Do you already know enough info that you have decided there is something you want to mod?
I'm planning two very small mods, one slightly bigger one and one very big mod that will take a long time to complete.
As soon as the Creation Kit is released, I will make 2 small mods for purposes of altering my first playthrough
1. Skyrim Poverty Mod
2. Skyrim Perk Extension
3. Skyrim Fan-Created Lore Books
http://forums.bethsoft.com/index.php?/topic/1204568-wip-fan-created-in-game-books-mod/
4. Skyrim Necromancy Overhaul
Making a good Necromancy mod will probably involve some elaborate rituals and quests to obtain ingredients, etc. for animating a corpse. On the other hand, who's to say that there aren't other interesting spells from this school (i.e., something besides creating an undead servant) that we simply haven't heard about yet.
For example, if you look at the history of necromancy IRL, a spell like Clairvoyance fits with a lot of descriptions of medieval necromancy, it would just require something like the remains of a person related to the quest as a material component in order to cast the spell. In fact, that could be a really cool way to balance the power of the Clairvoyance spell. There could be other interesting takes on this, as the concept of necromancy need not be limited to the descriptions in passages from previous TES lore books.
This was a huge missed opportunity in Oblivion because all the Necromancer NPCs we encountered had basically the same arsenal of spells as most of the other spellcasting NPCs. IMO there could have been a deeper, much more interesting culture for this faction.
Historically, in ancient times, Necromancy was a sort of divination involving corpses or summoning the spirits of the dead in order to seek guidance. Later, in medieval times, necromancy was considered a form of sorcery involving summoning demons or spirits (which in Skyrim could translate to Daedric beings) for purposes of:
some TES lore about Necromancers
On the Preparation of the Corpse
Arkay The Enemy
Legions of the Dead
The Black Arts On Trial
I'm planning two very small mods, one slightly bigger one and one very big mod that will take a long time to complete.
As soon as the Creation Kit is released, I will make 2 small mods for purposes of altering my first playthrough
1. Skyrim Poverty Mod
- Increase all merchant prices by 5x
- Reduce all selling prices to merchants for stolen goods by 5x
- Reduce all other selling prices to merchants by 2x
2. Skyrim Perk Extension
- change the perk level limit cap from level 50 to level 70
3. Skyrim Fan-Created Lore Books
http://forums.bethsoft.com/index.php?/topic/1204568-wip-fan-created-in-game-books-mod/
- add 20-30 new lore books, letters, diaries, etc., based on the most popular fan-created lore books submitted above
4. Skyrim Necromancy Overhaul
- add new spells and spell animations
- add new spell tomes
- add new NPCs
- add new quests involving elaborate necromancy rituals
- alter inter-faction relationships and reputation values between Necromancers and other factions
- possibly add a new skill with 12-20 new perks (Necromancy Skill)
Making a good Necromancy mod will probably involve some elaborate rituals and quests to obtain ingredients, etc. for animating a corpse. On the other hand, who's to say that there aren't other interesting spells from this school (i.e., something besides creating an undead servant) that we simply haven't heard about yet.
For example, if you look at the history of necromancy IRL, a spell like Clairvoyance fits with a lot of descriptions of medieval necromancy, it would just require something like the remains of a person related to the quest as a material component in order to cast the spell. In fact, that could be a really cool way to balance the power of the Clairvoyance spell. There could be other interesting takes on this, as the concept of necromancy need not be limited to the descriptions in passages from previous TES lore books.
This was a huge missed opportunity in Oblivion because all the Necromancer NPCs we encountered had basically the same arsenal of spells as most of the other spellcasting NPCs. IMO there could have been a deeper, much more interesting culture for this faction.
Historically, in ancient times, Necromancy was a sort of divination involving corpses or summoning the spirits of the dead in order to seek guidance. Later, in medieval times, necromancy was considered a form of sorcery involving summoning demons or spirits (which in Skyrim could translate to Daedric beings) for purposes of:
- reanimation of the dead
- food and entertainment,
- to drive people mad
- to inflame people to love or hatred, to gain their favor, or to constrain them to do or not do some deed"
- conjuring a mode of transportation
- identifying criminals,
- finding items
- revealing future events.
some TES lore about Necromancers
On the Preparation of the Corpse
Arkay The Enemy
Legions of the Dead
The Black Arts On Trial
Last edited by BootySweat on Sat Jul 23, 2011 3:13 am; edited 1 time in total