Unofficial DLC thread # I stopped counting there is so much

Post » Wed Jun 06, 2012 7:50 pm

Now for the millionth time let's all discuss about what the possible DLCs could be. I personally think the thalmor could play a major part in one. How about you?
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Juan Cerda
 
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Post » Wed Jun 06, 2012 3:18 pm

yes
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Susan Elizabeth
 
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Post » Wed Jun 06, 2012 3:07 pm

yes
What I meant to say is that what DLC do you think will be released by beth?
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Emilie M
 
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Post » Wed Jun 06, 2012 5:27 am

maybe as a last one. but i heard of one being on a big island
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Jaylene Brower
 
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Post » Wed Jun 06, 2012 5:49 am

New weapons & Locations plz :bunny:
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Jeremy Kenney
 
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Post » Wed Jun 06, 2012 1:17 pm

This is what I want, first and foremost, along with bug fixes:




EXTENDED COMPANION/COLLEGE QUESTLINES!



First and foremost, have DLC packs that extend the Companions and College of Winterhold questlines that focus on you being the Harbinger and Arch-Mage. No fetching quests, I want a big powerful ending that is an extreme step-up from killing a spirit wolf or some schmuck Altmer.

Companions - As the new Harbinger, you can induct other warrior-class NPCs into the Companions so they can earn money for you. Of course they can become followers, but they should be able to be sent out to do things for you as well.

The questline could involve Hircine and the Curse, as Kodlak rebelled against his fate and effectively robbed a Daedric Lord of a soul and potentially 3 others (You, Vilkas, and Farkas). This DLC could have you travel to Solstheim in order to take up a contract, but it turns out that Hircine has tricked you and you must find a way to escape the island, all the while accompanied by your Companions.

Once the questline is complete, you gain control of a headquarters where you can station the Companions at so they can operate throughout Tamriel (as an Island will have a port anyway in order to travel to other places). The entire island is filled with mythical creatures, including were-beasts (boars, bears, wolves, etc. although I know boars are exclusive to High Rock, Daedric Princes are capable of anything just about) and unicorns that you can hunt down. Perks (like Ancient Knowledge, in the Active Effects bar) could include better beast form related things, animal domination, beast roar that makes enemies flee (a human form version, comparable to a Shout or the Nord racial ability).

This I think is a good idea as it provides a nostalgia factor while incorporating that with the elements of Skyrim. The questline should be interesting (as the original Companions questline was), but it should have length as well (which the original lacked). I'd say at least double the length of the original.

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College - As the new Arch-Mage you can pull a Dumbledore (seems a bit cliche, but hear me out) and go visit potential magical talents in order to enroll them into the College.

The questline could expand on the Eye of Magnus and the Psijic Order, possibly a member appearing at the College with news requiring your full attention, who then teleports you to their island (which I believe is visible from Summurset Isle, so maybe we can get a glimpse of the land of the Altmer), which is open world (out to a certain point in the ocean of course).

On the Psijic's island you could be tasked with unlocking the Eye of Magnus to see what is wrong with it (as at the end of the original questline, it was malfunctioning). At the end of the questline you can become a member of the Psijic Order (though not the leader, as that is ridiculous to become the leader of a large organization after just getting there Bethesda) and there can be a teleporter linked directly to your Arch-Mage quarters at the College.

The island can hold completely new ingredients (although alchemy is a stealth skill, mages typically use it more often IMO) and there could be a vast library ten times the size of the one in the Imperial City. A book vendor there can sell you brand new spell tomes and... wait for it... Spell creation altars are reintroduced, giving you the ability to make individual spells with mixed effects such as Consuming Flame (random name) which could be like a Soul Trap spell that does fire damage. Alteration magic should be given back the spells that unlock doors as well.

This idea helps expand on the mysterious Psijic Order and allows us to pick up where we were left hanging at the end of the original questline. Again, this questline should be twice as long as the original with no "messenger boy quests" like Oblivion had and the common folk of Skyrim have.

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These questlines should be memorable and end with a bang, as in a battle with a Daedric Lord (not Jyggalag, Prince of Pushovers) or clashing with the Thalmor for control over the Psijic's island (as one member said the Thalmor hate that they possess great power that they can't have). Epic endings and enthralling quests that make you remember and say "Man, I wish I could do that again."

Thank you for anyone that took the time to read this. Private Message me with improvements if you want or simply quote it and reply.

EDIT: Additional ideas



BLACKREACH


Further beneath Blackreach, the capital Dwemer city (The size of Imperial city and deep as White Gold Tower) is virtually untouched by and the remnants of the best the Dwemer had to offer, including machinery, weapons, and even information on how they disappeared. You could turn this underground fortress into a lair. Basically a much larger, prettier, and more interactive Battlehorn Castle. A lift hidden within the Throat of the World and only accessible via having exited the city using the lift. The city/fortress would include multiple shopkeepers of each kind. There would be veins of ore throughout the tunnels connecting each district, which include Housing district, Merchant district (where you can pay merchants above ground to move down there or representatives of each shop on the surface sell from the stalls), Temple district (where shrines to either the Divines or the Daedric Princes could be placed, depending on whichever one you desire), Palace District, and Guard District. For all of the peopel that want Dovahkiin to rise to power, this could become your miniature kingdom, where your word is law and you have personal guards. The only punishment for crimes you commit against people is that eventually people will get sick of you and leave unless you are good (or simply not caught :wink:)

EDIT: COLORS
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Abel Vazquez
 
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Post » Wed Jun 06, 2012 10:57 am

My idea for a DLC (I would pay for this):

- Better Fauna of Skyrim
"Better" means a greater variety of different animals (Rats, Wild Geese, Ducks, Ravens or crows (!), Badgers, Beavers, Boars (!), lynx, roe deer, alpine ibex, chamois, wisent, domesticated cats, different breeds of dogs...) and more complex behaviour (like predators going to hunt and feeding on corpses etc.)

- Ability to go fishing with a fishing pole (not by jumping in the water and "harvesting" fish, like it is now in the game)

- Ability to create campfires and use a portable bedroll

- Ability to set traps in order to catch small game

That's all for now. Would anyone else be interested in something like this?
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Rach B
 
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Post » Wed Jun 06, 2012 6:24 am

My idea for a DLC (I would pay for this):

- Better Fauna of Skyrim
"Better" means a greater variety of different animals (Rats, Wild Geese, Ducks, Ravens or crows (!), Badgers, Beavers, Boars (!), lynx, roe deer, alpine ibex, chamois, wisent, domesticated cats, different breeds of dogs...) and more complex behaviour (like predators going to hunt and feeding on corpses etc.)

- Ability to go fishing with a fishing pole (not by jumping in the water and "harvesting" fish, like it is now in the game)

- Ability to create campfires and use a portable bedroll

- Ability to set traps in order to catch small game

That's all for now. Would anyone else be interested in something like this?

^^^^^
This!
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And now for my own ideas.
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The Dragon's Lair



This DLC adds your very own lair which is located deep in the Jarall mountains, but before you can claim this place as your own you will need to clear it of a dark and ancient evil which has corrupted the lair.

The contents:
-Adds a new place to store your equipment
-Complete with all crafting equipment (Forge, grindstone, tanning rack, enchanter and alchemy table)
-You can use the lair as your HQ (you can ask any companion you meet to go there)
-Adds a new legendary weapons and armour
-Adds new Radient quests
-Adds new merchants
-Adds new Thu'ums (Dragon Form, Teleport)
-Adds three new companions (all three are Dragonborn that are scattered around Skyrim, you need to do a unique quest to recruit them)
-Adds a new faction (Dragon Blood order which is a joinable faction that worships Dragons)
-Adds a special item called the battlehorn which summons 10 Dragon Knights to fight for you once used (Takes a week to recharge)
-Adds new crafting options (makes Blades Weapons craftable and adds Dragon Blood Order armour and weapons craftable)
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Gaelle Courant
 
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Post » Wed Jun 06, 2012 11:35 am

I agree with two of Mailor's suggestions. The fishing pole and the portable campsite. I would love the campsite to include a tent and fire with a cookpot, but I would settle for a portable bedroll. I play an immersive RP style, so I would also love to see a toggle setting for immersive play that requires sleep, food, drink, and weapon/armor degradation that would give greater meaning to cooking and smithing. So far, cooking is fairly unimportant and smithing only improves weapons/armor instead of repairing it as well.
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Alexxxxxx
 
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Post » Wed Jun 06, 2012 7:56 am

I'd like to be able to have a beer and actually have it affect me in the way beer does. Example, you're fighting someone and you chug a beer, sure you're going to have more stamina for a little bit, but you'll be a little wobbly and your vision won't be quite so clear.

I'd like to be able to just sit down. No particular chair or bench, just to be able to plop down on the floor.

I'm for the portable bedroll and fire pit, but make the fire require items just like they do in the real world. Say, 3 pieces of chopped wood (which would give a bigger reason to chop it than to sell it to someone) and a flint. (I know, you can light fires with magic, but what if I don't use magic?) And with the fire pit, it would be a nice idea to include the ability to cook simple foods on it like those you could only cook if you didn't have a pot to put it in.

...and just because I'm having difficulty figuring out what time it is in the game, simply a small clock to show the IN GAME time, possibly directly above the HUD. I request a clock there because I can't feel the fatigue of my character, and sometimes it's a little bothersome to tab to the quick menu simply to know if it's morning or night.
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Multi Multi
 
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Post » Wed Jun 06, 2012 10:09 am

I definatley think the DLC should include something with the Thalmor, especially if you sided with the Storm Cloaks, this would be the next logical step to the war to liberate Skyrim. It could be written into the Leigon story line too, maybe now that the rebel uprising is quashed (sp?) the Empire decides it is time to rid themselves of the Talmor, and the war reignites in Skyrim. Definately a do able story line, so yea I hope this comes to pass. Also, I have read a ton of other great ideas on this post... expanded guild quest lines, as they seemed to go quick this time anyway. One of my ideas for some smaller quests would be that the Jarl of Whiterun tasks you with clearing the Bandits from Helgen so that it can be rebuilt, and then over the course of a few months it will be rebult and populated, you could even visit from time to time to see the progress, or make it so that every so often you have to go back up there to deal with an increasing threat of more bandits trying to get in there or something. Also, improved game functionality like a hardcoe role-playing mode that will require you to eat and sleep. Along with being able to carry a bed roll and some cooking gear so that you could camp, during those long journeys.
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Maria Garcia
 
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