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Morrowind Magic |
Oblivion Magic |
Skyrim Magic |
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Adverse Enchantments |
Many items cause negative effects on the player. It is also possible to custom enchant negative effect items. |
Only one item causes negative effects on the player (three more are added by the Dragonborn expansion), and it is no longer possible to custom enchant items with them. |
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Bound Items |
Weapons and armor can be summoned. They are of Daedric quality, and have built-in Fortify Skill enchantments. |
Weapons and armor can be summoned. They are of slightly less than Daedric quality, and are unenchanted. |
Weapons, but not armor, can be summoned. They are of low-to-mid tier quality, but a perk improves them to approximately Daedric quality. Other perks grant built-in Soul Trap, Turn Undead, and Banish enchantments. |
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Casting Spells |
With enough magicka, all spells can be cast at any point, regardless of your skill, with varying chances of failure. Magic must be selected in order to be cast, and cannot be used with a weapon. Skill reduces forementioned chance of failure. |
You must possess the required skill level in a particular magic school before you can cast more powerful spells of that type. Magic can be cast on the fly with a weapon out. Spells never fail to cast. Skill affects magicka cost. |
Any spell can be cast by any character with enough magicka, although merchants will not offer Adept-level or higher spell tomes to players with insufficient skill in that magic school. There are skill perks to reduce the magicka cost of different levels of spells. Spells must be assigned to one or both hands and can be dual cast for greater effect. Skill affects Damage, Duration, and/or other effects. Spells never fail to cast due to level or difficulty. |
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Custom Spells |
Custom spells are created by paying a Spellmaker. |
Custom spells are created for gold at an Altar of Spellmaking. |
Custom spells are not available. |
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Deleting Spells |
You can delete unwanted spells from your spellbook. |
Spells cannot be removed once acquired. |
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Detect Spells |
Detect spells work by causing creatures, enchanted items, or keys to appear as symbols on your minimap depending on which spell you use. |
The only "detect" spell is Detect Life, which causes living (or undead) creatures to be highlighted in the main view screen. |
The Detect Life spell works much the same as in Oblivion, but designates friend and foe with different colors. There is also a Detect Dead spell that highlights undead creatures and lootable corpses, and a shout that detects moving entities. |
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Effects of Armor and Fatigue |
The chances of successfully casting a spell are decreased as fatigue decreases. |
Spell effectiveness is decreased by worn armor. The higher your armor skill and the fewer pieces of armor you wear, the less effect your armor has on magic. |
Neither stamina nor armor weight has any effect on spellcasting. There is an Alteration perk which makes defensive spells become stronger if the caster is not wearing any armor. |
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Enchant Capacity |
Higher quality items can hold more powerful enchantments. Additionally, your Enchant skill determines how many uses you can get out of enchanted items. |
Item quality has no effect on how much of an Enchantment it can hold. |
Maximum capacity is affected by both the Enchanting skill and skill level in the magic school of the effect. Raising the Conjuration skill will net more uses out of a soul trap weapon. |
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Enchanted Items |
Most magical items apply their effect when you use them, rather than having a constant effect. |
Enchanted pieces of clothing, armor, and jewelry always have a constant effect while enchanted weapons always cast the effect when striking. |
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Enchanting |
There are no altars for enchanting or spellmaking in Vvardenfell. Instead, Enchant is a skill which you can use yourself anytime, anywhere and for free, but with a chance to fail. You can pay Enchanters to do it for you. |
Weapons and armor must be brought to enchanting altars to enchant them. |
Enchanting is once again a learnable skill, but the enchanting must be done at an Arcane Enchanter. |
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Enchanting Effects |
You make enchanting effects available by knowing the corresponding spell effect. |
You make enchanting effects available by disenchanting an item with that effect. |
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Equipping Spells |
Spells must be readied just as a weapon must be drawn, and they must cast just as a weapon must attack. You can either have a weapon ready or a spell ready, but not both at the same time. |
Spellcasting has been allocated to its own button. There is no need to switch between weapon and magic modes to cast spells. |
You can equip a spell or item in each hand, i.e. you can equip a spell and a weapon, two spells, two weapons, or any other combination. Each hand has its own attack button. |
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Magic Schools |
Several spell effects are associated with different Magic Schools in the three games. For example, Absorb is a Restoration spell in Oblivion, but a Mysticism spell in Morrowind. Mysticism is removed entirely from Skyrim. |
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Magicka Regeneration |
Magicka doesn't regenerate constantly. It is replenished by sleeping, potions, shrines, or absorption. |
Your magicka restores over time, except for characters with Stunted Magicka. |
Your magicka restores over time but it restores much slower while in combat. There are several enchantments that make magicka regenerate faster. |
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Necromancy |
Undead minions can be summoned out of nothing wherever you are. Reanimation is not possible. |
In addition to summoning undead from nothing, you can also reanimate dead NPCs (but not creatures) as undead minions. |
Undead can for the most part only be created by reanimating dead NPCs or creatures. |
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Powers |
Powers can only be used once per day, and require time to cast, like spells, but do not cost any magicka. Powers always successfully cast. |
Lesser powers cost magicka but can be used more than once each day; greater powers work in the same manner as powers in Morrowind. |
Powers are activated instantly. Most powers can only be used once per day, but some powers are reusable. None cost magicka to use. |
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Recharging Magical Items |
Magical items regenerate automatically over time, although they can be recharged using soul gems. |
Magical items must be recharged using soul gems, Varla Stones or by taking them to an enchanter. |
Magical items must be recharged using soul gems. There is a perk that allows a small recharge of any weapon upon killing a creature. |
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Removed Spells |
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Certain spell effects from Morrowind were not included in Oblivion or Skyrim, including Mark/Recall, Levitate, Jump, Sanctuary, Slowfall, Divine/Almsivi Intervention, Sound, Blind and several Summon spells. |
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Soul Gems |
Soul gems are valued based on both the gem quality and the power of the soul trapped inside. |
Soul gem values are fixed prices based on soul size alone. |
Soul gems have two values, filled and empty. Self-filled gems are classed as empty when valued. The exception is black soul gems, which change value when filled. |
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Spell Failure |
Casting spells can fail. The failure rate is influenced by your skill rating in the relevant school of magic, your Willpower, your Luck, and your Fatigue. Instead of the cost of spells, skill level influences the chance of spell failure. |
Spells have a 100% success rate. Your Skill affects the Magicka cost. |
Spells have a 100% success rate. Your Skill and several perks affect the Magicka cost as well as the Power and/or Duration. |
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Spellcasting and Armor |
There is no penalty to your spellcasting for wearing armor. |
Wearing armor reduces your Spell Effectiveness, which in turn reduces the magnitude or duration of your spells, by a factor relative to your skill in the armor's school. The only way to have 100% Spell Effectiveness is to not wear any armor at all. |
The Mage Armor perk increases the protection of your Armor spells as long as you're not wearing armor. Also, enchantments that both increase magicka regeneration and decrease spell casting costs are only found on robes, unless custom enchanted. Dawnguard adds Vampire Armor, which can have some enchantments otherwise only found on robes. |
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Staffs |
Staffs count as Blunt Weapons and come in enchanted and unenchanted forms. The only notable exception between staffs and other blunt weapons was the fact that they do very little damage, but carry higher quality enchantments and have higher enchanting tolerances. |
Staffs have "on target" enchantments and launch their spells at targets, rather than acting like blunt weapons. They are still wielded with two hands. They affect and are affected by no skills. They cannot be enchanted because no unenchanted versions exist. |
Staffs are one-handed (though they do not count as one handed weapons) meaning they can be paired with either spells, other staffs, shields, or other weapons. In addition, they affect and are affected by their matching magic skill and perks (Staffs that shoot Fireballs are affected by destruction, while staffs that summon/banish dremora are affected by conjuration, etc.). Other than this however, they behave much as they do in Oblivion. Dragonborn adds a staff enchanter which allows you to craft new staffs. |
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Summoning |
You can have multiple summoned creatures fighting by your side at one time, one per summon type. You can summon a wide variety of creatures, including animals and automatons. Summoned creatures can be soul trapped. |
Only one creature can be summoned at your disposal at one time. Summoning a second one dispels the first. Undead, daedra, and (with an official plugin) animals can be summoned. NPC corpses can be turned into zombies for a short time using the Staff of Worms. Summoned creatures can be soul trapped. |
Only one creature can be summoned at your disposal at one time. Summoning a second one dispels the first. However, if you have the Twin Souls perk, you can have two summoned creatures at a time. Familiars, atronachs, dremora, undead DG, and two named NPCs can be summoned. Summoned creatures cannot be soul trapped. |
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Telekinesis |
The telekinesis spell is used to manipulate objects at a distance (e.g. open doors, open chests, pick up objects or operate switches). |
The telekinesis spell is used to move and manipulate physics-based objects, but in a similar fashion to Morrowind, it is also able to trigger tripwires. Cannot be used to harm NPCs |
The telekinesis spell is used to pick up, drop, and throw items from a distance. The dual casting perk allows you to control up to 4 objects at a time. In Skyrim, throwing items at people causes health loss to the target and is considered an assault. |
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Is mechanics of whay sort, in what limits?
I have some ideas about crafting and role/behaviour of some creatures, is it in?
I would love to see a return of ALMSIVI's Intervention, Divine Intervention, Mark and Recall. I would love to see this take the place of fast travel, but even if it is only in addition to fast travel, it would be nice. I know several NPCs make reference to these spells in their dialogue, so it would be a shame to not have it included.
On an unrelated note, I would like to see the thieves guild operate as they did in Morrowind, rather than Oblivion and Skyrim. In that they remove your bounty, and you steal things as part of contracts, but with no need for 'fences'. Stolen items could be marked as 'stolen' only to their owner. Anyone else you tried selling it to wouldn't know it to have been stolen - only the original owner would call you out on it and add to your bounty/call the guards. Even then, very generic items like food should never be marked as stolen.
Somewhat related, as has been discussed in other threads, it would be nice if the legality of ebony were adressed. As all ebony mined in Vvardenfell is property of the emperor, all ebony should have an imperial seal upon it if it has gone through proper channels of trade - if the emporer has gotten his 'cut' of the profit from its sale. Player-mined ebony would not bear such a seal, and while both could be used interchangeably for smithing purposes, only one is 'legal'. It should be far more difficult to find buyers for unmarked ebony, and if you are arrested the guards should confiscate any loose unmarked and unrefined ebony in your possession as should they Dwemer items, and obviously 'stolen' items (like unique heirlooms which would have been reported stolen).
alysander wrote:
Good catch, I'm sure Smerk will fix that when he can. (Machanics should be mechanics).
As to what sort of mechanics, in what limits. The only limits are what has already been specified at the top (ie. no elder scrolls travel talk). If you have any idea's at all lets hear them, write down your idea's for crafting and role/behaviour.
Smitehammer wrote:
ALMSIVI's Intervention and Divine Intervention are already in Skywind.
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I don't know what will come out of this thread but just FYI, not everything will be included in the main package and some things can be released as optional mods.
I'm thinking it might be an idea to add buttons for stuff like skyui digitalparanoid. But yes I guess your right about some things digital. But there are other's that we really want to do anyway. Like spear fighting and throwing weapons. If where going to put so much time into this mod then why not add some mechanics on the way.
But yes I do see some ideas being mods more then official skywind stuff, so I do understand your concern and will keep it in mind well we work on this project.
There are some ideas about geology, rearranging perks (if it possible without changing vanilla) and blacksmith skill.
May be their already exist but not very available and stable.
1. Iron mines, corundum (what is this?) elvish and orichalcum ores are not available on Vvarfendell (as we can see from Morrowind, volcanic nature of island and tools of aborigines). Dragon bones obvious non exist too. Island is rich only on glass, ebony and gems/diamonds. Dwemer artifact (so metal source) trade is illegal.
2. So it's should be easier to buy or loot metallic weapon that to get enough material to develop smith skill and make it yourself. I think we should rearrange, rename and change some perks in blacksmith skill to add more specific crafting of organic materials (wood, leather, netch, bones, chitin and other) instead of metallic items.
3. Imperial traders and contraband are only plausible source of metals and metallic goods. Player should be capable of
melting metallic items to metal (not so sure about moonstone and about elven weapons in Skywind in general).
4. There is no corundum mines too. Community can change small requirement in corundum to charcoal, produced from inexhaustible wood (in smelter too). And that also will be more realistic recipe of steel than vanilla.
5. I think more adequate to delete ebony and glass INGOTS from production chain. I think ebony and glass ingots in Skyrim is a crude simplification for making all weapons on anvil. But i thing more plausible is straight crafting process from 'ore', like as crafting stalhrim.

6. Possible constellation of perks for MW (i community can to manage compatibility) :
Spell Reflect.
I would also like to think of something in ways of making the Nerevarine feel like the reincarnation of the Dunmer hero. Just like how the Dragonborn has the power of the voice, the Nerevarine should also have some kind of signature ability or ''thing'' that identifies him as the hero. I understand the Moon & Star and the prophecies are ultimately what confirms this in the story but I feel as though there should be an engaging gameplay element that should highlight this as well.
Perhaps Azura could periodically intervene on behalf of her champion in some way?
I have wish for ambient (non-destructible and non-damaging HP) spectres and ghosts (so they can be "killed" just and only by soul trap or turned by turn undead)
And i have a wish for several-times resurrecting undead (only flesh undead) - they can be "killed forever" by picking up ingredients from them (like ghoul's heart or something related) or by soul trap.
But i see many dedicated conservatives here, so it will be idea for optional mod later.
Smitehammer wrote:
I actually don't totally agree with this Smite. You would think that the people who got stolen from would tell it to the guards there for declaring it stolen.
as for the medal trade ordeal with ebony, making medal outlawed may be a good way to make smithing a little more difficult to make obtaining the skill to make armor a little more interesting. Making some medals with marks on them making them legal might be an idea.
alysander wrote:
that might be an idea if we do it right. as for the ores we might make it so the ores can only be bought or stolen but I'm not sure. I'll have to see what the other dev's think about it. I do like the idea of organic crafting. Changing the perks is pretty inevitable. how were going to do it will be carefully considered. the ghost I idea is more of a mod idea.
Tajnarasha wrote:
I like the idea but I think the choosing of the sign at the start of the game already pretty much does that. Though some gameplay element might be possible and fun.
I'm liking some of the ideas.
I really don't want Nerevarine to have any special abilities, aside from surviving corprus. It's much better that way, it adds depth. The reason is simple - you can assume the prophecy is false and still do the main quest, just thinking that it's your skill, hard work and luck that allowed you to complete it, and not just some inherited power. When I was playing through as an Imperial I thought of myself as a top agent who became a hero to the natives and slowly earned their trust. That would all be taken away with any "FUS RO DAH's".
Good idea as general - "Nerevarin have some mark" (hovewer, Coprus mark and artefacts is anyway enough)
Bad idea in details "Azura could periodically intervene" - through save & reload? :)
1) I would like to see "resistnormalweapons" on the ghosts and undead, so only silver, daedric or spells can harm them. Skyrim already has a script running on ghosts, undead and werewolves that makes silver weapons do more damage, but all weapons can damage them.
2) Underwater attacks I think will be necessary.
3) Throwing weapons. There are 2 mods on nexusmods
Throwing weapons redux
http://www.nexusmods.com/skyrim/mods/36147/?
Death from afar
http://www.nexusmods.com/skyrim/mods/14176/?
Psychedelic effects to Blight and/or the Soul Sickness.
It would be very cool if we could see the effect the powers of the Sixth House has on the mind. There are multiple disturbing dream sequences into the game, and it would be very fun to actually get to see a visual representation of those in a way.
People keep talking about silver and daedric being the only things that can hurt things that resist normal weapons but remember that in Morrowind Dwemer, glass, and ebony also hurt ghosts and daedra.
Um, I suppose i would like to see something similar to the wet and cold - ashes mod where ash storms affect npcs and the player by making visible ash effect and requiring the player to put on protection to see correctly. http://www.nexusmods.com/skyrim/mods/31968/?
I always was interested... do they use Almsivi intervention to move big quantities of goods?
happychappy that is an awesome list of things that we need to consider, I will start going through the whole list and make some comments. Right now I can say that I would like to see (probably as a mod) Morrowind's journal style in Skywind. I have looked into SKSE to see if I could replicate the behaviour but unfortunately there is a limitation that won't allow me to obtain book contents in Papyrus. So the only way to replicate this behaviour is using a UI plugin, similar to one of the journal mods Nexus, which I guess would be passable with a good texture and maybe some page turning anims.
A few comments:
-I think shops should close at night like in vanilla Skyrim.
-With crime, maybe separate bounties in different areas of Vvardenfell.
-I think the Morrowind travel services should be kept, as well as the propylon chambers with fast travel being an option (though can be disabled).
-With quests, to get around the fact that you cannot view past dialogue in Skyrim, maybe give the player a note with directions as well as saying them to the player. Like the previous point, quest markers can be an option and can be disabled if the player doesn't like them.
-About horses, Vvardenfell's weather is too harsh for them. So instead, have ridable guars which get you from place to place.
-Make trespassing illegal like in vanilla Skyrim.
-Keep smithing and have the option to craft your own weapons and armor.
-Game mechanics like lockpicking, armor weight, compass..etc the same. I believe there are mods which change at least most of these on the Nexus.
O _ O thats a lot happy chappy but i like the list
could make a exame of it choose a b c
Awesome list! Really shows how many things considering the gameplay are yet to be considered...
I unfortunately don't have time currently to go through that all and make comments on everything, but I generally think in many cases it would be best to design our own, improved systems. At least for the most broken things.
I will however start with smithing/armourer skill, as it was one of the most discussed lately.
I'd like to see weapons degrade - it makes picking your weapon much more tactical, as you have to consider more things than just damage (in Morrowind in early game I'd use iron sword over silver for example, even though it had less damage, but it didn't break so fast. However I always carried a silver one too in case of supernatural enemies). Also it would add much needed depth to the materials. Glass provides pretty much as much protection as ebony? Why use ebony at all? Solution is simple - glass armour breaks rather easily and is expensive to fix, while ebony can take much more of a beating and doesn't even get a scratch. Also - the relief we get after we put our hands on equipment that is almost indestructible makes it all the more satisfying when upgrading our gear.
Having said that, Morrowind and Oblivion didn't really get the fixing right. It was tedious and didn't add anything to the gameplay, except for another annoyance for which you have to spend some money and lots of clicks. In Oblivion a perk that allowed to temper the weapons was a nice addition, but the system was still pretty broken. Of course, as usual, Bethesda decided to just axe off something that isn't working, instead of trying to fix it.
An answer to that came to me when I was recently re-playing the first Diablo and Arx Fatalis. We could have a smithing skill there, but fixing our equipment in the field (we'd need a hammer for heavy armour and blunt weapons, wax, resin, or oil and a sewing kit for light armour, a portable whetstone for blade weapons) was much more of a tactical decision. Let me explain: depending on our skill, we could raise the condition of the weapon, but at the same time we would decrease it's maximum endurance. Therefore, if our skill was rather low and we would decide to fix a sword that has 10/100 condition, we'd end up with it having 40/40 condition. In dire situations that can save our lives, but sacrifices the weapon's quality. And the more we fix it that way, the more broken the weapon/armour piece is. Of course, fixing the weapon ourselves at the smithy or crafting table would end up much better, perhaps something like 60/60, but still we's break it slightly and still it would depend on our skills. As we progress and get perks for different materials (I'll write about that below), we'd be able to enhance equipment made of respecting material. Not in damage as it was in Skyrim though, but rather in it's maximum endurance.
Alternative is of course blacksmiths. In my opinion they should be able to break our weapon a bit depending on their skill just like the player, but of course they'd be much more skilled than us from the start. And the more skilled the blacksmith, the better the weapon will be fixed, and the more it will cost us.
What should happen to a weapon that was broken? Well, my guess is, weapons should only have so many times they can reach 0 condition, and that should depend on the material. Each time it breaks and gets a "chip", it will decrease it's damage and maximum endurance, to the point when it cannot be ever fixed anymore. Iron is very easy to re-shape, so let's say it can be chipped 10 times. We have a 100/100 endurance Iron Sword, that deals 20 damage. We don't take care of it and it falls down to 0/100. We then get a chipped Iron Sword that is 18 damage and 0/90 (can't be used until it's fixed, but can't be fixed to the state it was in before it was chipped).
This might seem overcomplicated, but allows for much more stat tweaking, especially considering the variety of materials in Morrowind. Steel and Iron is pretty easy to re-shape, so it could take many chips. But let's take glass for example - very strong material, can take a lot of beating, but after it breaks it can only pretty much be molten down as recycling material. So if we have a 2000/2000 endurance and 35 damage glass sword and we don't take care of it and it chips, we'll get a 0/500 and 20 damage one, not much better than iron or steel, so we'd have to take much better care of that one.
Other than that, the damage that is done to our weapon would depend on our character's skill. If we have perks in swordsman, we will know how to use our weapon without damaging it too much, and that would go for every weapon and armour skill - perks would not only increase damage we deal, but also decrease the punishment our weapon takes.
I know it would be a hard system to pull off, but I feel it would be the best way to fully introduce the concept of weapon durability and making it matter, rather than being just a minor annoyance. Thing to really consider and think of, definetly would work much better than pounding at the weapon until we fully fix it, and having a success/fail chance to annoy us even more. And also more interesting than making godlike items by enhancing them.
And, to make fabled artifacts like Lord's Mail or Chrysamere even more appealing, they would be indestructible. They would need neither tempering nor re-shaping, for they'd never bend or go blunt.
Now - the smithing itself.
I think this one was also much oversimplified in Skyrim. The system was broken and for most users it took away half of the fun from exploring, since most of the time you found gear you could already craft. And the fact, that you could learn to make the most fabled and fine demonic armour just by manufacturing thousands of iron daggers isn't only unrealistic, it's also very bad in gameplay terms.
Therefore, I thought of an interesting system, that has been discussed in the chat for a long time and overall accepted by the community.
Getting a perk of a certain material, would require gaining lore pieces. Those would be resolved via side quests and questlines, and you would need 5 pieces for each perk. Fun part starts with different materials. Getting 5 lore pieces about iron would be very easy, every other smith could tell you most of it for a bit of coin or a favor. But as we climb up the ladder of material cost and rarity, it will be harder to get information on it, to the point when we will have to do whole dangerous and exciting questlines for the only bearer of such secrets, or to find a document or a book on the material. Sometimes it will also be a And the peak of that will be Daedric, incorporating a very complicated ritual that we can only learn from one person. A master - apprentice dynamic is a pretty interesting thing too, so it could be incorporated in some quests. We have unique NPC's that could tell us interesting things, like Yagrum Bagarn on the Dwemer metals. We would incorporate quite a few new locations too, Dwemer foundry, Dwemer armoury, Daedric Soulforge... We also already have quite a few ideas on that written down, but it may be better to keep it hidden, so we don't spoil the fun for most players ;)
In practice, with each perk we get we'd start a new side - quest: "collect pieces of lore on material 0/5". After we complete it, and if our smithing skill is high enough, we can get the perk and craft, fix and improve our equipment. That would serve and fix the crafting system in many ways. First, we wouldn't be able to do Skyrim style grinding and massive crafting just to get to the next perk. It would make learning it a much more of a memorable experience, also putting in a MASSIVE amount of interesting lore for the player to discover, lots of life to the NPC's and so on.
I was actually thinking this system could be expanded on other skills too. We would practice our skills and get better overall, but some perks would require us to find a teacher who can explain the theory. This would be much more interesting training system, than just spending money to get a shortcut in our skill development. Let's say, we want to learn a new fighting move with swords, which is only available by getting a perk. But we can't get the perk until we find a teacher who will tell us how to do it. That would also encourage joining factions and advancing in their ranks, as highly skilled trainers usually don't teach those who are not associated with their faction (and who knows, some good friends could teach for free). And if you want to just raise your skill rating - there are always mannequins...
On smithing, too:
I always wondered why one would just take place at the forge, click a, click b and get an Iron Dagger. Why was every Dagger the same? Why couldn't I use my skills as a player to improve the quality of items made.
From a technical point things like heating phases, cooling phases, pressure (dealt with the hammer) and slow/fast cooling (and many more things) play a huge role in smithing. Why not incorporate that and maybe try to level smithing by that, instead of the quantity of goods made (this should be a factor, too, of course!).
In general the same goes for enchanting, alchemy etc. I'm not thinking of any particular "quest" to solve, but next to the commong skill tree there should be a player oriented crafting systems. It'd provide more fun and requires more skill imo.
One could also go into Dragomirs direction and "find out more about smithing" by exploring and finding books, or buying information about correct heat or cooling times etc. by merchants/smiths/quest givers.
In a nutshell: The crafting process itself could be improved and should have a skill component about it.
Edit:
This would also decrease the amount of raw material needed, making it less dumb to run around looking for it. If one finds some raw material and remembers that he also found some paper about it and gained knowledge about it AND then does what's needed to improve quality, that would be awesome. A simple if then task here to improve skill. Besides trial and error would have the same effect of course. But let's say one can choose from 0 to 2500°C, hitting the exact ° could be very time consuming, so exploring the world to gather the information seems more auspicious.
> About horses, Vvardenfell's weather is too harsh for them. So instead, have ridable guars which get you from place to place.

= I think later when original animals will be completed, we need this on horse rig:
(author of original image is povorot on deviantart)
Hey everyone!
hey happychappy awesome list. this list will really help us choose whats best in morrowind to add to skywind. Though I may just make a compact version of the whole thing on the top of the thread for easier accessibility. Anyway thanks for the list happychappy that really helps.
Dragomir wrote:
@Dragomir I actually agree. special abilities come from sign choice at the start so I think we will just keep it that way.
I also like some of your idea of the smithing but I don't think it's necessary to make a weapon completely inert of usefulness. I could see that giving problems to people. But I do like the idea of the skill fix, if it was done right. for example if we made it so when you try to sharpen/fix stuff at a low skill, then you decrease the max value of the weapon but if someone more skilled fixes or sharpens something then they bring the max value back up but fixing a blade should require an ingot to fix (which I want to make so ingots are really rare no matter the ore of the ingot). That would deal with most of the problems I could see people complaining about in the future. I think it's a given that different weapons should have different durability levels
Also I was thinking that maybe we could add two values to the blades. One value for the over all damage of the blade and one for the sharpness so we could add wet stones to make the blade more sharp and if the blade breaks then you have to smith it. but I want to get your guys opinions on that point before we made it anywhere near a "thing".
About learning the skills to craft stuff, The Idea is good but I think just searching for something for all the armors could get repetitive so I was thinking making it different for every ore type. for example you fined plans for the Dwemer armor and weapons. But if you want to learn to work with iron for example you have to learn it from someone, and you can learn light, medium, heavy armors from different people. Just an Idea.
Some Chump wrote:
Your right about the weapons that damage ghosts and stuff also magical weapons affect undead as well. I really hope to incorporate this in the game so I'll put it on the list. as for the other suggestions I pretty much have them already on my excel. smiley
Tajnarasha wrote:
That would be cool. Maybe a scripting scene or something of the discretion, or a picture. might implement that I"ll add it to the list.
Shushine wrote:
I like the idea. I think it would be more of a mod though or a hardcore setting. I'll add it to the list.
EnvyDeveloper wrote:
I like these ideas and I'll consider the others.
Endstufe wrote:
I like this idea maybe add some perks that you can learn from people on different technique for different ore types.
Good ideas Everyone!
>Birthsigns
This can be some innovation, but i really hope that this is good idea:
We have Skyrim system of perks, arranged in constellations + i like MW system of birthsigns.
Obviously we can create detailed effects (perks) of birthsign arranged in their constellations.
So player have some inherited effects and can develop them.
I'm liking the ideas here.
A couple notes on horses: Dunmer believe that using horses for transportation is a waste of perfectly good meat. Guar are generally used for personal transportation and hauling relatively small amounts of goods.
Wouldn't imperial towns and forts have stables and imported horses?
I don't see a reason why. They have magical teleportation courtesy of the Mage's Guild. Horses are expensive to import and maintain, and they'd have to keep a very close eye on them lest they get stolen and eaten by bandits. It's ultimately more cost-effective to just not bring them.
Ya, but horses are used as pack animals and quick transportation. Most likely the average imperial wouldn't know how to ride a gaur or even have a guar. Its also unlikely that everyone uses magic to get place to place and isn't that far of a stretch that the imperial legion being such a rigid military force wouldn't recognize the difficulties of bringing horse and just bring them anyways.
Ya, Im not saying that you should find a horse in the ashlands or in the middle of red mountain... but horses could very much survive and thrive in a place like the Ascadian isles and the graze lands (though the graze lands are unlikely because there is no imperial fort and even though Tel Vos is imperial inspired its still a telvanni settlement)
Edit: I would also suggest that gaurs would be pretty much superior to horses, because they have adapted to the environment...This would include (more health, can run longer, higher attack, etc). The only advantage a horse would have it they would have a slightly faster running speed because they do not rely on bipedal movement like gaurs do. Also the addition of some horses for imperials and gaurs for dummer would also reinforce the differences between the two cultures .
Side note: If mounts are added to the game would new npcs need to be added to fulfill the role of a stable master? So you can buy mounts and not have to steal them.
According to 'A Short History of Morrowind' the Imperial presence on Vvardenfell only dates back to 3E 414, so they could have some. While I personally like the foreign feel Morrowind gives sans horses, it could be cool to have one unique horse that belongs to the head of the Imperial Legion. It would make for a cool reward upon completion of that questline.
I would love to see the Dren plantation with a few horses and a slaughter house to show off their opulence, with horse meat on the dinner table.
Horse meat isn't common fare in Morrowind, it is a delicacy.
horses with soldiers/guards - why not? They just should'nt to be in big contact with aborigenes, and very fast they will be dead in wilderness. But they can be used on work in Caldera, in forts and etc.
I'm more interested in fate of teleportation and interventions: how simple and available them should be?
Why import horses, which don't fare well in the local environment and likely have to be fed with important food, when you could just buy a guar for cheap from the locals? It just doesn't seem efficient.
Okay, heres my final comment about mounts to avoid hijacking the topic...Horses make sense because the imperial legion has only been their for 13 years and wishes to become a major power in morrowind. It would be a mistake to just rely on locals for aid. Secondly going from cyrodiil to Vanderfell is quite a bit of distance, i bet they had to transport some goods that would not of been able to carried by just men for long distances so it can be assumed they would of used horses in their initial settlement of morrowind. Thirdly, yes in many places horse would not fair well for the imperials but their are also places like the Ascadian isles that could easily support imperial live stock. Fourthly, if you look at real world horses are on every continent except Antarctica which shows that they can adapt to many different areas. Fifthly relating back to the real world the logic that the imperials would just use gaurs doesn't make too much sense because in the if that were true the Spaniards would of never brought horses to South America because they could of just used Llamas as beasts of burden. Sixthly relating to my first point, the imperial are there to stay they want to integrate morrowind into the empire culturally, economically, and militarily. One of the best ways to do this would be to set up settlements that could survive on their own which would include the inclusion of imperial livestock so even if support was cut off by the local they wouldn't so easily fall prey to attrition. Lastly imperial settlement should show imperial influences and the integration of horses (if the land can support them) would go a long way in showing the differences of imperial and dummer settlements. Okay, im done
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You make good points. Sorry if I'm a bit hostile to the idea; every time "horses" and "Morrowind" are mentioned in tandem my gut wrenches (and I don't mean that in a "I'm angry" way, I can literally feel the muscles in my abdomen clench and my throat close up. I have stress issues). I just don't want to see Skywind turn into generic fantasy, and in my head horses are the first step down a slippery slope I know doesn't exist.
alysander wrote:
I'll consider this idea but I might need to be built up upon before it would be game ready.
Twisted Logic wrote:
I do believe that we are adding ridable guars and about the horse ordeal. @Shushine make a valid point about the imperials importing horses into morrowind but I think maybe they need to be nerved a bit because of the vary hostile climate of morrowind. Blight I think would be a problem with the horses so maybe make it so horses walk slowly during blight storms.
I do understand your concern though @Twisted Logic so I'll do my best to implement them in a none intrusive way.
smitehammer wrote:
I don't think this is necessary but it might be a possibility hopefully not to graphic though.
Alright people I do understand that debates are inevitable on this thread but please don't make debates overly heated. I want to keep this thread as clean as possible so I can get your ideas.
Anyway thank you guys for your participation. These ideas really help. Even little ideas are sometimes over looked. So if you have anything in mind then fill free to give the ideas. We love to hear from you. :)
IMHO:
-concerning horses: I think that about 5 horses, used rather as "decorative, thriumph parade" animals by fort captains could do.
-concerning weapon/armor wearing down: I think that a system bit different to what was in Morrowind should be implemented. Rather than number of "hitpoints" that upon reaching object will break down, it should have a fixed chance to do so, like 0.01% for steel and 0.001% for ebony; Also, another higher chance of object "notching" or "dulling" which greately increases chances of it breaking down, while decreasing its stats. To fix the "dulled" sword only a portable hammer/ smithing kit would be required, but in case of objects breaking down totally- a proper stationary forge + chunk of material +skill would be required (or propel level smith npc + septims of course) to fix that gear.
-concerning smithing skills- Well, I think that -like Dragomir said - making 5*10^8 daggers shouldn't give you ability to forge daedric gear. Possibly, forging iron objects would level up only to certain point, where- to gain skill to level up further a "level breaker" should be required -like breaking down a piece of equipment of wanted material (Transitioning from iron to steel would require breaking steel mace etc.). Also differnt forges scattered across the land would be required to forge different gear or their variations+ possibly only in dwemer fortresses could you forge their weaponry.
Only having a few forges hot enough for certain materials is a good idea. It adds a reason to explore and gives more heft to the items crafted. If instead of being forged in the fires of Mount Doom, the one ring was made in Sauron's E-Z Bake oven, it would have lost some of its gravitas.
I'd prefer Dragomir's idea for crafting, wherein you learn from a master by completing quests rather than breaking down items. That's what was used to learn enchantments in Skyrim, right? That was a weak system, too - it's not an anatomy lesson. I know that's what seemed to work for Sylar, but breaking something like an ebony mace wouldn't really tell you how to temper and mold it - it would just leave you with very expensive busted mace-bits. Now excuse me while I go grind down some emeralds so I can learn to make Pinterest earrings.
> special forge
= more like dwemerish presswork production line. In other cases teacher (giving you perks) suits more adequate.
Shops are closed at night. If you find something different, we haven't added the AI to the storeowner yet. Normally stores are open 8 to 8 right now.
The different areas do have their own bounties. Digital has already added this. In fact, I wasn't sure how to clear your bounties for the TG quests because I didn't realize there are so many faction bounties to clear.
Trespassing is illegal. Actors warn you and if their dialog is setup correctly, the guards should be notified.
Quest markers are already optional. You can turn them off.
Dynamic weather systems.
In a conversation from earlier, the possibility was brought up for an Ashlander quest that might involve a ritual for rain, perhaps. Upon completion, a torrential deluge might occur for a few minutes in the Ashlands, and for several hours thereafter the sky could be clear - the ashlands damp for a brief spell. If possible, trama root models could have vibrant flower models tacked on, 'blossoming' for this duration, much like the blooming of cacti following rains in the American West. After a relatively short period, the ash would dry, and ashstorms would be the only storms seen in the region for the rest of the game.
Likewise, it was mentioned that Red Mountain could be subtly becoming more roiled as the main story progresses, becoming, eventually, home to a tumultuous red tempest of blight as the final encounter with Dagoth Ur is set. Of course, afterward the blight storms would end, as was seen even in the main game. Ash storms would still occur, though with less frequency.
Environmental Disease
Getting bitten by a diseased animal may give you a disease, and getting bitten by a blighted animal may give you blight - but how do these diseases originate? From the environment. Certain places should give you the ability to contract a disease just being in them. Swimming in the marshes of the Bitter Coast could make you susceptible to Swamp Fever (which is a disease you can currently only get from mudcrabs, I believe), and being outside in a blight storm without proper attire could put you at great risk for contracting blight.
No Panacea / More Recipes From More Plants
You do not treat a respiratory infection with the same medication as joint pain, high blood pressure, or constipation. Yet in Morrowind, there's just 'cure disease' for everything. This is not immersive, and serves to trivialize what should be just as great an enemy as any 'monster' one might face.
I suggest each unique disease have its own potion or spell for 'curing' it, like how blight diseases are treated separate from 'common' diseases now. Of course, giving an offering at a temple shrine could still cure you of whatever disease you may have, and potion sellers would have the new potions in stock - it would just require you to plan ahead for what type of disease might await you in a certain area, and you learn more about the land and lore. Like today - if you're going to a place where malaria is common, you bring some quinine with you.
New potions to cure individual diseases means more recipes to learn if you intend to make your own potions. New plant models are already being developed for the sake of 'variety', but as of yet these new plants don't have names or 'ingredient' properties attached to them. It would be a simple enough matter to go ahead and make them 'pickable', though. We can come up with some fitting names based on their location, appearance, or cultural figures of the Dunmer (such as Saint Delyn's Bell, or Odai Lily, or Muhrahn Ashadihn [Yellow Basket in Dunmeri]). These new plants could have the new 'cure ______' properties on them - giving people a reason to explore, and enriching the setting.
No panacea => unique recipes of cure is must be. Actually community can add unique venoms (effective for specific enemy) too.
Craftable Scrolls
I never understood where all those scrolls came from, if no one writes them. Scrolls are like a bank for your magicka, rewarding preparedness. You would need parchment, inks (perhaps daedra blood or something?) and a magicka store greater than what would be needed to cast the same spell (perhaps magicka to cast and a half?). Maybe it even stunts your magicka for a time, preventing you from gaining magicka back from sources other than potions until you gain 'well rested' status, at which point your regeneration returns to normal.
This way, major scrolls could earn their pricetags, and it would open up better roleplay a proper wizard. You could even make money selling scrolls to merchants. You could make a living being a wizard!
Smitehammer wrote:
The problem is that Papyrus doesn't offer any possibility for weather. Today we cannot stop the storms from happening after completing the main quest.
Handling them through global(s) and setting up a quest for the special weather might work?
Show me how to that and I will kiss your feet. There's no script for weather.
Reusable soul gems
Soul gem fragments in Skyrim are nothing more than minor loot. What if after enchanting we will add some fragments as refuse from soul gem? And what if we even add crafting recipe for reuse of it (or maybe some rare spell with this function).
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