-- Delte's Thread of IMMERSION Mods --

Post » Sat May 19, 2012 9:31 pm

Good thread, Delte! :foodndrink:

I also think we need bedrolls, and I agree with people who said cooking needs to be different. If not give a similar bonus as being rested, at least make cooked foods more desirable. Elsweyr Fondue is the only cooked food in the game I try to make, as its bonuses are subtle but long-lasting and helpful. If more foods could be like that, it'd be great.

I also think we should have saddlebags for our horses. If not coming with the horse when we buy it, make them cheap and buyable. Quite often I go on long trips to two or more quest locations, but when I want to just hit them all and go home, I find myself weighed down too much and have to get on my horse and go back to town to sell/drop off stuff so I can go back to the next dungeon without being encumbered.

I also think we need to be able to craft our own staffs. We can craft just about everything else, so why not staffs? We'd probably have to find special wood or metal or something, and gems/crystals. Making the physical, nonmagical staff could be another smithing thing, but they'd need to be enchanted at an enchanting table. We could disenchant staffs to learn their effects, and all staff effects would appear on a "staff only" enchantment list. I love the feeling of accomplishment from smithing my own weapon and enchanting it. I wish my mage character could feel the same way about his staff, like make and enchant his own personal signature staff.

Along those lines, we should have a tailoring skill for making clothing. Making our own clothes, fine clothes, boots, hats, robes, and CLOAKS. I can NOT believe they still don't have cloaks in the game. Yeah, some of the robe meshes include something that almost looks like a half-cape or something, but that's not the same.

Also, regarding the compass, I would like to turn it off, but the game is really designed around it and without the Clairvoyance spell it would be totally impossible to find anything, because the journal never gives you any directions.

The reason not having map markers/compass stuff in Morrowind worked was because the journal (and the quest givers) gave the player actual directions on how to get to a place. There is nothing like that in Skyrim. So without map markers or the Clairvoyance spell, I really don't know how anyone finds what they're looking for unless they already know where it is. All the journal entries would need a major overhaul for that to work for everyone.

Also, for us wandering people who don't like to settle down, I think inns should have an option to rent a room for more than a day.

Also, Trapmaking should be modded into the game. Hunters should be able to lay down snares, thieves/assassins should be able to set up traps for unsuspecting victims, etc.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Sat May 19, 2012 7:44 pm

You mention the Muffle. I was wondering how Sneak and Companions work in the game. Does the game just check the player when sneaking? Or, is the Companion checked, too?
The companion is indeed checked - and can be found independently of you. I had a lot of trouble with Lydia initially because of this, I had a very high sneak when I got her, and Muffle on my boots. See an enemy ahead, sneak slowly up behind him and have the enemy be alerted from a good distance. Reload, tell Lydia to wait, try again - not even bothering to move slowly and have no problem running right up behind him and dancing around.

I spent a good few hours experimenting with this in a number of different places, with different companions - checking their Sneak skills, gear, etc, ordering them to move up behind enemies themselves while sneaking, etc. Amusingly, as my sneak is 100 now, there are cases where someone will spot my companion, and run right past me to get her, awarding me an easy backstab(complete with bonus) as they run by.

I didn't particularly like Lydia, found more often than not she'd clumsily get in my way running forward to smack things and failing terribly at anything even remotely approaching stealth. Areana, on the other hand, is an absolute delight. She stays behind me and conjures/nukes. It's fun just to watch her use different spells in different situations - the companion mage AI is pretty interesting.
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Sun May 20, 2012 1:04 am

While we're on the topic of weapon and armour desirability, I thought I'd mention these game settings I've found. I generally don't play with companions, but perhaps someone who does would like to experiment with them?
fActorArmorDesirabilityDamageMultfActorArmorDesirabilitySkillMultfActorWeaponDesirabilityDamageMultfActorWeaponDesirabilitySkillMult
Cipscis
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Sat May 19, 2012 10:42 am

Hey guys, forum newbie here, although I've lurked for years on the Oblivion Mod forums. Delte's Immersion Thread was a great one and I thoroughly enjoyed it. So, thanks to Delte and all contributors, past and present! :foodndrink:

Unfortunately, I've never been able to afford a decent gaming pc and so have never actually played any of the great mods I heard so much about. Luckily, I was able to pick up Skyrim on console and loved it, having already put about 150 hours into it (addictive).

Anyways, I had a few small suggestions I thought I'd throw out. Some have been touched on already, I'm sure, but hey. B)

1) Those of you who've played Red Dead Redemption know that when you skinned an animal, it had a new skinned corpse model afterwards. Am I the only one who would love to see this in Skyrim? It's odd to pick up a wolf or bear pelt from a corpse and then see no change other than "empty". I feel this would add a lot of gritty realism to hunting.

2) I'd like to see more intellegent, varied, and less suicidal animal behavior, especially from wolves. It makes no sense that a low level wolf by itself would attack a man decked out in a full suit of armor with flames coming out of his hands. Something I've loved in skyrim was when I encountered animals that warned you to stay away - it was very immersive and i'd like to see more situations like that with less suicidal attacks. Perhaps "lesser" animals could flee if weakened, as well. There also could be an addition of baby animals, in which the parents would be more easily provoked if you came too close (thus more aggressive).

3) i think it's a great touch how enemies will crawl and cry for mercy in a near-death state. However, in my experience, once recovered an enemy will ALWAYS continue to attack, meaning you have no choice but to shoot an arrow up their ass every time. I would love to see some variable behavior from near-death opponents. Maybe once they recover, they will flee for their lives. Maybe they will crawl away and cower in place. Maybe they will throw themselves back at you. I would like to at least have an OPTION to be merciful - it would add variety to each encounter. The chances for flee, cower or battle could even be varied depending on opponent (a bandit would seem more likely to flee than, say, a soldier). It would make each person seem like they have their own story...instead of just being meat fodder for your skill level ups.

4) All this talk of war in Skyrim and we never really seem to see it- in fact, if it wasn't constantly mentioned by NPCs, you'd never know the country was at war.. I would like to see more randomly-generated content in the wilderness - there could be skirmishes in the wilderness, platoons marching in the roads, etc. there was a mod for oblivion (daedric invasion?) that made daedra patrol the wilds and occasionally attack towns - i never tried it myself (no PC :glare: ) but people seemed to like it. (Disclaimer - i haven't yet played the Imperial Legion or Stormcloak quest lines to completion, so if they add such features to Skyrim apologies for my gaffe).

5) Skyrim adds a fair amount in terms of random travelers and occurrences but I would just like more - more variety on the roads, more adventurers, merchants, soldiers, just more people travelling from place to place. There was a lot of that in my early game but it seemed to die down later on. I'm sure we'll have a new "tamriel travellers" type mod but might as well talk about it, right?

6) Finally, I don't find it very immersive when I shoot an arrow through the neck of a bandit, and his buddy runs over and swears vengeance, then gives up 10 seconds later and says "must have been my imagination". Uhh...no, your best friend since childhood is still dead pal. I'd like to see a stealth overhaul where enemies (semi?)permanently go on alert once discovering a corpse of a friend - they could go on sweeps of the area to try and root you out. Perhaps the player's stealth damage output could be reduced once enemies were in an "alerted" state. Alerted enemies could even run for reinforcements - if I'm in an abandoned fort full of twenty bandits, is one guy really going to die alone while his buddy sips mead twenty feet away?

Stealth AI and mechanics is something i'd like to see tweaked the most. Unfortunately, having no gaming PC I can't just start going at it myself. :sad: I also have zero experience with modding in general so i don't really know the inner mechanics of such gameplay changes. But hopefully some talented modders notice some of these problems and attempt to fix them.
User avatar
Heather M
 
Posts: 3487
Joined: Mon Aug 27, 2007 5:40 am

Post » Sat May 19, 2012 11:51 am

Some things I would like to suggest:

1. Preset menu to replace the current 'favorites' system.
The current favorites system only allows changing on weapon or skill at a time. If you are using an xbox controller you only have a choice of two quick favorites. For any else you need to go down your entire list.
Instead why not have it so that when you hit the favorites a set of 5-6 customized presets are presented. The presents will not only switch your weapon or skill but also your appeal. I always carry a bartering appeal, bow appeal, magic appeal and pickpocketing appeal set. It would be nice if I am able to just hit the favorites, a choice of 6 presets are presented and I change all my gear at once. If the preset menu looks kinda like how applications appear with the "alt + tab" on a Windows, that would be nice.
I don't mind if the preset menu takes the majority of the screen. If you are going to pause the game when opening up the 'favorites' might as well make it easier to navigate.

2. Jumping automatically cancels running.
This is more of a gameplay issue that hopefully Bethesda will address. As of now, I can never jump while running. I always have to let go of the run right before jumping, if I don't then I just simply keep running. I got clipped a couple of times trying to jump onto a ledge when running away from a giant.
User avatar
Dan Wright
 
Posts: 3308
Joined: Mon Jul 16, 2007 8:40 am

Post » Sat May 19, 2012 3:03 pm

The companion is indeed checked - and can be found independently of you. I had a lot of trouble with Lydia initially because of this, I had a very high sneak when I got her, and Muffle on my boots. See an enemy ahead, sneak slowly up behind him and have the enemy be alerted from a good distance. Reload, tell Lydia to wait, try again - not even bothering to move slowly and have no problem running right up behind him and dancing around.

If companions are indeed checked (which your testing seem to prove) someone should make at the very least a spreadsheet of their abilities.


Or maybe someone has already and I just missed it?
User avatar
BrEezy Baby
 
Posts: 3478
Joined: Sun Mar 11, 2007 4:22 am

Post » Sat May 19, 2012 1:26 pm

Here are my current immersion thoughts:

Fires should be hot

Candles should be douseable. NPCs should react when lights go out. If only "what was that?"

Enemies that have taken heavy damage from an unseen opponent should panic. Panic decisions will not necessarily be good, but would probably involve high speed movement to some arbitrary location and perhaps cowering behind some random bit of cover. [This would be straightforward to implement if the game's scripting language can adequately represent concepts like "arbitrary location" and/or "take cover".]

Climbing needs animations (and perhaps an updated movement system to fit the animations). [Big project.]

The whole magicka/health regen and food and sleep issue has already been discussed, but: yes... that would be good for immersion.

My character should pant when low on stamina. (I sometimes hear a panting audio effect for a brief second, but I think it's under-done, and I have never seen an animation for it, like I saw in the trailers.)

Walking animation should change when over-encumbered.

Containers to represent unequipped inventory might be nice. [Big project, might need independent models for every armor choice.]

I should have access to which enchantments I know even when I am not by an enchanting table.

An in-game journal (or perhaps several), for tracking apothecary experiments, quest progress, clues tried, or whatever, would also be nice. It's ok if these weigh a pound, and ok if you also need a quill and ink to write in them, but they (and all the needed ingredients) should be relatively commonly available (though not guaranteed) from book merchants. For added immersion: entries once made cannot be deleted, only crossed out, and the number of pages could be fixed (maybe a few dozen: not much text fits on one page). It's too bad we can't support a drawing interface (or maybe we could?)

When using "hold down E" to manipulate something and when rotating about the thing being held, the thing being held should rotate horizontally. When using "hold down E" to manipulate something and that something is being held against a surface, it should rotate so that its "base" faces that surface (almost certainly requires scripting support).

Family group NPCs should eat meals together and express concern or morning if members are missing. (Big project -- needs families to be identified and each to get their own faction, which might break some gameplay if the wrong people are put into the same family.)

Some NPCs should have personalities (which get reflected in their choice of quips, and perhaps their choice of idle animations). I almost never get gratuitous put-downs in game...

Fast travel should give me some kind of explicit hint about how much time passed en-route, besides lighting and weather changes (and "Fast" should be removed from its name).

That said, overall the game is nicely done...
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Sat May 19, 2012 11:19 am

Wow. I loved your threads for Oblivion. I followed them for quite a while but never posted my gratitude. So, thank you very much for suggesting so many wonderful mods that improved my Oblivion experience.
It was such a delight to see this appear here.
User avatar
emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Sat May 19, 2012 8:33 pm

I guess this would be as good a place as any to repost the idea I made a thread for but has thus gone unnoticed. :P

I find it really silly that so many Imperial soldiers wear those dorky leather helmets which, quite honestly, look dumb and would barely protect you. I'd definitely like to see a mod that makes all the formerly-leather-helmet wearing soldiers switching over to the metal imperial helmet. Also, I'd love to see a mod that gives Imperial armor some pants or something, because while I understand and love the style and influences that are guiding the Imperial armor design, it's Skyrim. It's cold and snowing all the time, and not wearing pants is just silly. I mean, at the very least I think some fur lining should be added to their uniforms. A modified Wolf Armor is something I could see many Legion soldiers wearing, as it is still that Greco-Roman style of armor, yet it is adapted for the freezing northern climate of Skyrim.
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Sat May 19, 2012 11:43 pm

Hello all
Just a few more thoughts on followers that I would like for immersion
1. Followers being able to ride horses
2. Followers wearing the equipment all the time, not just when they are with you
3. Dog Followers being able to go to your house when dismissed, instead of returning to where they were found
4. Being able to move into dwellings other than houses with your spouse, such as those obtained from quests
User avatar
Nathan Risch
 
Posts: 3313
Joined: Sun Aug 05, 2007 10:15 pm

Post » Sat May 19, 2012 10:26 pm

  • Obviously, a survival mode (ala FO:NV's hardcoe)
  • I believe horse riding for companions was already mentioned.
  • On the subject of horses - variety/breeds. The steed you purchase in Whiterun is vanilla, but maybe the horse you purchase in Riften is faster, or the one in Windhelm can sprint for twice as long, etc
  • Removing elven and dwemer items from Draugr loot lists.
  • Reducing NPC pvssyr. I like that people come up and tell me things, but I wish they stop and repeat the same lines every.time.I.see.them.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Sat May 19, 2012 4:27 pm

  • Reducing NPC pvssyr. I like that people come up and tell me things, but I wish they stop and repeat the same lines every.time.I.see.them.
My mod, http://www.skyrimnexus.com/downloads/file.php?id=746, can reduce those proximity greetings. It works by changing how close an NPC needs to get to you before greeting you.

Cipscis
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Sat May 19, 2012 6:51 pm

I'm definately looking forward to Immersion mods. If I don't drink for a week I die. If I don't eat for a couple of weeks I die. If I don't sleep for several days I go crazy and eventually die too. If I go into snowstorm not wearing proper clothing I freeze to death. Gods, give us the CK sooner! :D
User avatar
Elizabeth Lysons
 
Posts: 3474
Joined: Fri Feb 02, 2007 7:16 am

Post » Sat May 19, 2012 6:42 pm

Not being able to walk around the northern area where it snows constantly, where blizzards apear and there are glaciers with just fur armor would be nice.

Like if you had to have make a throw-over coat out of a bunch of bear pelts in order to go in that area. Or you would walk slow or something.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Sat May 19, 2012 2:27 pm

Might have been mentioned earlier but would it be at all possibly to have a journal we can write in? Could even have to craft it. Some rolls of paper, some leather for the cover and ofcourse ink and quill to write.

This is something I've missed in most games since BG series.
User avatar
Dj Matty P
 
Posts: 3398
Joined: Sat Jun 09, 2007 12:31 am

Post » Sat May 19, 2012 11:20 pm

This is one of those very small tweak ideas that will surprise players and go a long way towards deeper immersion.

The idea came to me the other night when I was in the Temple of Talos. I thought to myslelf, "How cool would it be if I looked over and saw my companion, Lydia, praying." The mod I'm thinking of would go through the game and assing some of the available companions a deity or two to follow. Then, if they are ever next to that god's temple, they will pray. They won't do it at all the shrines, mind you--just at the ones where their faith lies.

I could see this as part of some Skyrim version of OOO.
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Sat May 19, 2012 1:04 pm

This is one of those very small tweak ideas that will surprise players and go a long way towards deeper immersion.

The idea came to me the other night when I was in the Temple of Talos. I thought to myslelf, "How cool would it be if I looked over and saw my companion, Lydia, praying." The mod I'm thinking of would go through the game and assing some of the available companions a deity or two to follow. Then, if they are ever next to that god's temple, they will pray. They won't do it at all the shrines, mind you--just at the ones where their faith lies.

I could see this as part of some Skyrim version of OOO.

This sounds like a really good idea. I just wonder how hard it would be to override the follower AI package when you get close to a shrine, and how they would tell when to stop praying. Maybe have it where they will only pray if you are not in combat and you are within 20 ft of them. That way your follower would help if you get jumped at the shrines out in the wilds and will start following you again if you decide to leave.

Alternatively, having it as part of a "stay here and do your business" AI package could be almost as immersive and probably a lot easier.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Sat May 19, 2012 2:05 pm

Heads up, immersion lovers! Food mod not needed with Skyrim! It's built in, already!

Like the sleep system, there's not penlaty for not eating. But, if you eat the right thing, you can reap huge rewards. Elsweyr Fondue, for example, will raise your Magicka by 100 pts and increase your Magicka regen rate by 25%, and it does this for 4 game hours. Eat twice a day, and you're in like Flynn. Beef Stew is another good one that increases your Stamina by 25 points and your Stamina regen rate by 2 points per second. And, these tasty dishes only weight 0.5 each. Make some rations to take on your adventures!

So...and I may be the last person to know this....Skrim has a sleep system and a hunger system....built into the game. I don't think this needs to be modded at all.
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Sat May 19, 2012 9:32 am

I know you get a well rested bonus if you sleep in your own bed, so they definitely incorporated some eating/sleeping conditions in the game.
User avatar
Alexandra walker
 
Posts: 3441
Joined: Wed Sep 13, 2006 2:50 am

Post » Sat May 19, 2012 10:35 pm

For the sake of realism, I'd like to be able to pickpocket standing up, without having everyone in town see it. For starters, you could make it work the same as a locked door/chest with the tower stone activated. When you select it it brings up a nifty menu asking whether you want to use your Power or pick the lock. When you select somebody, it could give you the option to pick their pocket or talk to them.

Also, if possible, you could set it up the same way pickpocketing is in the menu. It tells you what your percent of success is on each item. This way, depending on how many people are around, if they're gaurds, and how close they are, each person has their own percent of catching you.

It's not game breaking or anything, but I think you're more likely to get caught following somebody while crouching and being separated by mere inches. Doesn't seem very logical. :thumbsup:

I'm new to modding so I've no idea how difficult this would be, but also a mod to have you hold a drink while sitting at the bar if you order one. Even if you don't actually drink it or gain any bonuses, it would be a nice touch.
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Sat May 19, 2012 4:57 pm

Heads up, immersion lovers! Food mod not needed with Skyrim! It's built in, already!

Like the sleep system, there's not penlaty for not eating. But, if you eat the right thing, you can reap huge rewards. Elsweyr Fondue, for example, will raise your Magicka by 100 pts and increase your Magicka regen rate by 25%, and it does this for 4 game hours. Eat twice a day, and you're in like Flynn. Beef Stew is another good one that increases your Stamina by 25 points and your Stamina regen rate by 2 points per second. And, these tasty dishes only weight 0.5 each. Make some rations to take on your adventures!

So...and I may be the last person to know this....Skrim has a sleep system and a hunger system....built into the game. I don't think this needs to be modded at all.
Built in, but generally terrible. I'd like to see some overall bonus such as sleeping's Well Rested bonus for having eaten period, not only limiting you to a very small selection of cooked goods. The vast majority of food in the game (and cooking, as a result) are absolutely worthless.
User avatar
Shannon Lockwood
 
Posts: 3373
Joined: Wed Aug 08, 2007 12:38 pm

Post » Sat May 19, 2012 5:56 pm

I can't believe I only just found this thread.
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

Post » Sun May 20, 2012 1:53 am

The vast majority of food in the game (and cooking, as a result) are absolutely worthless.

I think the smaller foods could do with a bit of modding--but tweaking their already in-game effects. Food should be worth eating. Like you said, a few things are worth it. I'm a Beef Stew eater, myself.
User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Sat May 19, 2012 3:24 pm

I'd like to see the head tracking that the player had Oblivion come back. That really helped immersion for me. I would also enjoy potion drinking animations when you use one.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Sat May 19, 2012 10:00 am

Is it me, or are the companions avoiding traps better now?
User avatar
Jesus Lopez
 
Posts: 3508
Joined: Thu Aug 16, 2007 10:16 pm

PreviousNext

Return to V - Skyrim