What 5 mods would you want if the creation kit was out?

Post » Sun May 20, 2012 2:09 pm

1. Bigger better cities with more people
2. Underwater stuff
3. Spellmaking
4. More varied voices
5. More guilds
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Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Sun May 20, 2012 12:55 pm

1. A redone Mages Guild
2. A redone Companions Guild
3. A redone Thieves' Guild
4. Combat Overhaul
5. A redone Dark Brotherhood
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oliver klosoff
 
Posts: 3436
Joined: Sun Nov 25, 2007 1:02 am

Post » Sun May 20, 2012 7:03 pm

ALL of the above, and ...

1) Why can't we improve arrows ? or create them ?
2) When moving objcts, make it more stable. Each time I try to put back an item, it's cases major "fumbling" isues.
3) ROBES !! Black robes shows $153 Septims. But robes with Minor mods costs $25 septims...Does not add up...Robes without mods, are more expensive than robes that has mods...
4) Whatever happened to battle mages ?
5) Some quests does not trigger other quests...i.e., if I do not join Stormcloaks or Legion, then there should be some kind of "union" to battle the Thalmor...just sayin...DO NOT POST any GAME SPOILERS PLEASE...if you already know this, keep it to yourself. So FAR, I have not discovered if this is a quest, or if it is broken...
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Soraya Davy
 
Posts: 3377
Joined: Sat Aug 05, 2006 10:53 pm

Post » Sun May 20, 2012 11:27 pm

A mod that adds sentient weapons to the game.
Might be cool to see another talking sword in TES.
Would be cooler if it flew around on it's own and attacked on it's own.
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Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Sun May 20, 2012 9:45 am

1. Improved Magic System.
2. Improved Smithing.
3. Improved Enchanting.
4. Changes to make up for the laziness displayed by Bethesda (more suitable racials, more powerful NPC's, children for each race, more marriage options, smarter followers, more creatures, etc..).
5. ---
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Tracey Duncan
 
Posts: 3299
Joined: Wed Apr 18, 2007 9:32 am

Post » Sun May 20, 2012 6:57 pm

1. improved magic system - magic damage should scale with level, new spells, etc
2. fixed shadows - this game looks like it was made in the late 90s if you judge solely on the shadows
4. greater interaction between various factions
5. UBER hard difficulty mod so we can use our 4*29% smithing and alchemy without feeling we broke the game.
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Deon Knight
 
Posts: 3363
Joined: Thu Sep 13, 2007 1:44 am

Post » Mon May 21, 2012 1:22 am

A random easy one - "randomize" option at character creation

Seriously, like every single game (including Oblivion) had this. Just cool to see what can happen.
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Jennifer Rose
 
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Joined: Wed Jan 17, 2007 2:54 pm

Post » Sun May 20, 2012 10:16 am

A mod that adds sentient weapons to the game.
Might be cool to see another talking sword in TES.
Would be cooler if it flew around on it's own and attacked on it's own.

You might want to talk to Clavicus Vile about creating another Umbra then lol
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Jeneene Hunte
 
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Joined: Mon Sep 11, 2006 3:18 pm

Post » Sun May 20, 2012 11:50 am

- Portable Campsite (like Oblivion where we could lay it out how we want and activate the campfire)

- First person horse riding

- Elemental enchantment effect (e.g., seeing fire on a sword)

- Separate cuirass and greaves

- Tougher dragons, and various breath weapons like shock or poison

oh yeah, and fix the shadows.
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Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Mon May 21, 2012 1:16 am

I want a good creature mod like the ones Corpec does, Midas Magic, a texture replacer mod which is lite and wont lag my computer yet make the game look better, an awesome sky replacer to make the moons and stars look epic, a weather mod which adds epic sunsets and makes lightning and thunder epic

I'd also really like a mod which tweaks the game to make it more challenging and dififcult not impossible. Dragons should be less plentiful but more powerful yet not so powerful you cant defeat them. They need to be properly scaled for when you start to get really powerful around the mid twenties.

Also things like the trades need to be balanced and I really wish they just removed the lock picking skill tree and replaced it wtih a cooking tree.

The way I would do it would be to make all cooking foods buff which must be used out of combat. The alchemy system would have all buffs removed and it would then be made into instant combat only effects

:D
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Tamika Jett
 
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Joined: Wed Jun 06, 2007 3:44 am

Post » Sun May 20, 2012 4:20 pm

Oh boy just 5? That doesn't even cover the basics!

But...

- Lots of better, fancier, prettier, less dirty, more eyecandy clothes. Oh and shoes and hats to match especially high heels because flats are boring.
- Modular and tweakable magic mod like "Supreme Magicka" for Oblivion
- Cool combat mod that makes fighting deadlier, more tactical and less button mashy. And allows to block while dual wielding because it's ridiculous that you can block with a torch but not a weapon. Oh and brings crossbows back. Just because they're cool.
- Both new quests and some mods that add missing choices to the existing ones (for example allowing to team up with the vampires in the Morthal quest. Actually inability to do so annoys me so much that I may even make that one myself!) And also expansion to some pitifully short questlines like the Companions, Bards and Winterhold College. Oh and something that makes the civil war feel a lot more important (like you know a big historic event and not just a few easy and repetitive battles with one or two insultingly simple and short subversion quests stuffed in between). A few more pro-Thalmor quests would be nice too!
- And of course a vampirism mod like "Unholy Darkness" for Oblivion or "Vampiric Hunger III" + "Vampire Embrace" for Morrowind (both of which made those games feel completely different and better when played from a vampire's perspective) oh I so miss Vampiric Hunger!

Oh and one more mod that I absolutely can't play the game without anymore:
- Less level scalling. I like that it's better than Oblivion but still not quite good enough. I hate when it feels like the world revolves around my character and it's sadly way too obvious. When majority of the Draugr are Wights, Scourges and Deathlords and there's only a small handful of regular ones anymore at high levels my suspension of disbelief breaks. What's the point of being powerful and awesome when everyone else in the world is too? Not to mention it makes the game rather dreadful for characters who aren't focused mainly on combat skills (though that may be the fault of the character levelling just too freaking fast ._. which I feel should be fixed too)

Oh and one more that I absolutely must have!
- More followers. The one at a time limit is completely stupid and artificial. What? Jealous much Lydia? Why can't I have both you and Sven watching my back while adventuring? You don't seem to mind the zombies I raise tagging along...
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Astargoth Rockin' Design
 
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Joined: Mon Apr 02, 2007 2:51 pm

Post » Sun May 20, 2012 3:02 pm

Better AI for Followers and we can change Followers' items like Dragon Age 2
NPCs' hair and better NPCs interaction, NPCs' faces more variety
More choices when creating face at the beginning.
Tweak the Animations and Combat
Believable cities/open cities (not these rinky dink villages we call cities. Don't use scale as an excuse) (Agree with Fiddlestyx, only Solitude looks like a City)
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stevie critchley
 
Posts: 3404
Joined: Sat Oct 28, 2006 4:36 pm

Post » Sun May 20, 2012 5:51 pm

Player-made campsites(tents, cooking pots).
Additional quests and quest items to truly make you feel as if your player was helping each individual NPC(Including spouses having quests after marriage).
Improved companion/follower AI.
More dialogue options when NPCs greet you.
Chance on fast traveling to encounter enemies which halts your progress.
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Lexy Dick
 
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Joined: Mon Feb 12, 2007 12:15 pm

Post » Sun May 20, 2012 11:28 pm

I am definitely all for an uber hardcoe mode overhaul that borderlines on being over the top. :)
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Jack
 
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Joined: Sat Oct 20, 2007 8:08 am

Post » Sun May 20, 2012 4:45 pm



7. Vampirism mods. Everything from quests to overhauls like Scorn's Vampirism or StarX Vanilla Vampires Revised for Oblivion.


It's tempting... Vampires and their lairs really need to be made scarier. And hunting them down should be way more exciting and dangerous.
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Stefanny Cardona
 
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Joined: Tue Dec 19, 2006 8:08 pm

Post » Sun May 20, 2012 1:59 pm

A Skyrim version of Actors in Charge/Madness, so you can use the animations that NPCs use.
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Dalia
 
Posts: 3488
Joined: Mon Oct 23, 2006 12:29 pm

Post » Sun May 20, 2012 9:27 pm

an Oblivion conversion to Skyrim, would be so awesome... I wonder if the CK will have similar architecture to the TESCS
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A Lo RIkIton'ton
 
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Joined: Tue Aug 21, 2007 7:22 pm

Post » Mon May 21, 2012 1:30 am

Better NPC AI
Better Balancing
Monster Diversity and Improved Spawn
Combat Tweaks
Increased Impact on the world based on what you have done including more frequent and more interesting encounters while traveling by foot
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Alexandra Louise Taylor
 
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Joined: Mon Aug 07, 2006 1:48 pm

Post » Sun May 20, 2012 8:37 pm

All I wish for is 35+ constant FPS.
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Dawn Porter
 
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Joined: Sun Jun 18, 2006 11:17 am

Post » Sun May 20, 2012 8:34 pm

1. Career Mod (blacksmith, farm etc.)
2. Firearms/Specialist weapons and relevent tech tree (Muskets, rifles, Cho Ko Nu)
3. Bandit Option (become a bandit and create a small camp (Start with limited numbers as experience such as "speech" gets better higher numbers of bandits can be constructed meaning bigger more complex caves can be taken over. Trap and relevent tech available)
4. Jaal Mod, Take over a holding and start to plan your domination
5. Flying beastie mount!! :smile:
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Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Sun May 20, 2012 1:26 pm

1. Balance mod for everything that needs balancing
2. Faction expansions
3. Crafting mods
4. No level scaling mod
5. MOAR WEAPONS!!!
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djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Sun May 20, 2012 6:45 pm

Something like Mart's mutant mod that amplified the quantities and types of encounters in the game world like in FO3, I wanna fight a flock of dragons, damnit! :P
Something that increased the quantities of townfolks and especially the taverns, like I wouldn't expect to see dozens of NPCs in at 9am but at midnight friday night, it should be packed.
The ability to further customize how your houses' furniture is laid out, like not just 'buy a bedroom set' but buy 'two more mannequins for the basemant pls.' type configurations.
The ability to pick where your house carls hang out, I know they're supposed to hang around their particular house but the idea of a real base of operations with a half dozen NPCs living there is cool.
Lofty and ambitious: automagic dungeon generator that'd mix up not just the encounters but the layouts of a few otherwise generic dungeons/caves.
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Ruben Bernal
 
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Joined: Sun Nov 18, 2007 5:58 pm

Post » Sun May 20, 2012 10:18 am

1. Finishing moves never forcing you to 1st/3rd person (whichever you're not already using).
2. No forced third person horse riding.
3. No level scaling (enemies or items).
4. Darker nights.
5. 'Brisk walk' feature.
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Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Mon May 21, 2012 12:59 am

1.a proper Actors in Charge mod
2.a proper hand to hand fighting mod
3.Spears, xbows, staffs and all the weapons that were available in morrowind
4. proper combat animations with real time parrying
5. proper underwater graphic mod akin to crysis type rendering
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gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Sun May 20, 2012 3:07 pm

>movable light sources
>bug fix to make bowl/pans/baskets not glitch items out of the bottom
>randomized weapon and armor textures
>new lands to explore
>mother dragons, dragon whelps, alpha dragons, etc.
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ANaIs GRelot
 
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Joined: Tue Dec 12, 2006 6:19 pm

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