Things to change in patches (or mods)---a thread

Post » Fri May 11, 2012 8:03 am

love love love the game. have not decided if this of FNV is my favorite game ever.

there are some things I would like to see done different.


1) more torches that can be put out-- this could be by activating them, or maybe casting a spell, or maybe some sort of wick snuffer. cause when I am sneaking around, there have been cool candles that I really wish would stop glowing.

2) non combat skills only counting 1/2 toward leveling or 1/3--- arguably almost all skills can help some in combat, but a 100 desturction is way more combat helpful than 100 speech or pickpocket. this is true for all build but the most for a thief-- speech/pickpocket/alchemy can be raised by screwing around having fun in town, and then leveled creatures can be crazy harder. I would argue that smithing, enchanting, have no idea about mages.

3) a journal entry for all the companions you meet. I have met some when I was busy and am not sure I will ever find them again. it would go right before misc. and be called companions and would track where they are once they met.



your turn!
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joannARRGH
 
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Post » Fri May 11, 2012 9:35 am

4) it maybe just me, but sometimes when I am trying to highlight a quest and I know i need to find a certain place, it does not give a quest marker.
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Tina Tupou
 
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Post » Fri May 11, 2012 12:30 am

4) it maybe just me, but sometimes when I am trying to highlight a quest and I know i need to find a certain place, it does not give a quest marker.

This.

Also a hotkey to quick save.
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Jesus Lopez
 
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Post » Thu May 10, 2012 9:24 pm

I agree, a hotkey to quick save would be great!


also the option to know through HUD when certain effects are about to end....with candlelight, you know when it ends, but when I buff myself with muffle, I don't know when it ends.
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Gemma Woods Illustration
 
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Post » Fri May 11, 2012 5:43 am

High res texture pack.

Dx11 fully implemented.

There's nothing I really dislike or hate about this game though. Preset graphics are a bit bland, but with a few tweaks and the saturation mod, all is fixed except for draw distances.
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Nadia Nad
 
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Post » Fri May 11, 2012 11:57 am

I'd like to see a way to check your current bounty. It's crazy they don't have that in the menu.
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Ilona Neumann
 
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Post » Fri May 11, 2012 1:10 pm

5) able to buy horses for companions to ride
6) able to divorce
7) able to "activate" any shelf that can have books placed on it, including tables and being able to "stack" books up to 5 in a pile ontop of tables
8) able to activate all weapon racks to place weapons (Whiterun weapon rack in your house wont allow it to be activated for instance)
9) able to smith and create arrows
10) able to poison foods with either potions from your items, or cooking the poison right into the food while creating it
11) able to kill a person by poisoning their food by placing the poisoned food where they usually eat from
12) spell crafting ability taken straight from Morrowind
13) Guild list which shows us what guilds we are a part of, including other information which is easy attainable

These are just a few I've thought up from playing this awesome game. <3

Edit:
14) Able to stack potions, etc. on tables, stands, cabinets, etc.
15) multiple different picklocks I.E.: Picklock, Apprentice picklock, Novice picklock, up to Master Picklock. Each picklock is more durable and less likely to break when trying to pick a lock. Just like in Morrowind.

Edit #2:
16) Acrobatics back
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Nitol Ahmed
 
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Post » Fri May 11, 2012 6:00 am

Make Destruction actually destructive and not something to accompany melee and conjuration.
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Marquis deVille
 
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Post » Fri May 11, 2012 11:30 am

Individual character saves (turn the game on, load a character, then load a save file), this would make it so much easier to play multiple characters without having to worry about saving over other characters or scrolling through saves to find the right character.

It would also be nice if there were a way to turn off friendly fire, this is the most annoying thing about having companions.

Also I would like to have an equipment screen where you can try on various types of equipment and rotate/zoom on your character to see the changes.
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Louise
 
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Post » Fri May 11, 2012 5:57 am

SetyrGirl , those are really good. especially divorce, arrows, and poison. but Iike all of them.
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Elea Rossi
 
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Post » Thu May 10, 2012 9:57 pm

BRING BACK IG CUSTOM SPELL CREATION AND ACROBATICS.

Phase Acrobatics and athletics if you have to, but for the love of god put these back in the game.

Oh, and the DX11 stuff... people wouldn't mind that. Personally I don't care, because my computer is so outdated we practically run it with a waterwheel, so DX11 support is useless to me... BUT: A lot of people like their graphical fidelity.
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Alycia Leann grace
 
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Post » Fri May 11, 2012 6:47 am

After seeing a Bard for the first time in an Inn, I decided that when the SDK comes out, I am making my own custom Bard that is essentially me, and I travel to every Inn in every city during different times and sing modern rock ballads to music that, IRL was done with electric guitar, but in the game will be done by Lute. :D
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Chloe Botham
 
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Post » Fri May 11, 2012 3:31 am

I don't know if we need to get atheletics and acrobatics back as skills, but it was nice in oblivion the way upping those skills worked. maybe as like unnamed skills that go up as you run and jump and don't effect your level. not sure exactly how they worked in morrowind and oblivion, but i do know I was always upping them!

bard thing would be awesome mod, swish. don't think it will make a patch but it would rock if it did
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Tamika Jett
 
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Post » Fri May 11, 2012 4:04 am

5) able to buy horses for companions to ride
6) able to divorce
7) able to "activate" any shelf that can have books placed on it, including tables and being able to "stack" books up to 5 in a pile ontop of tables
8) able to activate all weapon racks to place weapons (Whiterun weapon rack in your house wont allow it to be activated for instance)
9) able to smith and create arrows
10) able to poison foods with either potions from your items, or cooking the poison right into the food while creating it
11) able to kill a person by poisoning their food by placing the poisoned food where they usually eat from
12) spell crafting ability taken straight from Morrowind
13) Guild list which shows us what guilds we are a part of, including other information which is easy attainable

These are just a few I've thought up from playing this awesome game. <3

Edit:
14) Able to stack potions, etc. on tables, stands, cabinets, etc.
15) multiple different picklocks I.E.: Picklock, Apprentice picklock, Novice picklock, up to Master Picklock. Each picklock is more durable and less likely to break when trying to pick a lock. Just like in Morrowind.

This^
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Rob Smith
 
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Post » Fri May 11, 2012 7:52 am

SetyrGirl , those are really good. especially divorce, arrows, and poison. but Iike all of them.

Thank you ^.^
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Albert Wesker
 
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Post » Fri May 11, 2012 11:11 am

Also a hotkey to quick save.

F5 will quick save on the PC.
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Isabel Ruiz
 
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Post » Fri May 11, 2012 4:44 am

FIRST PERSON PERSPECTIVE, for riding or when being a werewolf. Does Bethesda hate first person gamers all of a sudden? I mean, first person's got to be easier to pull off...

@Crayshack: If you're on console, try setting the quick save feature to 5 minutes rather than 15. That way, it'll quicksave every time you enter the menu (by pressing the B-button) if 5 minutes have passed. That along with the quicksave every time you enter a new cell/sleep/rest etc. should suffice :)
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Lauren Dale
 
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Post » Fri May 11, 2012 12:45 am

Just graphical updates and glitch fixing



And dx11 would add a [censored]load to skyrim. Especialy since everything is currently rather low polly. Then if we could make the textures actualy 3d with dx11 (Each stone popping out of the floor, every scale on scale mail popping out, waves etc) skyrim would be amazing to look at.
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Conor Byrne
 
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Post » Fri May 11, 2012 6:12 am

I would argue that your point to reduce level gain from pickpocketing/speech/crafting skills is moot. If you are a master pickpocket you can gain massive amounts of wealth, as well as if you are good in speech you can make more money to buy things to give you the edge over your opponents, such as many healing potions. I maxed out blacksmithing and was able to craft glass armor I don't even see enemies wearing, and am able to upgrade them to Legendary status, adding a hundred and more point of armor rating. How is that not useful in combat? The same applies to weapons. Alchemy is also useful if you have very powerful potions, in combat they can give you a huge advantage over your opponent. As well as enchanting - the benefits are obvious in combat on your weapons and armor. So I'd say no, crafting needs to stay as it should as it offers great benefits for combat if used correctly.
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marina
 
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Post » Thu May 10, 2012 10:51 pm

I don't know if we need to get atheletics and acrobatics back as skills, but it was nice in oblivion the way upping those skills worked. maybe as like unnamed skills that go up as you run and jump and don't effect your level. not sure exactly how they worked in morrowind and oblivion, but i do know I was always upping them!

I like the idea of unnamed skills... And trust me, Athletics worked very well in Oblivion. You only noticed when it got drained ("Wait, I was running rather fast a moment ago, why now can I only crawl along like my legs are bound at the ankle?").

The reason I want them back in is because I think that Athletics/acro could be combined to influence some things in combat: Dodging (Think of this as an alternative to block), reduction of jump damage, unarmed combat bonus, etc. Lump those skills together to make something great.
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LijLuva
 
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Post » Fri May 11, 2012 10:39 am

Spells that will scale up with the player.
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rolanda h
 
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Post » Thu May 10, 2012 9:43 pm

please, PLEASE fix the bug with the giants. its sad when you can kill a dragon but get one hit killed by a giant because he hits me and i go flying thru the air. just now i killed a dragon and up runs a giant that the dragon attacked while fighting with me and the giant killed me with a single blow, while i was blocking... :banghead: now i gotta go find and kill the dragon again...
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Trish
 
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Post » Thu May 10, 2012 9:39 pm

I guess I can see the point about "if you level them well." Maybe my problem is that I have not leveled them enough!

I am torn between smithing and conjuration....i want to really get either better weapons or more powerful at summoning.

I have had two times in the game where all i could do to win was run like an effer and get distance between me and monsters.

oh well. off thread.

any more ideas? on what to patch/mod/
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natalie mccormick
 
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Post » Fri May 11, 2012 11:58 am

being able to modify color of the armor. that might be more of a mod than a patch.
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Tinkerbells
 
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Post » Fri May 11, 2012 5:44 am

Here s list:
Quick key slots 1 to 0 or KP 0 to kp9 so i dont have to enter menu todring a potion, i don t have to enter menu to switch weapon i don t have to enter menu to cast spell when i m in the middle of a combat.

UI that is not sible column but 2 column (Console are that bad ?) so i can compare stuff, navigate quicker etc.

An imporved engine for character, not the same old one from Morrowind, where weapons doen t appear, we cannot be left handed (shield always on the left hand,m blocking always is with the left button.) secondary weapon never appear, nor terciary...

Some way to improve walking speed, right now its snail pace forever.

The drop button working,

The displayed keys showing the right keys when you changed binding

A place on UI with options like : Remove imformation in Compass, Remove compass etc

Body armor diferent from leg greaves

Better tought skills, smithing separated from leather working and woodcraft.

Thats the short list.
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Dalton Greynolds
 
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