-- Delte's Thread of IMMERSION Mods --

Post » Sat May 19, 2012 12:18 pm

That's more a problem with the enchanting than how armor works - a problem with impacts many areas of the game
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Kelly Upshall
 
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Post » Sat May 19, 2012 11:13 pm

Doh, it does indeed! I didn't notice it so far because most healing options are instant and work fine.

I'm planning to implement a low rate but long duration regeneration effect from eating (all) foods. That only makes sense if you don't have a massive natural regeration effect. It looks like I need to find another way to get rid of it...

Thanks for pointing it out!

Yes, definitely let me know if you find a way to turn off just natural health regen. I really can't believe there are over 1000 mods on the Nexus so far and yet nobody has come up with a solution to this!
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Julia Schwalbe
 
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Post » Sat May 19, 2012 1:38 pm

Yes, definitely let me know if you find a way to turn off just natural health regen. I really can't believe there are over 1000 mods on the Nexus so far and yet nobody has come up with a solution to this!
probably because a vast majority of those mods are graphics adjustments or novelty retextures and anything particularly complex or involving scripting (as what you're asking for would likely require) is pretty much undoable until we get the construction kit.
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Aman Bhattal
 
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Post » Sat May 19, 2012 6:31 pm

I don't have Skyrim yet, but I've played it for quite a bit at my friend's house and these are the main things that I would like changed:

-No essential characters. It's really game-breaking when a dragon attacks a town and there's a superhuman breed of peasants running around that can't die. And there's SO MANY OF THEM.
-No quest items. For one thing, it doesn't make sense. More importantly, it svcks when you can't drop things that have a weight (or if they don't, for that matter, why are they weightless???).
-NPCs that actually react realistically to dead people. I snipe a bard when no one can see me and they all act surprised, but then they go back to their normal lives two seconds later and don't even give a crap when I loot the corpse. If a kid sees a dead body, they don't run away or anything, they just make some comment about it. I think that if someone dies, if anyone sees the murder (regardless if they see the player or not), they should either run away screaming if they're weak or attempt to look for the murderer. This could be the same for anyone who finds a dead body. Not sure if anything can be done about the looting, though. You could just make it a crime to steal from dead bodies or something (make dead bodies an owned container?).
-Living economy. Why does everybody get the same amount of gold back after every day and why do they not get more money when you refrain from selling them products?
-More animal/monster variants. It bugs me how all of the giants look exactly the same.
-Less leveled loot.
-Traveling NPCs? Not sure if this could be implemented, but it would be really cool if NPCs from one village visited/traded with another.
-More children and children from races other than Nord.

These are some of the main things that I noticed. Not sure how doable some of these would be, but it would be cool if they could be addressed! Otherwise, Skyrim seems pretty awesome.
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Daniel Brown
 
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Post » Sat May 19, 2012 3:00 pm

It bugs me how all of the giants look exactly the same.
They don't - there are a couple of different outfits that giants can wear. Or did you mean facial features?

While we're nitpicking about giants, are female giants supposed to look identical to male giants or something? I'm not familiar with the lore, but having female giants too would be pretty cool.

Cipscis
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SamanthaLove
 
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Post » Sat May 19, 2012 11:13 pm

They don't - there are a couple of different outfits that giants can wear. Or did you mean facial features?

While we're nitpicking about giants, are female giants supposed to look identical to male giants or something? I'm not familiar with the lore, but having female giants too would be pretty cool.

Cipscis

I mostly meant facial features, but I didn't know that there were alternate outfits for the giants. Don't have the game yet! Haha

And yes, it is pretty strange that there are no females...
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D LOpez
 
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Post » Sat May 19, 2012 8:23 pm

And yes, it is pretty strange that there are no females...
I thought they were the mammoths? A little hairy, but...

:hehe:
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Joe Bonney
 
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Post » Sat May 19, 2012 11:22 pm

Are all the rented beds 10 gold? I t hink it would be more immersive if the cost changed from place to place.
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Raymond J. Ramirez
 
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Post » Sat May 19, 2012 10:31 pm

Are all the rented beds 10 gold? I t hink it would be more immersive if the cost changed from place to place.

And disposition?
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Gwen
 
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Post » Sat May 19, 2012 1:10 pm

Great to see your threads back, Delte.
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Kevan Olson
 
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Post » Sat May 19, 2012 6:30 pm

I would really like the balance mods in leveling matter.
But what I REALLY want is mounted combat! I hope this would be possible!! It would be perfect to charge mounted in your horse.
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Christina Trayler
 
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Post » Sat May 19, 2012 11:37 am

Glad to see this thread. I really enjoyed some immersion mods for Fallout 3, so will look forward to the same in Skyrim.

I think the eating/drinking/sleeping mods are great for immersion. Something to make dungeons darker would be great, too.

Let's see what the community can come up with!
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naomi
 
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Post » Sat May 19, 2012 6:19 pm

If someone makes cava obscura then I will make dungeon actors have torches.
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Jennifer Rose
 
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Post » Sat May 19, 2012 11:54 am

I've been a little disappointed with the look of some of the monsters. I like the look of the Storm Atronachs in Oblivion better. And, althought the Fire and Ice Atronachs in Oblivion didn't give me wood, the new versions in Skyrim don't either. I can't stand the way the Fire Atronach will float around in circles. I'm not crazy about the Spriggans, either. The additon of the bee sound is neat, but the wild colors blow it for me.

Wolves look OK. Those Frost Wraiths aren't as cool as the Will-o-the-Wisps in Oblivion. And, I wasn't keen on the way the Wisps don't really move but just float around, stagnant like. Plus, I never have liked the mechanical dwemer crap, even back in Morrwind--I was glad it didn't appear in Oblivion.

On the other hand, mudcrabs look good and are tougher, though! That's cool. Spiders look good. Trolls are more viscious and feral. I like that. Bears aren't as tough as they were in Oblivion, but they look good.

My favorites, though, in terms of utter coolness, in order of best-to-least, are the Falmer, the dragons, the draugr, and the skeletons. All of those get my blood pumping when I encounter them, especially the Falmer. There's just something about those blood-thirsty bastards.
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Strawberry
 
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Post » Sat May 19, 2012 6:25 pm

Hello folks. This is Delte. Remember me?

How can we forget? It's great to have you here! :smile: Those threads were the best and it really helped me to put the best mods together for the best gaming experience. Then I took some time away from gaming and found it hard to pick up where everything had progressed. I'll be sure to stay tuned this time around.

I think Bethesda has done a great job with immersion in this game as it is and I love just to walk through it, but there are some things to wish for. Some hunger mods to use the food for, bedrolls you can take with you and less rabid wolves would be nice. ^_^
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Pants
 
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Post » Sat May 19, 2012 3:18 pm

My first comment....Companions.

Is about the companions in the game. I love 'em! Excellent implementation...except.

Yeah, except that poor old Lydia--who has been going everywhere I go since she became my housecarl (we're a team!)--keeps stepping on traps. I look back, and the poor thing is down on one knee, about to die, because she stepped exactly where I told her not to. Many times, she catches me in the trap, too. It gets frustrating sometimes.





Companion Idea #1: I'd like some system that will keep Lydia, or any other Skrim companion, from tripping the traps. Ideally, I'd like to use my Activate key to "mark" the trap for Lydia. If I don't mark it, she should be able to set it off just like I could. But, if I see a trap and mark it, I'd like Lydia to be unable to set off the trap even if she steps in the wrong place. Maybe a tweak to the game where, after a trap is "marked", companions are not recognized by whatever code sets off the trap? I dunno. I'm not a modder.

If that order is too tall, then, at the least, I'd like a mod that makes companions "invisible" to traps 100% of the time. Though this is not the ideal situation, I'd sure rather have a companion that never sets off a trap than one that does it all the time.

Care has to be made so that monsters and enemies still do set off traps. I like using the Voice to blow a baddie back a few feet onto a trap trigger, then watch him and his buddies get stapled to the wall. It's a great crowd pleaser.





Companion Idea #2: Another thing I'd like to see incorporated into the game is a way to communicate with Lydia from a distance. For example, I sometimes use the Voice to sprint through a trapped hallway of slicing blades. Before I do that, I usually tell Lydia to wait for me. What I'd like is a method of calling to Lydia, as if I were just speaking to her normally. The range should be limted on this to shouting range. I get to the other side of the trap, and I'd love to just hit a key to call her to come to me, after I've found a chain or some other way to deactivate the trap.

There are many other uses for this idea. I'm sure the player will be creative. But, think of it. You could have your companion guard a suspicious doorway while you clear the far corridor. When you're ready, you simply to her to rejoin you.

Maybe this could be done, simply, by taking the existing companion commands that show up in a dialog box and assign them to hot keys. Keys 1-8 are used in the game. Why not use keys 9 and 0 as hot keys that will tell your companion to either "Stay Here" or "Follow Me". I think something as simple as that would solve the issue.





Companion Idea #3: Companions need to have their own horses! Remember, in Oblivion, when you left Waynon Priory with Jauffrey and Martin on your way to Cloud Ruler Temple? Martin got on his horse. Jauffrey got on his horse. And, off you went, the three of you, on the trek to the fortress of the Blades.

Why can't that happen in Skyrim? If you buy a horse, you should be able to buy two--another for your companion. The horse could even be "owned" by the companion. When you mount your horse, the companion mounts his. When you dismount, so does the companion.

I have no idea how to implement this. Maybe look and see how Oblivion did it?



That's it for now. I've got several other ideas for mods/improvements to Skyrim. Stay tuned to this thread to check them out.

And don't hesitate to post your own comments, ideas, suggestions, thoughts as well.

Excellent ideas, to add to this I would like a hot key for interaction with the follower. I hate having to go through the dialog before issuing a command.
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Alba Casas
 
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Post » Sat May 19, 2012 11:04 am

Hey, how about that damned sneak eye? I can't stand that my sneaking character knows when he's observed or about to be.

With Oblivion, there was a neat little, simple mod that exchanged the sneak eye textures with invisible ones. The sneak was was still there. The player just couldn't see it.

How about something similiar for Skyrim?

I agree with you conceptualy but I have one issue with it. There is still a degree of seperation between us and our characters. We cannot hear and sense things from the enviornment based on the characters skills and abilities.

Ever get the sense that someone was staring at you only to turn around and see someone doing just that? If we disable the sneak eye we lose that "sense".

Ever hid behind a tree while playing hide and seek and been able to hear where someone was that was looking for you, or maybe saw their reflection or shadow? Disbaling the red dots on the compass would eliminate this "sense".

I think both of these abilities are too perfect in vanilla. Everyone has them and they are both spot on, every time. There are audible clues for us on these topics though. The mob begins walking away, or starts his "normal state" dialoge.
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Craig Martin
 
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Post » Sun May 20, 2012 1:38 am

Oh great, this thread again! I already nicked some ideas from here and applied them to Skyrim. Can't wait for a full scale immersive overhaul, or something along the lines of that! :tongue:

It's been mentionned before but I still want to give this some more attention: degrading armor & weapons.
It feels kind of strange that, after all the blows and arrows my armor took, it's still equally efficient. Now I know they removed the "health bar" on items, but perhaps something can be done with the suffixes. So instead of having Fine, Flawless, Epic, etc... We could go the opposite way: Rusted, Dented, Worn, etc...

Also a portable camping site would be nifty, just a bedroll, or perhaps if possible a small tent with it aswell... I remember someone made a campfire for Fallout NV last I played it, which could allow you to cook (which would synergize nicely with a hunger/thirst/sleep mod).

On a different subject again: disease & wounds. I know it's a fantasy game, but it still amazes me how a single potion can suddenly cure my illness or mend my broken bones or gaping wounds. So perhaps something where the player has to rest for a certain amount of time to fully recover. Though this could easily turn into a drag, more than an immersive enhancement.

Perhaps this time, if time permits, I could dedicate some time to modding Skyrim. I've always been interested, and have some basic knowledge of the previous Construction Kits... Maybe.

- Revan
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Kayla Oatney
 
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Post » Sat May 19, 2012 6:27 pm

Hi All,

If this has already been suggested I apologise in advance.


What about


Health / stamina damage for exposure to cold water / temperatures. - for now lets forget the major fact that we should sink like a stones when swimming in full plate armour !! but to suffer no ill effect, hmm surely id at least have a little shiver ?
Would make you plan your routes more carefully? could be a real pain when your hiding in water from all those polar bears !!!


In skyrim you experience some very bad weather , but none has any effect except on how far you can see, ( unless i've missed something ) I want to fear very bad weather and need to seek shelter , or at least warmer clothing or suffer stat loss if not protected.
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Laura
 
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Post » Sat May 19, 2012 5:31 pm

fliggerty's, i believe. pretty cool mod.

i hope some one takes up the whole "can't die" stuff, it'd make the game a lot funner.

http://wryemusings.com/Wrye%20Shivering%20Death.html, there you wake up in Shivering Isles. Seems to be a recurring desire.
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Natalie J Webster
 
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Post » Sat May 19, 2012 11:07 pm

This thread sounds like my kind of place. :)

I think the main issue I've had with Skyrim is the way equipping weapons/shields turned out to be-- I remember it being pretty hyped up, that we could have a left-handed character. And it still ended up as a main hand/off-hand thing, where weapons in the left hand are nerfed quite a bit and can't be poisoned, and you can't equip a shield in your right hand. There's also no kill moves for left-handed attacks (not that I'm complaining so much on that, the kill moves are the definition of immersion breaking for me). While I think we might be able to change the damage/attack speed nerfs, we probably can't change anything else, sadly. I'd settle for a mod that mirrors all the animations, though.

I've also been thinking about mods involving hunger/thirst and hypothermia. The hunger I started thinking about immediately after I noticed there was a category for food (which probably mostly exists to keep innkeepers from buying all my potions, but still). I probably won't look into doing them myself, though, as most of the people I've heard talking about it have been echoing a lot of the ideas I have, mainly giving benefits when you eat instead of drawbacks when you don't. I like the idea of them effecting regen and giving fortify effects. Maybe, it could be that eating fortifies and thirst deals with the regen? I like that idea. I hope someone makes it so that you have a chance of catching a disease should you eat raw meat, though.

The main thing I want to look into is something that balances loot, though. Mostly making it completely random and based on chance, a lot like Frans does for Oblivion. This is something that I think I might try and do. I don't think the creatures are in need of the same sort of balancing as much, but I do have some ideas of which creatures should be stronger. (Mainly, spriggans and Dwemer centurons).

Speaking of Dwemer, one of the first things I hope to see done after the CK is out is having all the 'Dwarven' items properly renamed. If it isn't done in a week or two after I'll likely do it, but I'm about 100% sure it'll be done.
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Angel Torres
 
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Post » Sun May 20, 2012 1:01 am

Speaking of fixing Dwemer loot, I'm looking forward to being able to remove septims from where they don't belong. There are many dungeons in Skyrim that wouldn't have been accessed since before Tiber Septim's time, and those that have been accessed wouldn't necessarily have septims in every single container.

It's a constant reminder that I'm in a game, and it feels like an oversight on Bethesda's behalf, although I expect it was done for gameplay reasons.

Cipscis
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Rodney C
 
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Post » Sat May 19, 2012 3:49 pm

Delte, Cipscis and CptJoker! Great to see you three back! I still have the old threads bookmarked :) I was Aldwen back then, I commented quite a bit on the old threads and released a mod of my own called Finishing Touches-Bravil.

I was hoping someone would make a thread like yours, but one by you is even better!
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Marine Arrègle
 
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Post » Sat May 19, 2012 11:14 am

This is an idea for the countless hypothermia mods that will undoubtedly be made once the CK is released. It may have already been thought of by someone else but I just had it pop in to my head.

Whoever makes a hypothermia realism mod should definitely make a script so that when the player is within a certain range of camp fires out in the world in cold regions that hypothermia or other weather effects are negated, as if the player is keeping warm.
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Sista Sila
 
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Post » Sat May 19, 2012 12:33 pm

Speaking of fixing Dwemer loot, I'm looking forward to being able to remove septims from where they don't belong. There are many dungeons in Skyrim that wouldn't have been accessed since before Tiber Septim's time, and those that have been accessed wouldn't necessarily have septims in every single container.

It's a constant reminder that I'm in a game, and it feels like an oversight on Bethesda's behalf, although I expect it was done for gameplay reasons.

Cipscis
While I don't know exactly what leveled lists affect Dwemer chests (or if they have their own lists at all, though that can be done), I've been thinking their primary contents should be Dwemer-related things and, as it were in Morrowind, gems. None of this gold nonsense (unless it's gold bars, that could work fine). I'm not entirely sure how much could be done about more widely used chests, though.
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Emily Jones
 
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