List of ideas for mods

Discussions and questions about the CK and mods for Skyrim
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Re: List of ideas for mods

Post by zzar »

Things I’m missing or want –


Quest Arcs

+Multistep unravel a mystery quest, where you think its been solved, then someone shows and opens it up again (like Separated at Birth/Legacy Lost/Sins of the Father in Oblivion [The Man Who Cried Wolf/The Wolf Queen Awakened is the only one I've seen yet])

+Vigilant of Stendarr quest arc against every daedric but Sheo, Azura, and Meridia



Single Quests

+A defense quest with multiple waves of enemy, a stamina/fortitude type of challenge (similar to, but better than, Defense of Bruma)

+Bad guy stuff, like a quest of - pick up moonsugar, drop off for processing, deliver skooma

+A quest for Talos firebrand preacher in whiterun

+"Come help me now" quests, like RDR, where if you go you are walking into a hornet's nest of trouble



Simple Additions

+3 tiered building/dungeon crawls, with more changes between the tiers, not just spiders in the front, bandits in the middle, necro in the back...a bit more creative (I'm thinking of RoboCo headquarters in FO:NV)

+Shady Sam outside of Whiterun or Solitude

+Weapon Variety, more of everything, based on real Ancient/Medieval weapons



edited a bunch for grammar, additions, and detail
Last edited by zzar on Thu Dec 01, 2011 10:47 pm, edited 8 times in total.
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Re: List of ideas for mods

Post by MARS »

zzar wrote:Things I’m missing or want, in no order –

Multistep unravel a mystery quest, where you think its been solved, then someone shows and opens it up again (like Separated at Birth/Legacy Lost/Sins of the Father in Oblivion)


3 tiered building/dungeon crawls (spiders and bears -> necromages -> druagers+deathlord guarding loot kind of thing)

These already exist.
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Re: List of ideas for mods

Post by n810 »

Not sure if it's been mentioned yet or if it exist allready,
But I would like to see my shield or off hand weapon when I'm
not fighting, the weapon would mirror the one on your right,
and the shield would likely go on your back.
and maybe a bow that you have in you inventory but not equiped,
shown on your back as well if possible.
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Re: List of ideas for mods

Post by azuarc »

I watched my roommate when he started up the game for the first time, (I had already played a bit.) The first thing he asks me after making his character and entering the keep..."aren't there any spears?" I have to admit, although Oblivion didn't have any real polearms, it would be nice to make a Nord female into a valkyrie, given the backdrop -- but not without a spear.

Anything to improve the inventory menus at all, please. I mentioned about this earlier, but that was before I realized that my "stack of junk" container in my house was so incredibly long it took me about ten seconds to scroll through just the potions in the middle.

To that effect, I'd like an Alteration spell that lets me convert an item to an appropriate amount of gold, obviously less than you would get from a merchant, but enough I wouldn't feel bad about not selling it. Or, alternately, I'd settle for a vendor with infinite money, but gives you absolutely horrible rates on items.

Simple UI tweak: in the display for each item, add a field for weight-to-cost ratio. Make it a sortable field while you're working on inventory mods, so I can easily pitch the most worthless things I'm carrying.
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Re: List of ideas for mods

Post by OblivionDuruza »

azuarc wrote:Simple UI tweak: in the display for each item, add a field for weight-to-cost ratio. Make it a sortable field while you're working on inventory mods, so I can easily pitch the most worthless things I'm carrying.
This is simply a great idea. If you're looking for an Inventory quick fix, check this out. The author is looking to improve it quite substantially I believe, so maybe he/she could use your suggestion?

Edit: actually,
Implemented sorting by weight, name, value, damage/armor and v/w each ascending and descending.
may have beat you to it, I'll check this out myself and see how it works.
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Re: List of ideas for mods

Post by Mithrandir »

OblivionDuruza wrote:First of all, I'd like a mod that remedies the oversight on Bethesda's part whereby you cannot see the weapon equipped to the left hand when sheathed, only the right.

Secondly, I'd like to see the return of classes and attributes, although I'm still working on the details of how best to execute this.

There was one other thing, but I seem to have forgotten, I guess I'll post it when and if I remember. :lol: Along with a more fleshed out point 2.

Mithrandir wrote:"Elseweyr: Deserts of Anequina" but this time with Skyrim graphics. Looked pretty cool on Oblivion's engine and graphics so it's be better on Skyrim's
Or a Morroblivion-esque project that could bring Oblivion, Anequina, Morrowind and TR into Skyrim 8)
Yea that'd be pretty cool
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Re: List of ideas for mods

Post by Shadowscale »

Undead versions of things and companion dialouge.
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Re: List of ideas for mods

Post by Iaius Amaius Heron »

Joke mod: add Arnold Schwarzenegger sound clips to random guard sayings.

Whiterun Guard: "I'M A COP, you idiot!"
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Re: List of ideas for mods

Post by strobacaxi »

Ok, I had an idea:

I don't know if it is possible, but what about the ability to.......... wait for it........... ride a dragon!?
Obviously not any dragon. Only with the dragon you call with the dragon call shout.
Are you the Dovahkiin? Do you feel like you're too good to walk? Then don't! Just ride a dragon!

What would be perfect was if somebody could make another mod, that could be used to improve this idea:
Fighting while riding horses! Again, don't know if possible, but it would be awesome.
My line of thoughts is, if somebody can make it possible to fight while riding horses, and possible to ride a dragon, maybe... Fighting while riding a dragon? Imagine fighting a dragon, on top of a dragon throwing magic or arrows at your enemy? That's what I'm thinking.

Is it possible?
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Re: List of ideas for mods

Post by golan2072 »

One thing I'd love to see (if possible) is weather varying not only according to location, but also according to season like in Daggerfall (more snow in the winter even in the south, almost no snow in the summer even in the north and so on).

Another thing I'd love to see is more dialogue influence of completing quest lines. I've recently become the Harbinger of the Companions, yet the Stormcloacks treat me just like any new recruit... If this could be changed, it'd be fun.
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Re: List of ideas for mods

Post by beny15 »

golan2072 wrote:One thing I'd love to see (if possible) is weather varying not only according to location, but also according to season like in Daggerfall (more snow in the winter even in the south, almost no snow in the summer even in the north and so on).

Another thing I'd love to see is more dialogue influence of completing quest lines. I've recently become the Harbinger of the Companions, yet the Stormcloacks treat me just like any new recruit... If this could be changed, it'd be fun.
seconded and seconded.

(If i remember correctly there was once a mod project to include seasons in Oblivion, but there was some problem or other that made it impossible(game mechanics-wise) lets hope the same problem doen't exist in Skyrim)
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Re: List of ideas for mods

Post by NLN »

I second the robes over armor and maybe the clothes under it idea. Best thing in Morrowind, I always wore that. Speaking of Morrowind: long skirts for men? :D

And let us at least shout/cast spells while on a horse or falling/jumping, and use weapons in water.
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Re: List of ideas for mods

Post by zzfallens »

House mods! Specifically, a castle with a full staff for a warrior character. Sort of like Battlehorn castle for Oblivion. But it should be expensive. I already bought all the houses and I have 100,000+ septims to spare!

I was thinking of a list of features:
  • A bailey/walled courtyard out front with a portcullis
    Stables in the baily
    Full forgery in the bailey with a smelter
    A carriage that travels to cities and back to the castle
    Full staff of guards on the castle walls and patroling around the area and castle
    Large dining room table and throne in the main hall like in the Jarl's castles.
    War room with table map
    Your own steward and house carl
    Ability to appoint followers as thanes of your court
    An actual 'court' room from your members
    Your own court wizard
    A dungeon for torturing
    A sparring area
    A large display area, mannequins, shield and weapon plauqes, weapon racks, display cases
    A huge library with display book cases, enough for each book in the game in your study
    Large bedroom where your wife stays. The bedroom would obviously have a huge bed, a fire place, some weapon displays, storages, maybe a secret room for your alchemy and enchanting tables
    And then finally a balcony overlooking a large open area
I am going to try to make this when the creation kit finaly comes out.
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Re: List of ideas for mods

Post by Mucro »

zzfallens wrote:House mods! Specifically, a castle with a full staff for a warrior character. Sort of like Battlehorn castle for Oblivion. But it should be expensive. I already bought all the houses and I have 100,000+ septims to spare!

I was thinking of a list of features:
  • A bailey/walled courtyard out front with a portcullis
    Stables in the baily
    Full forgery in the bailey with a smelter
    A carriage that travels to cities and back to the castle
    Full staff of guards on the castle walls and patroling around the area and castle
    Large dining room table and throne in the main hall like in the Jarl's castles.
    War room with table map
    Your own steward and house carl
    Ability to appoint followers as thanes of your court
    An actual 'court' room from your members
    Your own court wizard
    A dungeon for torturing
    A sparring area
    A large display area, mannequins, shield and weapon plauqes, weapon racks, display cases
    A huge library with display book cases, enough for each book in the game in your study
    Large bedroom where your wife stays. The bedroom would obviously have a huge bed, a fire place, some weapon displays, storages, maybe a secret room for your alchemy and enchanting tables
    And then finally a balcony overlooking a large open area
I am going to try to make this when the creation kit finaly comes out.
That seems brilliant.
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Re: List of ideas for mods

Post by Musicman247 »

Along with the castle can we have:
-nameable chests/containers
- a servant who follows us around and can take loot back to a container that we specify
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Re: List of ideas for mods

Post by zzfallens »

Musicman247 wrote:Along with the castle can we have:
-nameable chests/containers
- a servant who follows us around and can take loot back to a container that we specify
Not sure how I'd do the nameable chests, maybe I'll pre name them? E.g. have a wardrobe named "Clothes," have a chest named "Bows & Arrows," etc.

And the servant is a good idea too.
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Re: List of ideas for mods

Post by GhostOfTheNavigator »

I would like my smithing skill to be reflected in my armor's appearence. What i mean with this is that the improvements you do on your armor and weapons should change their model ingame and not have them look exactly the same as before. And NPCs should be allowed to have improved versions of normal weapons and armor increasing item diversity. After all you are not the only smith in skyrim :D

Besides this i would also love spells to bound armor, shields and two-handed weapons.
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Re: List of ideas for mods

Post by AeraDunmerMoon »

A couple of houses that can be purchased without additional questing required, for those who like to roleplay with their characters and need housing without adventuring.
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Re: List of ideas for mods

Post by MARS »

AeraDunmerMoon wrote:A couple of houses that can be purchased without additional questing required, for those who like to roleplay with their characters and need housing without adventuring.
Yes. Please.

Also, a bit more innovative smithing. For instance there are several types of arms and armour that cannot be smithed, like Forsworn gear. There could be books or manuals that contain instructions as to how to create this gear.

Also also, unlock spell. Make it expensive, whatever. Roleplayers will still opt to use the lockpicking skill if they want to and mages don't have to be trained locksmiths.
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Re: List of ideas for mods

Post by Trelares »

I thought about a rebuilding of Japhets Island as a trade post, with a little settlement for our hero a bit like raven rock ;-).

And a manor with enough space and puppets to display all different armor typs and weapons.
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Re: List of ideas for mods

Post by OblivionDuruza »

What Skyrim needs is a good Faction mod or two. There was so much potential in the Nordic Clans, there was even potential in the Dunmeri refugees. Bethesda could have done so much more in terms of diversity of Factions, but maybe the community will do what they should have.
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Re: List of ideas for mods

Post by MARS »

I think we should wait for the DLC before making hasty decisions about quest and faction mods. For now I think we need gameplay tweaks, visual goodies and and minor fixes and tweaks.
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Re: List of ideas for mods

Post by Iaius Amaius Heron »

Permanent Candlelight: an adept spell that does what it says on the tin. Can be switched off by casting again.

Permanent Magelight: an expert spell that does what it says on the tin. Can be switched off by casting again.

Lanternlight: like Candlelight, only it shines the light in a narrow-ish beam/cone in front of you at a fair distance, instead of only lighting up maybe 10 feet before and after you. Think magic flashlight.

Different-colored light spells; I want my dread warrior to glow blood red, my Kynareth-worshiping bosmer to glow forest green, and my raver mage to glow bright pink!

Detect Life/Dead spells that actually last longer than you holding up your hand. It's annoying that I have to drain my MP, not being able to run, etc. Plus I can finally stop using Aura Whisper all the friggan' time. Seriously, I'm tired of Aura Whisper taking up my Shout-space. I can't ever use another Shout because I'm too busy trying to see where enemies are with Aura Whisper! I want non-sucky Detect Life/Dead spells so I can finally FUS-RO-DAH somebody! "jus dont use aura wispr lol" Then I won't be able to see my foes through walls, and that is bad. Make them expert spells, or have limited ranges like in Oblivion or something. Pretty please?
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Re: List of ideas for mods

Post by OblivionDuruza »

Mars wrote:I think we should wait for the DLC before making hasty decisions about quest and faction mods. For now I think we need gameplay tweaks, visual goodies and and minor fixes and tweaks.
Well even so, DLC can't cover everything, and there's a lot of potential in Skyrim waiting to be unlocked, and even further, potential to do something completely outside the realm of what Bethesda has given us. For example, Clans. If Bethesda didn't do them in the vanilla game, I'm doubtful they'll expand them in DLC. The gameplay of Skyrim is pretty good, but there's only so many times I'll do the same Radiant Story quest with different characters and locations.
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Re: List of ideas for mods

Post by Iaius Amaius Heron »

'Nother one: MORE (non-armor) GLOVES!

I hate the tiny selection of fugly gloves, and the only good ones are glitchy. Psijic gloves make your wrists disappear, shrouded wraps clip your ring, the farmer gloves make your fingers thin enough to be spider legs and your ring appears to just float around your finger...

And yes I looked through a couple dozen clothing mod pages on skyrimnexus and didn't find anything. Time to go hunting on other sites, if there are any this early since Skyrim's release.
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