If you have an idea of how your idea would work then feel free to share but just tossing crap at a wall to see what sticks is better left for a DLC Hopes and Dreams thread found in the General Section
No_Fast_Travel is easy to implement, although made more difficult
right now due to lack of .xml files (as was the case with New Vegas and Fallout 3, where I simply edited said .xml file(s) thus effectively removing fast-travel,
but it (should be) very possible to do so with the Creation Kit)
the tricky part would be making fast-travel available through caravans, etc. but I do consider it feasible (Fallout 3, IIRC have fast-travel with motorbikes(?) when No_Fast_Travel is enabled)
No "Sleeping" outdoors (unless using a "camp-kit" ) - this should not prove too much of a challenge through the correct scripting-techniqueswhat would be needed are variables that define whether you are "inside" or "outside" and thereafter ask whether you have said "camp-kit", or not
should you
not have the kit, you should still be able to "rest"; although not regain health, etc. thus being
penalized (i.e. lowered stats) -
I
think there is already a similar mod for this for Morrowind or Oblivion (not 100% sure, but 99% sure it was a Bethesda game)
this (should) all be achievable (once again) through scripting (I can't give you the precise script right here and now, but I don't see it as an impossibility)
no health regeneration - not having seen the Creation Kit, I'm not sure
how to achieve this, but I am almost certain it's achievable through scripting (if I'm not mistaken it's possible to remove through console-commands, hence it's fully possible to mod into the
game)
no map - I'm already working on this and since the in-game map is based on a .swf file, I dare say it's not entirely impossible to make changes to remove
at least the graphical part of it, hence effectively removing the map itself
in order to create an
in-game map (such as on a scroll, or similar) there would be required some more hefty scripting than what I am capable of atm., but I am almost certain that it
is indeed doable
think like creating a custom book within the Creation Kit (fully doable in Morrowind and Oblivion) and then "simply" adding a texture (with the map) unto it
this should be feasible through modding
no quest markers - easily removed through the .ini, I'd however like to see it "hard-modded" into a an .esp - same goes for compass
no more "text" displaying content or not - this I have no doubt is attainable through the Creation Kit
no more level-scaling - may sound overly complicated, but I see no reason why this couldn't be changed through scripting (think Martigen's Mutant/Monster Mod, as well as several others adding/changing spawn) - I don't see how this should not be achievable through scripting
climbing-gear - it has been made for Morrowind (even added as a skill, IIRC) - hence there is no doubt in my mind that it is attainable in Skyrim
revised combat - this
could/will prove tricky we already have
Deadly Reflex for Oblivion, but I'm thinking more that you should be able to
control the swinging of your weapon, such
as in Daggerfall/Morrowind - to me, it would be a challenge to script - for others more used to focusing on the
combat aspects of previous titles of the series, I don't think it'd be impossible through scripting
requirements on gear - again, this
might/will prove tricky, but the script(s) would be something in the lines of (and I'm not giving you a script per. se here, but merely of how it would be outlined) :
if 1-hand weapon (skill) = 15 then allow Orchish one-hand weapon
(as mentioned, that is not a script, merely an example of how it can be achieved)
no crosshair - I've already made this for Fallout 3, not a problem as long as you just edit a couple of image-files then redistribute
revamped economy already been done for both Morrowind and Oblivion, will most certainly not be a problem with Skyrim
class-specialization - this one will prove a challenge, without a doubt, but (once again) we turn to scripting
if at the beginning of the game (as with previuos titles) you were to choose a specific class, then have the ability to
dual that class "along the line" of playing, then this should be doable through scripting where one would (by script) restrict said class to use the skills that are suited for said class - dual-classing would prove more of a challenge than the specializiation itself
sleep requirement hunger, sleep, thirst has already been made for previous titles, I see no reason it couldn't be made for Skyrim
psychology tricky, but not impossible (I don't
think so at least) - once again, script-example:
if PC = afraid of dragon then lower defense/offense when fighting dragons
if PC = hatred of dragon then raise defense/offense when fighting dragons
(above "script-example", is the very, very basic of how to put it in a script, i.e. the fundamental variables that need to be in the works
language - I have no idea how this would be implemented and as I mentioned, highly unlikely but still nice to dream, no?
more variety in weight/height of races very, very easily achievable through the Creation-kit, it's anything like the previous versions (Morrowind/Oblivion/Fallout 3/Fallout New Vegas)
open cities/levitate they did it in Oblivion, I see no reason it shouldn't be doable in Skyrim
no more lading different world-cell buildings - not going to happen, but once again... one can dream, no?
Really Almost Everything Visible When Distant - it will take time, but (once again) done with Oblivion, see no reason it can't be done with Skyrim (I'd prefer the Morrowind solution, alas I don't think it's going to
weapons repair - not sure why they removed it, not sure how to (re)-implement it
First Person Realism tweaking the third person camera,
should (theoretically) be able to show your limbs, as if though viewed from first person (tweak the 3rd person camera to be placed
"inside" the player's head)
darker nights there is no reason this can't be done (whether through shaders, or .ini tweaks, as has been done for previous installments)
spears - I don't think making "a new weapon" per. se will prove tricky, nor how to apply it to stats (two-handed weapon), what I think will prove tricky would be the animation(s) and how to (preferably) only make it stab
now then, I hope this sheds some light on how things
can (all in theory since we have no Creation Kit) be done