If you're interested in taking any ideas from the list and making them, then by all means go ahead. Don't even have to credit me. Since these are tiny I'll probably do them myself, but if you want
to do any before I do, just send me a pm letting me know so I can check it off here and link to your mod or something.
Enchantment Renamer - Assigns custom enchantments snazzy names just like the game does for enchanted items you buy from merchants. Ie: Making a Gold Necklace that has a Weak Fortify Smithing
enchantment will start with the name "Golden Necklace of Minor Smithing" automatically. Works good for lazy people(like me) who dont want to rename their stuff immediately. Also might have an option to
put the character's name at the beginning of the item. Ie: John's Iron Axe of Flames.
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Immersive Personal Comments - "Ahh...you fancy One Handed Weapons...just like me!" - Says the guard using a Claymore. "I catch you picking any locks around here...and we're gonna have a problem." - Says
the guard. But I only have 38 points in Lock Picking...and I've never really snuck into a house or anything. What gives? "Think you can enchant my sword? My blade can barely cut through butter anymore." Says the guard
to me, however my enchanting skill is only 27 and my enchanted weapon is not really that strong....plus I'm mostly a warrior!
This is kind of an immersion breaker. A mod should address this.
I think what would work best would be, rather than the game randomly picking some skill that you have dabbled in for only a few minutes, it would tally up the points of all of your skills in the three
categories: Magic, Warrior, or Thief. Enchanting would be considered 75% Magic skill/25% warrior skill, Alchemy would be considered a 75% Thief skill and 25% Magic Skill, and Archery would be
considered a 75% Warrior skill, 25% Thief Skill. The game would then try to figure out what kind of "playstyle" you favor and give that playstyle comment precendence. For example, if my tallied up value
of warrior skills is 300, my tallied up thief skills are 175, and my tallied up magic skills are 50, then the game knows I'm primarily a warrior, occasionally doing thief things, and rarely doing mage things.
Then the comments will take a sort of "preference" shift. 80 - 90% of the dialogue towards my character should mention me being a warrior. 10-5%% of the dialogue should mention me being a thief, and 0-5% of the dialogue
should mention me being a mage. After the game picks a preference for me at the time the dialogue chat is called, it will pick out my top skills in that selected category and use those to chat about me with.
So if the game sees I mostly have warrior skills, it should comment on those most of the time.
There should be some exceptions though. Some NPC dialogue should have some self-awareness to it. Specifically the ones that refer to the NPC themselves. For example, If the NPC is equipping a two handed weapon,
they shouldn't try to relate to you and say "you're a one handed user 'like me' " because that makes no sense.
Potential Problems: Hearing the same dialogue too many times.
Potential Solution: Flag recently played dialogue, and prevent it from repeating within a certain time frame. Also if the flagged dialogue is chosen, have it choose another from references to your character
or just general dialogue. Another solution would be to shorten the minimum distance that would cause a dialogue. This way, the player needs to bump into a guard to force dialogue, thus lowering the chance of annoying
repeat conversations.
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Horse Markers and Companion Markers - I can never find my horse once I dismount for battle and my ADD kicks in. I end up walking in a general direction and going: "Hey...where's my horse?"
Also, my companions always get lost. It svcks. They need markers so you can tell where they are. It'd also be good if the game notified you if they were in critical condition or dead. If they were dead,
it'd be nice if they still kept their marker so you could find the corpse in case they still had some loot you needed.
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Companions Heal Themselves - Maybe its just my companion (Uthgard?), but no matter how many potions I give her, she'll never ever heal herself, and then she ends up crippled and I have to
save her. Sometimes saving her is impossible though (like vs bosses), and she'll just die. This is really annoying. If I give you potions, use them! They use all the good armors I give them, they ought to
use the potions too, and not die. I know the other computer AI will use healing skills or potions to save their own life when in danger, this should be applied to companions as well.
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More Wildlife - Maybe its just my game settings, but Skyrim feels a bit...unpopulated with wildlife to me. There are a lot of them and a lot of types of wildlife, but its really rare you see all that much.
It's like...you might see 3 -4 reindeers once. You might see a rabbit some other time. You might see a fox this other time too. But its not like you see a fox, deer, flying birds(how often do you see these at all???),
wolves hunting a pack of deer, etc. I feel there should be a lot more wildlife spawns out there of different types. For example, one spawn might be a deer pack of 4 deer and 1 elk. At the same time that spawns,
those would spawn with a chance of predators, such as a wolf/wolf pack, bear/bear pack, or sabrecat pair. That way when you walk across plains and other usually uninhabited areas, you'll see the wildlife
more frequently and interacting with each other more often. Speaking of interactions...
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More Wildlife Interactions and Locational Spawning - Some of the wildlife I think is a bit useless. It would be nice if they had more interactions with each other and the environment.
Foxes should hunt stuff maybe small stuff like rabbits...Rabbits should appear more often in groups rather than by themselves. Bears could hunt salmon on the rivers. Mother foxes with cubs, Baby
versions of animals as smaller and more docile versions of the advlts(cowardly + dont fight), wild horses, More fish variations. Also more fish spawn points. Bats flying around at night near towns, occasionally coming out of caves
when you approach the cave (this effect is done in some caves so I'm sure it can be activated when you approach certain caves/trees somehow, might be cool). Along with other stuff.
Also, along with these additional spawns, you could add more hunters to hunt these same animals. I've seen only a handful of hunters actually hunting animals. Seeing more of that is immersive,
since it doesn't put you at the center of the world.
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Wildlife Variations - Different colored animals/different species/different genders/different ages/different sizes/different spawn points for them. Seagulls at the docks instead of hawks.
White billy goats, Mountain Goats, white hens, black hens, roosters, timber wolves, different colored cows(I think they're actually yaks), black bears, baby versions of animals which are more docile(baby bears),
I wish the old version of dogs(from oblivion) came back along with the new shaggy dog. This dog is really inflexible for variations.
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Unsalted Food - Should I really not be able to cook beef stew because I don't have salt? Salt is a seasoning that can definitely enhance the flavor of the food, but
I don't think I shouldn't be able to cook at all if I don't have salt. I think there should be Unsalted and Salted variation of each recipe. Salted versions can be more powerful.
Speaking of food power....
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More Powerful Food - Food is reaaaaaaaaaaaaaally weak, but super heavy! I feel food should give some other kind of bonuses or be stronger in health regeneration.
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Hunger and Thirst - Since food and drink is supported in this game, I think that food can be a really immersive and fun component. Sleep already has this implementation so
I think hunger could have it as well. I think it would be good if you could get stat and exp bonuses if you eat food/are full, and stat penalties if you don't eat. This can also tie back in with
salted/unsalted foods giving different boosts to hunger. Finally, it would actually give you a reason to pick up food and actually eat it or store some for later. It doesnt have to be complex either
something like this might be good:
You can be one of 5 hunger states: Very Hungry, Hungry, Not Hungry, Satisfied, Full (can't eat anymore/no effect from eating).
You can also add this with thirst: Very Thirst, Thirsty, Not Thirsty, Sated Thirst, Quenched Thirst (can't drink any more)
You get hungry/thirst over time(in game time, not real life time). Being satisfied/full gives you the best bonuses. Being full makes the bonus last longer though. Anything below not hungry gains a penalty.
Penalty will just be a drain of skills, like a disease. Not like health drains(don't want you to die because of being too hungry even if it is realistic).
Thirst should modify something like...stamina and/or mp regenaration. Definitely stamina though.
Food bonuses stack with resting bonuses.
Optional extra stuff to complicate the mod/make it more dynamic:
- Time in combat drains hunger faster.
- Walking on foot on the world map drains hunger faster than in town.
- Sprinting can drain hunger faster than walking on foot or on a horse.
- Being thirsty can be sated by drinking mead, or adding water bottles to the game. (Maybe use vanilla wine bottle for this, if someone wants a texture done/model I might be able to do it. But you'd still need a way to replenish the water.)
- Fast travel will still calculate the in game time that passed and make you hungrier based on that same as with waiting.
- Sleeping will make you hungry as well.
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Good Night's Rest:
This mod could reward players who take the time out to get a full night's rest with better bonuses.
6 - 8 Hours of Rest would give a better bonus than a 1 - 2 hour nap. Would also make it more desirable to play the immersion
card and actually rest til morning before heading out on your next adventure.
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Movement and Combat Tweaks: I have most of these outlined in my 'Dark Souls' planned mod post but some stuff I think needs to change to make the game more fun at a basic level:
- Faster Stamina Recovery - Stamina recovers so slow. This needs an upgrade. Not a lot, just a small amount.
- Faster Character Movement - Characters also move way too slow for the size of this world. It's REALISTIC, but for a person like me who walks everywhere it's too slow.
- Stamina Drain on Weak Attacks - This balances out the Faster Stamina recovery. Outside of combat, stamina is only necessary for sprinting. Inside combat, stamina is only necessary for power attacks and bashing,
but those are really minor. Light attacks should tire you a bit, to make your stamina a bit more valuable. - More stamina drain on successful blocks - Your stamina should drain if you successfully block an attack (more than how it is right now), and it should send them in recoil if your block was a sufficient
level above their striking power. - Recoiling enemies take additional damage - Successful blocks that cause enemy to recoil will increase the damage you do by a small amount (1.5x damage or so)
- Stamina running out while blocking puts you in recoil/heavy recovery - If your stamina runs out while blocking you can be punished really hard for it.
[*} Always can run while blocking - This is to allow for more "footsies" while fighting - All attacks do more damage - (this would take some heavy tweaking), But attacks would be a lot more powerful and dangerous.
- Prevent attacking when stamina is drained - This would happen less since your stamina recovers faster, but it's still important in its own way. This makes stamina a more important stat.
- Faster horse movement + More Horse Stamina - Horses are good, but they're not really that great or anything. Since 1st person is not really possible, they need to be faster to balance out being forced into 3rd person.
I think the Zelda series and Red Dead Redemption did horse movement really well and fun. I would most likely tweak speed/stamina in order to resemble those. - Hit-stun when taking damage - There's no real "damage reactions" in Skyrim. If you do damage on someone, they usually just take it like it's nothing. The only things that makes anything flinch are:
- Blocking their attack and they recoil.
- Bashing them.
- Power Attacking them While they're blocking.
- Blocking their attack and they recoil.
the amount damage taken. This part of the additions is complex and should be dependent on other factors: such as the armor the enemy is using ie: heavy armor wont be interrupted by weaker damage as much, attack timing, etc.
The main point would be that if you do sufficient enough damage on your foe, you should feel like you hurt them, and they felt your attack. Alternatively, if they hit you, you'd feel it too and have to take your opponents
more seriously. Especially when getting swarmed by opponents.
- Other stuff.
Pooped from writing. Will save developing this more later on when the CK releases.