Seasons
We have Butterfly spawners, a wide variety of Fauna/Flora and what I take is a decent weather system
. so from here I'll detail a "light" touch on Seasons. with some witchery in spawners and weather scripts I think there is a possibility for a more viable season system in Game. I say light because a heavy touch would consist of altering NPC affinity to certain activities per season(hunting, resource gathering, Tavern occupations), Buffs/debuffs from wearing certain armors during certain seasons, changing the color of trees, changing the prices of Fur or other resources, crop spawns, what food stuffs are availible like apples, and what Random encounters occur. Spoiler
Winter
The game itself does its job at coating Areas with snow where designated, I'm sure some tweaking will be required but Winter would involve.
Spring
Summer
Autumn
The game itself does its job at coating Areas with snow where designated, I'm sure some tweaking will be required but Winter would involve.
- Reduced spawns of bears outside caves, bears inside caves would be debuffed to simulate sluggishness of a Hibernation, as well as a reduced detection range. and more or less will be sleeping.
- Wolves would be more agressive, less likely to do standoffs and more likely to chase you or other animals down, simulating a desperate lack of food situation.
- Rabbits, foxes, birds and other small wildlife would be sparce if not non existent. Bug spawners would be off.
- Rivers would be coated over by ice, you can see examples of this near Morthal.
- Large Fauna like Deer, Elk, and moose would move closer to villages and cities to "steal" crops (yes remove the crops) ending up in lesser payout for harvesting.
- Auroras are plentiful almost every night.
- Often cloudy/overcast and grey, snows consistently, rarely if ever rains much less thunderstorms. blizzards are very likely.
- Plenty of Mammoths roaming about.
Spring
- Bears, Wolves, foxes and various other animals with their young emerge, are more plentiful but are less likely to attack since food is abundant.
- Ditto for Rabbits, Foxes, Birds, deer etc etc. they will be more plentiful.
- Free flowing rivers.
- Rain occurs often, plenty of thunderstorms, rarely if ever snows in low lying regions. (this is skyrim after all) no blizzards.
- plenty of Bug spawns.
Summer
- Animals are in full swing, no overlying special predisposition towards player
- Torch Bugs are more frequent, some butterflies about
- waters are calmer flowing gently among some rivers.
- Rain is plentiful, few thunderstorms, but overall the sky is clear. possible to climb mountains without getting slapped by a Blizzard, some even offer clear blue sky.
Autumn
- Lots of Bird spawns, reduced spawns for minor fauna like rabbits, Hungry varients of carnivors are sporadic but possible,.
- the "falling Leaves" effect I've no doub't you guys have seen already would be more frequent.
- Rains are light, more likely to experience slurrys, Thunderstorms are rare, Cloudy skies occur often.
- Bug spawns are light
---------------------------------------------------------------------------------------------------
Factions
I haven't seen many options in regards to collaberation between Faction mates, namely ones you can join. the Companions for example, may be just an organization of ass kickers, but they also put off an air of Brother/sisterhood and well...Companion ship, my musing over that was a light touch of.
Spoiler
Faction to Faction
I admit these are far more "heavy" than my seasons thought but they would do very well, I haven't been to Winterhold yet (lulz right? big ass game) but they would have similar aspects to them, even taking on apprentices as a sort of Fake wife thing (thats the only way to get them to follow and associate with you no? rather than a meat shield)
- Internal aspects
- More sparring, ask a companion to spar or train with, its possible, for a a new "feature" brawl could have been used pretty well in the Companions. I haven't noticed it yet.
- Ask other memebers to come with you on RS missions, your skill level determines who's willing to go where (skill vs level of Dungeon vs level of person being asked)
- More fluff NPC's in the Companions, hopefuls and admirers outside watching the training.
- Trophy brandishing like Dragon bones/skulls, slain game, Parts of ferocious beasts etc etc.
Faction to Faction
- you wrong a memeber of one faction, their faction mates will attempt to track you down, effectively in between "fluff" memebers inserted by the mod you could infact kill off Most of the memebers as they come for you "if they care"
- you could pay reperations or even be forced into duty (if you did not kill any -quest- memebers) without pay and do RS missions, very, very hard RS missions.
- While the companions or, mages college or Bards would be willing to hear you out, the Dark brotherhood, Imperial legion, and Stormcloaks aren't so forgiving and among them have the strongest tracking capability with the Stormcloaks are legion Hardest to piss off to that extent (its a war remember?, now if your on the opposing side >
)
I admit these are far more "heavy" than my seasons thought but they would do very well, I haven't been to Winterhold yet (lulz right? big ass game) but they would have similar aspects to them, even taking on apprentices as a sort of Fake wife thing (thats the only way to get them to follow and associate with you no? rather than a meat shield)
My Kingdom for a Horse
I can't say Im impressed with the horse's -functionality- in game but they are better, My musings below
Spoiler
-------------------------------------------------------------------------------------- Sprinting horses will trample/ knock down enemies, well I'd try to manage that through the "scale" and "health" of the NPC model to tell the difference between a meek elf getting run down, and a Big Dwemer Centurion that would bat me and my horse into the wind.
- Can get "upgrades" to store some of your things.
- can be "trained" to be faster, More resistant, or more health.
- Being able to "tame" a horse that isnt yours, I came across a horse whos owner was dead, and it said "ride" not "steal" I rode the horse, and when I got off, its -left- me....
- a sort of whistle or item that can call the horse to you, otherwise being able to give commands to the horse after training.
Alright Up next are Perks, Gameplay options, Holidays, and Vamps. remember Im doing this as "lightly" as I can, these are Concepts, until the CK is out anyway. I'm looking for input and better take on things not just limited to the aspects I've named.

Perk wood
I do not like the Majority of the perks, namely ones that contain inherent weapon abilities and percentage increases. perks like shield Charge and slowing down time when power attacking or even using the bow are what I feel the right Ideas.
Intent
- Place all percentage increase perks and inherent weapon abilities in the Base skills
- Repurpose the trees of Lockpick, pickpocketing and sneak into two trees subterfuge and Stealth
- add "roots" to the trees to serve as support "disciplines" like enabling dual wielding for weapons and spells, or using spells with weapon in hand, you know creative things (not that what was mentioned is creative)
- because perk effectiveness will be based on skills, alot of the unique ones will simply be enabled when you train with NPC's or read certain books. such would serve as shortcuts and you can still train and unlock them yourself based on skill combinations, for example to get Shield charge you would need a certain amount of stam/health and blockskill.
- Add skill trees for dexterity and Hand to hand.
