What you'd like to see in a "Plugins DLC Pack"

Post » Fri May 11, 2012 2:03 am

Skyrim is without a doubt, a gem of the century. But theres alot more which can be added, changed, and in the rare case. Fixed. Now I understand Plugins, I have 700 alone for Morrowind, 300 for Oblivion, and made many myself. However there are just those few plugins which come up in every elder scrolls games, that I think the developers should really look into to adding in a "plugins DLC pack" of the most highest rated, used, and favored plugins for console users to use (on a side note, I have Skyrim for PC and PS3). I couldnt help but notice that they already implimented a few player made plugins from Oblivion into Skyrim,such as activated bookshelves to stack books. etc. So why not a few more?

My personal list:

-Weapon Racks that are activated like bookshelves (Like the Morrowind equivalent of choosing a weapon, placing it on a rack and it attaches itself to it in a proper way)
-Upgrade House ability (Ability to hire carpenters through the same way you upgrade your house normally, to add Basemants, storage areas, second, or even third floors, eventually making it into a nice big mansion as you add more to it, the size, look and additions to houses and the over all max size would be different for each house naturally)
-Ability to place items on walls, etc.
-Mannequins
-Ability to "cook" poisonous foods/dishes
-Ability to use a poison potion on food to make it poisoned
-Wine/Bottle racks which you can activate just like bookshelves

Edit More Ideas:

-Player buyable (endgame after completing the final storyline) Armor, or clothes, or musuem shop, which can be built in a city. and upgraded a few times.
Due to limited space in cities however, only 1 of these shops can be built in a city. So for instance you could build a Clothes shop in Winterhold, but nothing else, AND you can also build an Armory in Riften. However only 1 of these buildable buildings can be built in any given town. so once you choose which one to build, thats it.

(Note for how the chests work in the shops: If you put an iron dagger in a chest in the treasury, it will be automatically placed (if there is a spot available), on a stand, mannaquin, or display case, or weapon rack automatically on the front display room, When a weapon/armor, or clothes is bought, its removed from the front room, and isnt replaced until the next opening day when the game re calculates what will be placed in the front display area)

*Clothes shop - Hire a "companion" to watch the counter with the usual working hours, their speechcraft slowly rises as they buy/sell things off of other people. Able to put clothes you've gotten from adventuring in specific crates/chests in the treasury room which will then be "shown" out on the main floor on mannaquins and stands..

-The ability to also hire a Clothier who's skill in crafting goes up as they slowly make clothes for your shop to sell. As their skill rises, they make better clothes, or you can tell them to focus on basic clothing if the shop is in a poorer town.

*Armory- Ability to build and then hire a companion to watch the front counter exactly like the clothes shop. Also able to hire a Smith to make weapons/armors who again level up slowly as they make more, eventually making better stuff. also with mannaquins, display cases, display shelves, etc. which show weapons/armors you have in the back chests in the back room.

*Museum: Simply, exactly what it says, a Museum which NPCs can visit and pay a small fee to check our your many trinkets, rarities, and weapons/armors and items. A very large Building when fully upgraded so it can only be built in the main large cities like Markoth, Whiterun, etc. and the look of it will be different depending on the town (to match the look of the town naturally). There would be MANY MANY spots to display nearly everything you can get in Skyrim and it would almost be a hobby to see how much you can fill your museum up.

Able to hire a front desk person to take the fee's for entering your Museum, Along with up to 3 "Historians" who walk around and help the NPCs who enter to look.

All companions and employee's are paid on a daily or weekly basis, which are automatically deducted from a strong box in your shops or museum, their pay raises slightly as their ability rises.

Some added quests for your shops or museum, Such as someone needs something made and will pay a higher amount for it than usual, or a thief steals an item from your museum and you must track him down, which ties into perhaps a "wanna be" thief guild who thought it'd be a great heist for their new guild, maybe even with the option of merging this half pint thief guild into the main thief guild if you have finished the thiefs guild quests, etc.

Edit #2: Another Idea

This one is simple... Companion Horses.... -.-


And my personal bit... Removal of the "hot" items which you stole... makes ZERO sense.Merchants dont buy "Hot" items.. yea well... why would a merchant in Riften know I stole this little fork from some random house in Solitude?..... and if the shopkeeper knows, why the heck doesnt the soldier I just walked by from know and arrest me for it? .... yea thats what I thought.. makes no sense... but again, I understand why they added it... So you cant loot an entire town and get uber rich quick... but then again.. not everyone will play as a thief.. :3 But this is probably just my wishfull thinking to remove that feature....
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Georgia Fullalove
 
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Post » Thu May 10, 2012 11:22 pm

There are Weapon Racks in houses, and they are on walls! Two on one, it's a combo! :tongue:

But it seems that you know it already and want even more... I agree, the more the better.
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Jessie Butterfield
 
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Post » Fri May 11, 2012 1:22 am

There are Weapon Racks in houses, and they are on walls! Two on one, it's a combo! :tongue:

But it seems that you know it already and want even more... I agree, the more the better.

yes sorry I meant more, I should clarify that lol, like we get 1 dinky bookshelf :(
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Nancy RIP
 
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Post » Thu May 10, 2012 8:01 pm

What I would like is:

A huge DLC with a quest to help a dragon and as a reward the dragon lets you ride it once a day. You call it by using a new shout. To get it would involved a long detailed quest in one or more huge new dungeons.

A mod which adds Wow style cometic pets to the game which follow you around but they dont fight or do anything. You would summon them with spells

A fishing mod which adds fishing to the entire world and even in pools in caves.

A mod which adds house cats to the world. I havent seen any. They might be in but the world is so vast and huge

A mod which adds more mount types besides plain old horses. The downsid would be that you couldnt bring them in the cities or put them in stables or anything with the regular horses.

A mod which expands the magic system in a BALANCED way. Even the great Midas Magic Mod I feel was a bit overpowering and not totally balanced

A UI mod which makes things a bit better for PC users. Bethesda really needs to make two UIs, one for consoles and one for PCs

Thats just a start! The one I want the most is the dragon mount DLC.

:D
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Stat Wrecker
 
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Post » Fri May 11, 2012 2:28 am

1. Werebears
2.
Spoiler
a way to fix Hircine's Ring
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lacy lake
 
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Post » Fri May 11, 2012 3:14 am

For me I'd like to see an ownable crafting shop that has all the crafting areas. Would be nice to have everything in one place to do your crafting and to store your craftables.
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Soku Nyorah
 
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Post » Thu May 10, 2012 7:48 pm

Added:

-Player buyable (endgame after completing the final storyline) Armor, or clothes, or musuem shop, which can be built in a city. and upgraded a few times.
Due to limited space in cities however, only 1 of these shops can be built in a city. So for instance you could build a Clothes shop in Winterhold, but nothing else, AND you can also build an Armory in Riften. However only 1 of these buildable buildings can be built in any given town. so once you choose which one to build, thats it.

(Note for how the chests work in the shops: If you put an iron dagger in a chest in the treasury, it will be automatically placed (if there is a spot available), on a stand, mannaquin, or display case, or weapon rack automatically on the front display room, When a weapon/armor, or clothes is bought, its removed from the front room, and isnt replaced until the next opening day when the game re calculates what will be placed in the front display area)

*Clothes shop - Hire a "companion" to watch the counter with the usual working hours, their speechcraft slowly rises as they buy/sell things off of other people. Able to put clothes you've gotten from adventuring in specific crates/chests in the treasury room which will then be "shown" out on the main floor on mannaquins and stands..

-The ability to also hire a Clothier who's skill in crafting goes up as they slowly make clothes for your shop to sell. As their skill rises, they make better clothes, or you can tell them to focus on basic clothing if the shop is in a poorer town.

*Armory- Ability to build and then hire a companion to watch the front counter exactly like the clothes shop. Also able to hire a Smith to make weapons/armors who again level up slowly as they make more, eventually making better stuff. also with mannaquins, display cases, display shelves, etc. which show weapons/armors you have in the back chests in the back room.

*Museum: Simply, exactly what it says, a Museum which NPCs can visit and pay a small fee to check our your many trinkets, rarities, and weapons/armors and items. A very large Building when fully upgraded so it can only be built in the main large cities like Markoth, Whiterun, etc. and the look of it will be different depending on the town (to match the look of the town naturally). There would be MANY MANY spots to display nearly everything you can get in Skyrim and it would almost be a hobby to see how much you can fill your museum up.

Able to hire a front desk person to take the fee's for entering your Museum, Along with up to 3 "Historians" who walk around and help the NPCs who enter to look.

All companions and employee's are paid on a daily or weekly basis, which are automatically deducted from a strong box in your shops or museum, their pay raises slightly as their ability rises.

Some added quests for your shops or museum, Such as someone needs something made and will pay a higher amount for it than usual, or a thief steals an item from your museum and you must track him down, which ties into perhaps a "wanna be" thief guild who thought it'd be a great heist for their new guild, maybe even with the option of merging this half pint thief guild into the main thief guild if you have finished the thiefs guild quests, etc.
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Zach Hunter
 
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