is more of a fan made joke colour, but it could be interesting :wink:) If ya decide to make it, enjoy and id love ya xD -
Recently, I downloaded this mod: http://www.nexusmods.com/skyrim/mods/57417/? I found that a couple of the rings had typos in their name, so I used TES5Edit to correct them. However, I later found out that the mod had a few other glitches (none caused by my previous edit as I tested it with a backed up original). Also, so far, I have just used the Weatherward Circlet and Aesliip's Ring. First of all, none of the rings that I currently have show up on my characters, in either third person or first person view. Secondly, neither ring seems to take up the "ring slot". When I equip the rings, I can see their effects in the active effects window, but I can still equip other rings on top of them. I'm guessing that these glitches are related. Because the ring does not take up the "ring slot", it cannot be seen, and other rings can be equipped on top of it. First of all, is my theory correct? If not, what is the glitch, and does one fix it? If so, I'm guessing that the solution is to use either the CK or TES5Edit in order to make the rings take up the "ring slot", which should fix the issue. At this point, I can try either the CK or TES5Edit, but in either case, how does one use the software to fix the issue? Both rings show up fine in my inventory visually, so I don't think that I'm missing any meshes or textures (I hope).
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Back in Oblivion, with the DLC Shivering Isles, there was a quest item ring called the Ring of Dessecation in the Museum of Oddities. It was a unique solid black ring with a deeper black onyx gemstone in the center, and gave the wearer the magical effects of both Waterwalking and Waterbreathing at the same time. I hated having to give it away and wanted to keep it forever, due to its infinite usefullness. Now with the Skyrim DLC Dragonborn's recreation of the Waterwalking effect, I do believe it would be possible to recreate the ring, but I am unskilled at modding and therefore must request that somebody make it for me. Also I like lore-friendliness, so I would much appreciate it if it were, say, in the Pelagius Wing of the Blue Palace. I hope this isn't too much to ask. Many Thanks, Alexis P.S. Just on a side note, in Oblivion the ring was worth 4015 Septims.
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So, i was thinking of making a mod that has rings that give the corresponding races stats/abilities. i.e.: "Ring of the Altmer" +50 Magicka +50%Magicka Regen Rate (Since idk how to make it give you highborn power) and +10 Illusion i.e.: "Ring of the Khajiiit" +15 Unarmed Damage - Night Eye - +10 Sneak Just throwing it out there, of course i would make something you need to fight to obtain these so it isnt to easy to obtain them. I want to make one for each race. If someone has already made this than sorry for posting this. I just thought that this would be a way to do something becuase i def need to contribute. ive downloaded so many mods and dont contribute. Sound okay? NOTE: There will be no new meshes and textures (Unless somebody wants to make them for me, ill credit them than) becuase i have no idea how to make them.
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Can some one make the mouth of sauron mask, and, if possible, the robe. http://bimg2.mlstatic.com/boca-de-sauron-mouth-of-sauron-senhor-dos-aneis_MLB-F-4538003273_062013.jpghttp://upload.wikimedia.org/wikipedia/en/0/0c/The_Mouth_of_Sauron.jpg
