I think that the prison could be even better by taking some inspiration from xaz Prison Overhaul mod, it is an erotic mod but a lot of the ideas and mechanics in the mod is very well done, like extended prison time depending on the crime and/or bounty, and get a meal once or twice a day, which would be good for those who use realistic needs mods. And another feature that would be quite nice to add is that you instead of just sitting around and waiting, you could work off your bounty by doing some kind of labor.
When I played oblivion and skyrim, jail didn't seem as bad as it should, it didn't really give any major, you just got to jail and sleep for a few seconds and then you're free, it doesn't feel like you have been imprisoned, but if it were like this, you would really try hard to avoid jail because you would have to spend a lot of time being locked up or working, and if you were sent to jail it would really feel like you are paying back for your bad deeds.
1) Black soul gems should have to be made in a way like they would have been in oblivion rather then being bought from your average mage or make a special merchant for such gems from some shady telvanni mage.
2) Argonian racism should be present more, so from guard disposition toBeastfolk armor or faction baring. Oh I get if this is not a good idea but can we have a Hist tree for me and my lizard friends in some slave sanctuary not the best reference but ESO had one in southern Morrowind.
3) how do you guys want to handle vampires in terms of gameplay, because didn't Morrowind have different clans based on who bit you? Could we add traits to add diversity to vampires?
4) Werebear's I don't know if you guys are work on blood moon but its a thought?
Ring of Moon and Star- adding significance to a somewhat undistinguished ring
Admittedly, this kind of builds off my stupid idea for the Ghostgate artifact thingy but honestly I feel it works better here. The idea, again, is that you bring ancestral tombs into focus within the player's interests, simultaneously giving the player an understanding about they're being such a vital aspect of Dunmer life. The reason I choose this ring is because it represents the identity of Nerevarine, the proof that the wearer is there to bring together the clans of the chimer. The only problem however is that the chimer descendants are now the Dunmer. Still, the Dunmer need a leader however and while you may win the support of their mortal family I think it would be entirely more immersive if you could collect and to some degree even stack various blessings granted by visiting and winning support from the tombs of their ancestors as well.
Obviously most old, senile, Dunmer ancestor ghosts wouldn't be too excited about you going in and desecrating their tombs so I think it would be fitting if you instead offered a specific sacrifice or offering to their ash pit thingies as a basis for their support and blessing. For example, suppose that one clan has a long history of exceptional archery in which case you could offer them a bow and local poisonous herbs, in return granting your ring like plus three to archery or something. The idea is that they are only small increments since your ring will get power from the sheer amount of tombs you visit, eventually giving the more well traveled Nerevarine immense power from the support of Dunmer from times past and present.
@lolove I agree that prison system should be more sophisticated than vanilla, maybe sth similar to Skyrim, alysander has got good ideas too about that.
-Most Npcs will not engage in combat. They will run away from danger and may enter a inn or owned house.
-Some beggars now sleep on the street, while other people are up wandering around the city at midnight. Most people will be in their homes by 10pm
-Not every NPC will randomly greet you. I mean not everyone I walk by in my life stops to greet me.
-When NPCs have free time they can be doing whatever. And no not sandbox one area they really could be doing anything. They may be at different parts of the city, Shopping or at home.
Every day in Skyrim is really a unique day for everyone now.
And my one idea that in cities most ctitizen have got one free day when they puor out on the streets. Then cities get more live and immersion.
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Notification when u killed really needed NPC to some quest. Like in original Morrowind but use it this rule to all quests not only main.
Please hold your cats. Do not you thinkthat we need authentically aborigen pets for aborigen people?
Adding IRL fauna would ruin all of Vvanderfell nature charm.
Sorry if i am too intrusive, but i really think that this (originality of flora+fauna) is essence of the game.
It's my dream but who will do that? Here we have almost everything done. Maybe u ( ͡° ͜ʖ ͡°)?
Btw. Dogs, Wolves we could have on Soltheim. Cats could be just distant ancestors of khajiits ;) Maybe rabbits don't fit here well. I don't say just polluted Morrowind with pets, only add them several in the biggest cities.
For me it's not so mega important if most people don't like it. I don't mind. Just it would be cool to have some pets.
Cats would fit and could actually be Khajiit... The Alfiq class of Khajiit are essentially house cats with the intelligence of a Suthay-raht (the class we end up seeing in Morrowind, Oblivion, and Skyrim). :)
I want a pet Imgakin like in ESO (Let's not get into an ESO bashing fight please haha) The darned monkey is just so cute! I imagine him to be like Abu in Aladdin
Almost all these creatures have something in common, and that is actually being useful. Not small versions of larger creatures because they're "cute", if it were a pack mule-like creature or something similar I could see the point. In my opinion people should feel free to do this as a mod when the mod is released, there is enough to work with as it is :)
Locational Damage is a combat mod designed for the use with other combat mods to add an additional layer of depth and strategy to combat, supporting a more realism orientated playstyle.
Bandits are already pretty diverse in Morrowind though, we have smugglers of Dwemer artifacts, smugglers of skooma and moon sugar, smugglers of all kinds of other stuff, Daedra cultists, ashlander banites, Mabrigash witches and many other cutthroats. No need for new types I think, maybe just some emphasis on making them more unique in some cases.
Locational damage is very good addition. Would be nice though if it would work only for living beings, not undead.
--- Companions: will them? Will be good to have about 10-12 detailed and personal companions for this game.
Armor penetration and combat range.
We have a lot of kinds of weapons but the only thing which differ them one form another is damage.
Like in history different types of weapons were using in different situations. For example scimitar was good for many thick layers of fabric,
otherwise claymore was good for heavy armor. It is hard implement in realistic way but maybe some weapons could get damage bonus to (heavy, medium, light armor).
To make it easier and less buggy it will count only cuirass.
In the second case I'm not so sure but halberd, pike doesn't exist in Skyrim and they could have the same range as for example dagger. It wouldn't be good.
There were many weapons in Morrowind that we didn't use, maybe this one thing could change sth and make them more useful.
"maybe just some emphasis on making them more unique in some cases." Maybe some bandits group will have different weaponry, armors and spells. Just u have to use different tactics to slay them all. All unique as possible.
Sounds cool, goo task for writers and voice actors here. Maybe 2-3 without guilds and rest from guilds (Hlaalu, mages, thieves etc.) Of course u have to have appropriate rank to hire them. Or just additionally if u are master of some guild u can take 1-2 warriors with u. Like in Oblivion. Make ranks more useful.
Skooma, moonsugar, dwemer artifacts/weapon/armor is forbidden almost everywhere.
U can sell dwemer stuff only in thieves guild (some rank needed). Skooma/moonsugar u can sell only drug dealers in the darkest parts of city.
Pick pocketing NPC
Several cases when some kid start conversation with, and then he steal your money and run away. You can catch him (low life, low stamina, or both, then he surrender) or kill him to return money.
Very racist behavior towards Khajiit/Argonian
with exception of imperial, khajiit, argonian race. If u don't have enough reputation. In some cases they call u slave, in other they don't want to trade with u, in another they don't want to talk or even they attack u, if u annoy them too much.
I would love to see this cone as close to morrowinds enchanting as possible.
Enchants can be activated to do a spell
Slowly regenerate
Can have multiple affects etc
The easiest way I can think of to make some weapons better than others depending on type is
Weapon damage - armor rating = health lost
I don't know how the current system works but this would make high attack speed low damage good against light armor and high damage low attack speed good against heavy armor
So, check this out. That wonderful gentleman is working on a modder's resource that, among many other things, enables combat underwater and in mid-air. If you read further through the thread, he's also added animation slots for spears - someone else will have to make spear animations, but he's set up the infrastructure. I don't know what parts require SKSE and what parts can even be used in Skywind (it's going to be a modder's resource, not a standalone mod), but it would be folly to ignore.
Spells
One thing that always bugged me in Skyrim (and the previous games, too, although they at least had spellcrafting) is that there's no autonomy to how you learn spells. You either read a spell tome or learn from another mage who's already figured it out. I can't think of an easy way to learn spells autonomously, but one idea I've always played around with is implementing the spell-combining we saw in the Skyrim gamejam video; combine, say, "Flames" and "Conjure Familiar", and you summon a Flame Atronach (and you learn the normal "Conjure Flame Atronach spell). That would probably be a nightmare to implement, and I won't complain if we just see a fair propagation of spell tomes throughout vendors and leveled lists (and some choice spell tomes hand-placed in special locations, of course).
By the way, how's levitation going to be implemented? I think disabling combat (and nothing else) and otherwise leaving it as it was in Morrowind would be perfectly fine. For NPC levitation, maybe just limit it to leaving activators (like in Neloth's tower, except invisible) that only NPCs can use - they'll use them to get around while they're patrolling around, and we get levitating NPCs without worrring about how that would probably mess with their pathfinding.
Enchanting
It should be relatively easy to attach a spell to equipped items (it's been done in DLC for Skyrim and Oblivion); it should even be possible to enable these effects for disenchanting to let the player enchant their own gear that adds spells on equip. Of course, I don't know if it's possible to connect the spell to the quality of soul gem, or perhaps get the spell to use the charge on the item (like a staff) instead of your own magicka. But it's a thought.
Scrollcrafting was suggested earlier, but I'll offer an even simpler suggestion that ties it into enchanting: Crafting a Scroll requires a rolled piece of paper, charcoal (or quill - maybe depending on the scroll), and a filled soul gem. Disenchant any scrolls you already have to learn their recipes (which are largely the same, except soul gem level determines the rank of the spell; Grand for Master, Greater for Expert, etc.). If it's possible, even let it level the Enchanting skill (and include scroll-related perks?)
Greets, I'm interested in lending a hand in implementing the mechanics, but am unsure of which out of the initial list posted have already been completed or are in progress. If anyone has a clue send me a PM, I'm checking these forums quite regularly now.
- The Five Far Stars (This one is better for ashlanders than inns, I imagine narrating someone near firepit)
Some of them could be recited or sing with music accompaniment (drums, maybe better with lute, they are only existing instruments in MW, which I know) I'm aware that without someone who can sing it would be hard to implement.
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It could be connected with previous mod and be combined with official mod Entertainers (btw. I found this mod Dance Animation Modder Resource, animations are great, unfortunately most of this dance is "modern", but some of them could be used in Suran)
To build off of this, I think it would be especially immersive in town temples all across Morrowind to have sermons delivered by priests, especially those of Saryoni's, or maybe even recounting the deeds of Vivec as described in the Pilgrims Path. Obviously it would take some impressive voice acting to pull off, but I think it would be really nice.
The best option would be like misere or orthodox song, but probably finding professional Choir which will do it for free is almost impossible, then best option is sth like that, so it's not easy but definitely much easier. The only songs which I found created specially for morrowind are like that (female voice, male voice) but they are not so lore friendly like ingame poems.
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For a less rude song, sth in this tune fits the best. And I think it is easiest to do.
Perhaps the Cantatas could be sung somewhat similar to this? I noted that there are some parts of the soundtrack that has sung parts in it, so maybe those people would be willing to do that?
What would make sense is turn the cantatas into buddhist-like mantra and have them sung with throat singing, a few people around here (including me) can provide. You know, since that's how Dunmer speak. Maybe male voices throat singing drone lines, and some female soloist for lament singing. Is it possible to program collective singing in Skyrim engine?
There is nothing unrealistic about monks/priests singing throughout most of the day. Both Buddhist and Catholic monks do that. Throat singing would probably be the most traditional way of singing for Dunmer, since that's how they speak as well. If anywhere, I'd reserve that only for the interior of the High Fane, and that's where it's planned to be used anyway. It'd create a great ambience. They wouldn't go on without rest, chanting priests would be replaced by others in prayer, and only through a certain time of the day. You know, a bit has changed since Morrowind, NPC's have daily schedules now, for example.
Oh, and maybe it would sound stupid in your imagination, because you think it'd be in English... We would translate it into Dunmeri.
Correct me if I'm wrong, but the arena in Vivec City was used for all sorts of entertainment. I think having festivals or plays on important dates could really add to the sense of a living and breathing city. That's one thing Skyrim lacked -- a genuine sense of civilian activity.
This idea is from a mod I was working on in order to be used with the mod "Requiem - The Roleplaying Overhaul". I never finished it, for lack of time and skills in modding so I never released it, but it worked very well for my gameplay.
Practically, in Requiem your health doesn't regenerate automatically unless you use potions or spells, and I really like this. But for a warrior/mercenary playthrough using restoration spells is very immersion breaking, and potions are expensive, rare and heavy.
So, what I did was adding to the game two type of enchanted bandages that can be equipped to enable health regeneration:
- Light Healing Bandages: only arms and head bandages, slow recover intended for light injuries.
- Heavy Healing Bandages: arms, head and torso bandages, more fast recover intended for full recover after a huge fight.
This is a screen of the heavy bandages in game, I know the torso bandages sucks but I'm not a 3d modeler so I did what I could with textures. The light version is just arms and head bandages, so you can still wear your cuirass and boots.
As I said, they are equipable items, so when used you are naked and you should wait where you are to be full health, then equip your armor again and go on. In my playthrough as a warrior in Requiem this little mod gave me a lot of immersion: after a fight my character did not waste any potions or spell, just equip this bandages (by using the SkyUi feature for fast equip with keys), eat or drinks something while waiting (I used iNeed) and then re-equip his armor. This works very well especially when exploring dungeons. This is it, I will add a summary with all the features I planned but I never was able to implement.
Summary:
- Health doesn't automatically regenerate when under 80%.
- Equipable bandages with healing effect, arm-head for light injuries and arm-head-torso for heavy injuries.
- The regeneration enchantment works only when outside of combat, so if you fight while wearing the bandages health doesn't regenerate.
- Expensive medicine book to buy and keep in your inventory in order to craft the bandages at an alchemy lab.
But I can raise you some accurate reconstruction of what actual ancient Roman music very likely sounded like. Now that would be pretty funny :P
I don't know why, but in my case is everything ok. And about your idea on Roman music, hmmm, eeeee, maybe no :P It fits only in the deepest parts of Oblivion :)
Maybe this one could be better (style) ancient greek melody (we can do tavern bard (optional) music, based on region)
- ancient greek/roman/egypt melody (dunmer cities)
Hi everyone, sorry for the negative sounding post awhile back. I didn't see mention before of the idea being used only in the High Fane or it being a scheduled thing (though I was aware that npc scheduling was going to be added to Skywind...I have been following the project since Skywind was still considered an impossibility and you guys were working with the Andoran team on asset converters..I'm currently learning CK so i can hopefully help with landscaping or something).
When you mention it that way, the throat sung cantatas in Dunmer language WOULD add an awesome ambiance to the High Fane and maybe some temples too. However, I kinda feel that throat singing would more fit the Ashlander tribes than the more organized religious Dunmer who would inhabit the High Fane.
I just kept thinking of the dude Bethesda put in Whiterun shouting everyone's head off all the time. I never said the idea was stupid or that I thought they would be sung in any particular language. To be honest, what i pictured (for whatever reason) was groups of Dunmer on risers throat-singing these songs on the streets of Vivec or elsewhere for a majority of the day. I feel in that context it might end up being annoying like the Whiterun preacher, but not if it were just in the High Fane at certain points of time. As it is, I try to take alternate routes to Dragonsreach just so I don't have to hear that guy (can't think of his name still) preach. Heimsker, is it?
Sorry Dragomir! I didn't mean to offend anyone. Plus, I am a nobody and just throwing ideas around. I'll try to edit my thoughts better in the future. Please don't take me so seriously! :)
Like in this mod. Just use some fallen trees as bridges. If you combine it with slower moving in the water. It would be great addition. Alternative ways to reach some points.
I was browsing the forum in order to find something I could probably help with (there's probably nothing, because I'm very unexperienced with CK) and I saw how you are going to turn skills into perks in order to bring attributes back. I have another idea, however I'm not sure if it's implementable. I'm sorry, if it's not. So, I suggest to create 8 Effects->Abilities (constant, on self)->Perks (entry point) - 1 per each attribute and assign it to every race as Specials. Each Perk has Entries in accordance to what the attribute governs over (e.g. Strength will give Calculate Damage Value and other things). Then we make a background quest with attached script, which tracks Skill Increase events and calculates how much skills, governed by each attribute, character has increased. After that, during the level up (it is possible to intercept this event, isn't it?) player gets message with eight buttons, asking him which attributes he want to increase (or maybe character is moved to special dream-cell with activators for each attribute, similar to how it's made in Dragonborn DLC). Depending on player's choice script will set new values to perks. So, do you thinks it's possible and/or better than current perk-skill overhaul?
Hi everyone. I posted this some time ago in the Bethsoft forums, hope you like it. Fame - or infamy - is an important part of any roleplaying experience even though it was never really well used in TES series. That attribute has importance in the gameplay since it is the actual consequence that the player receives for his actions. The problem is, it was only depicted by a single number - or two if considering Oblivion and it had no real in-game impact other than the way the player is greeted. In this way, a good fame system would reflect the various branches of a medieval fantasy world. Not only this system will be significantly more fun, it will also give speechcraft, finally, some usefulness. So, what are the different kinds of fame available? Well, right now I can think of these: Wealth - Ranging from Poor to Rich, it may attract unwanted attention from bandits. Factions Disposition – Ranging from Enemy to Allied; starting at the middle of the spectrum. Represents the way the player is seen by the many factions. Adventurer - Ranging from Unknown to Epic Hero, it represents the great quests and/or great daedric artifacts the player completed and/or retrieved. Honor - Ranging from Dishonorable to Honorable; starting at the middle of the spectrum. Represents the player's behavior when dealing with anyone. If the player is always truthful and righteous, the honor rating goes up. If on the other hand the player robs, lie and backstab people around him, his honor will go down. Battling - This one is segmented into four branches: Combat - Ranging from nothing to Knight¹. Magic - Ranging from nothing to Arcane Master¹. Shadow - Ranging from nothing to Ghost¹. Archery² - Ranging from nothing to Distant Menace¹. Other data can be gathered and will add to the fame not included in those up above: Killing different factions characters may shift their dispositions towards the player. Successfully completing quests that will affect different kinds of factions will also shift their disposition. Pray several times at the church and do church related quests and the status of religious might be acquired. Critical decisions made at critical points in questlines might alter the way the player is perceived³. Complete bounties and the status of Bounty Hunter might be achieved. This would make bandits avoid the player. Kill many bandits and receive the title of Bandit Slayer. Though this might attract vengeance seeking bandits. Kill many characters and be feared as a Mass Murderer. This would also attract guards and bounty hunters. If this system is to be well implemented, the way the player completes the quest will give him different points in his fame scale. Solve a dispute diplomatically and points will be granted in honor and wealth - if there's a reward. Kill one of the parties, and the honor goes down while the wealth and battling goes up. Therefore, the way the player behave will change the way he is perceived. Ok, the system is made up. So, why is this important? This is important because it gives consequences. Right now there's no consequence in TES series. Even if we climb up to the top of the Assassins and Thieves Guilds there's really no big deal in that. There's no need to enter in cities at night, or jumping from roof to roof, or using different entrances such as the sewers to avoid being seen by guards. Being known as a great hero doesn't draw attention from the opposite gender, doesn't attract children to hear stories, doesn't give bonuses to bartering, doesn't grant the right to enter in the palace - that's right, entering a palace is a privilege granted only to the noble. Being known as honorable for instance might also give discount at stores, some inns might let the player rest there for free, some characters like priests might give you quests they wouldn't before, and so on. On the other hand the Thieves and Assassins Guild will both remain hidden from the player, interaction with hideous members of society will be restricted, and much more. Being dishonorable will open the path to pursue quests in both guilds, raise the prices with vendors, but grant access to new vendors, such as smugglers and new locations such as hideous taverns that only criminals use. What I propose here is a healthy discussion on how to port those concepts of a “radial” fame into the game and how it can enhance the game experience. PS.: The examples given here are merely illustrative. ¹A good system would combine some of those fame numbers and compose “individual” fame status. Therefore, a shadowy thief who engages in battle but doesn't kill would be known (among thieves only, someone widely recognized as a great thief is definitely not a great thief!) solely as Ghost, while a thief who's also a murderer would receive the title of Ghost Killer. So, this can be set as: Ghost: If skilled and dishonorable. Shadow Killer: If skilled, dishonorable and murderer. The same can be applied to the warrior fame status which can be: Knight: If honorable, skilled and noble. Fierce Warrior: If only skilled. Paladin: If skilled, honorable and religious. Barbarian: If murderer and skilled. And the magic branch: Cleric if skilled in restoration, honorable and religious. Arcane Master if skilled. Dark Magician if skilled and dishonorable. ²It is my understanding that archery is a combat art that it's unrelated to thieves and assassins, therefore, not under the Shadow branch, but that is a discussion to another topic. ³Examples of questlines that involve, at some point, a decision would be: let a girl die and get the gold or the opposite; support one political party and oppose the others; save a village from its oppressor or side with the oppressor for wealth, choose a god over another, taking part in a trial as a judge, etc.
I know this is absolutely pointless and all but I would like it if we could work in a way to have in-game achievements for completing certain quests and getting artifacts etc. I like the idea of Achieve That! but maybe without the bonuses so we can stick as close as possible. I Like achievements for this sort of affair since it acts as a chronicle of your exploits and its nice to look through your list of deeds and it also give you a nice goal to look forward to.I may be alone on this but I love looking through my steam achievements and thinking back on those memories like locking father elijah in the vault or finally killing a legendary dragon. I know a thing or two about modifying skyrim's ui so if anyone likes the idea of in-game achievements for skywind i'd be more than happy to whip something up.
Btw. I had ideas about mansions. I noticed maybe building mansion in faction city will be cool but it will change too much landscape, so it's just better combine it with players forts and provide these places convenient fast travel to main cities [Hlaalu (gondola), Redoran (guar), Telvanni (teleportation)] They were quite useless as player houses but we can change interiors a bit in the basic stage (due to other house quests) and go wild on the further stages.
General: There should be integration of all of these in the sense that some require money and some actually matter if you actually deserve the blessing. Imperial cult should charge cash (and absolve sin for a fee? The larger the sin the larger the fee. Could look at quests to find redemption if it gets more serious than petty thievery and loitering in peoples houses.). Unattended shrines or interacting with the shrines themselves should require no financial (unless applicable regarding the purpose of the shrine, ie luck increase blessing requires gold) offering and if they are pilgrimage shrines then relevant offerings of materials should be required. It could look at materials relevant to the labours of Vivec.
Class: Starting classes! It vaguely fills the gap as to what happened before you were a prisoner. On that note, classes should represent what kidn of life you’ve lived up until then and have some determination as to the starting assets you begin with; just adds to the roleplaying feel. If not “classes” as such then insert class descriptor guys name here will ask you questions as to what your profession was, upbringing, parents professions/ if they are alive or if you knew them at all.
Clothing: Morrowind was more immersive than its predecessors in this aspect where armour can have underclothes and robe overcoats, however I found this actually annoying because sometimes all you want are some DAMNED BLACK PANTS!!! But no! seeing burlap pants at the back of the knees was crap, plain and simple. However equipping individual gloves and shoulder pads was awesome! Some added available decoration such as overcoats for clothing robes and armour would be just primo. So scarves, throws, masks, belts, earrings, wristbands, cloaks/robe-like travel cloaks would be awesome. Mods for pretty well all of these are available but having them integrated by the creators always makes it MUCH better.
Cursed items: This just adds another dynamic to the game. The boots of blinding speed in Morrowind are a perfect example. Just plain awesome. A couple of troll items would also be quite novel.
Enemy Sca: Completely stupid. Scaling enemies RUINS the point of getting stronger and is almost a deterrent. Yes, it makes the game tough but that is what being a low level means! You cant just go and charge a cave full of vampires and daedra straight after filling in your release forms, its just a complete break of immersion; which, back in the day, was the number one thing the Elder Scrolls was all about. Putting you in the drivers seat!
Stamina: Stamina was COMPLETELY redundant in Oblivion. In Skyrim vanilla slightly less so. It should determine how puffed your character is and thus their ability to perform actions effectively. However, Morrowind is not a great example either, with lengthy bouts of extreme air slaying with the occasional hit here or there. Running, sprinting and jumping should all drain stamina and stamina should have and effect on how strong your block is, how much damage you do, how fast you move and how strong your grip on your weapon is. At lower levels it should hinder spell effectiveness but as mages are not all fit as a fiddle it speaks to reason that stamina drain does not affect them as much as it would someone who fights physically.
Item Sca: Completely de-level it. Experience has no effect on reward in the real world or in any fantasy world. It should represent the rarity of the chest, the situation the loot was found in and the difficulty of the dungeon. That being said a difficult dungeon does not automatically mean epic loot nor an easy one rubbish loot. It should fit the situation. So if it is a luck bandit gang of three members, they should have some decent gold and gems from all the caravans they’ve robbed and the mad veteran warrior, whilst a tough fight may have spent all his money on mead at the local inn.
Also the spells in Morrowind were much better but required two hands to cast. So spell creation would be awesome ALONGSIDE BEING ABLE TO EMPLOY PEOPLE TO ENCHANT AND SMITH THINGS FOR YOU, the lack of this mechanic in the recent installments killed me inside. Also staff creation would be cool.
Please take away fast travel or make it toggleable alongside hunger, thirst and sleep deprivation. So basically if you could make a "hardcore" mode that would be much appreciated. Also something in the elder scrolls which irked me to no end is how sturdy everyone is. You can his someone with a warhammer power attack and they will take it on the chin like a man and ask you for some more, its insane. So realistic damage would be awesome. Different mounts would be great, so imperials sell horses or varying qualities and there are guars and such for the more traditional inhabitants of Skyrim.
Make use for soul gem fragments. Correct me if I'm wrong but i don't believe soul gems turn to dust after use, but break into fragments. So crafting and refining of soul gems should be done at the enchanting table (if that going to be used still, or else those lightning rods seen in soul cairn in the Dawnguard dlc of skyrim.
Something lacking in most guilds in all elder scrolls is the level of responsibility and power of the guild. Even when you are the head honcho of 9 guilds you are still free to wander and have nothing to do with those guilds anymore other than the occasional radiant quest. So being able to choose the directiong of your guilds' progression and possibly renovation would be cool. random disputes could crop up and you can choose how to settle them, changing the reputation of the guild. Or even handling the contracts and assigning contracts to your underlings.
0) Slaves can use some beds and some of them can be tied up.
1) Released slaves make their path to closest port or maybe Argonian embassies.
2) Separate crime fraction of slavers. With some big value (by freeing slaves and killing slavers) on it - you ll be attacked on sight.
3) Can some animals be restricted from swimming?
Jail Overhaul
I think that the prison could be even better by taking some inspiration from xaz Prison Overhaul mod, it is an erotic mod but a lot of the ideas and mechanics in the mod is very well done, like extended prison time depending on the crime and/or bounty, and get a meal once or twice a day, which would be good for those who use realistic needs mods. And another feature that would be quite nice to add is that you instead of just sitting around and waiting, you could work off your bounty by doing some kind of labor.
When I played oblivion and skyrim, jail didn't seem as bad as it should, it didn't really give any major, you just got to jail and sleep for a few seconds and then you're free, it doesn't feel like you have been imprisoned, but if it were like this, you would really try hard to avoid jail because you would have to spend a lot of time being locked up or working, and if you were sent to jail it would really feel like you are paying back for your bad deeds.
(Adult content)
http://www.loverslab.com/topic/16113-prison-overhaul-2014-06...
Better to send criminal-players to imperial ebony and glass mines
(best to some on Red mountain, maybe even with some ore ransom).
1) Black soul gems should have to be made in a way like they would have been in oblivion rather then being bought from your average mage or make a special merchant for such gems from some shady telvanni mage.
2) Argonian racism should be present more, so from guard disposition to Beastfolk armor or faction baring. Oh I get if this is not a good idea but can we have a Hist tree for me and my lizard friends in some slave sanctuary not the best reference but ESO had one in southern Morrowind.
3) how do you guys want to handle vampires in terms of gameplay, because didn't Morrowind have different clans based on who bit you? Could we add traits to add diversity to vampires?
4) Werebear's I don't know if you guys are work on blood moon but its a thought?
Ring of Moon and Star- adding significance to a somewhat undistinguished ring
Admittedly, this kind of builds off my stupid idea for the Ghostgate artifact thingy but honestly I feel it works better here. The idea, again, is that you bring ancestral tombs into focus within the player's interests, simultaneously giving the player an understanding about they're being such a vital aspect of Dunmer life. The reason I choose this ring is because it represents the identity of Nerevarine, the proof that the wearer is there to bring together the clans of the chimer. The only problem however is that the chimer descendants are now the Dunmer. Still, the Dunmer need a leader however and while you may win the support of their mortal family I think it would be entirely more immersive if you could collect and to some degree even stack various blessings granted by visiting and winning support from the tombs of their ancestors as well.
Obviously most old, senile, Dunmer ancestor ghosts wouldn't be too excited about you going in and desecrating their tombs so I think it would be fitting if you instead offered a specific sacrifice or offering to their ash pit thingies as a basis for their support and blessing. For example, suppose that one clan has a long history of exceptional archery in which case you could offer them a bow and local poisonous herbs, in return granting your ring like plus three to archery or something. The idea is that they are only small increments since your ring will get power from the sheer amount of tombs you visit, eventually giving the more well traveled Nerevarine immense power from the support of Dunmer from times past and present.
@lolove I agree that prison system should be more sophisticated than vanilla, maybe sth similar to Skyrim, alysander has got good ideas too about that.
Make arena in vivec like true arena. Best example will be arena in Oblivon.
Skyrim mod quite simlar to:
http://youtu.be/K1p4hUjPttQ?t=6m55s
Morrowind mod quite similar.
http://www.nexusmods.com/morrowind/mods/22002/?
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BIRDS
http://www.nexusmods.com/skyrim/mods/17723/?
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Enhanced Blood Textures
http://www.nexusmods.com/skyrim/mods/60/?
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I don't know any good mod but maybe it is possibility to add swaying trees.
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Pets to just add immersion. I doubt that someone will do special pets for morrowind version. Maybe it's better to use ready one.
http://www.nexusmods.com/skyrim/mods/17424/?tab=1&navtag=htt...
Cats,Dogs, Wolves, Rabbits.
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Add some immersion in AI like in this mod: http://www.nexusmods.com/skyrim/mods/50978/?
-Most Npcs will not engage in combat. They will run away from danger and may enter a inn or owned house.
-Some beggars now sleep on the street, while other people are up wandering around the city at midnight. Most people will be in their homes by 10pm
-Not every NPC will randomly greet you. I mean not everyone I walk by in my life stops to greet me.
-When NPCs have free time they can be doing whatever. And no not sandbox one area they really could be doing anything. They may be at different parts of the city, Shopping or at home.
Every day in Skyrim is really a unique day for everyone now.
And my one idea that in cities most ctitizen have got one free day when they puor out on the streets. Then cities get more live and immersion.
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Notification when u killed really needed NPC to some quest. Like in original Morrowind but use it this rule to all quests not only main.
> Cats,Dogs, Wolves, Rabbits.

Please hold your cats. Do not you think that we need authentically aborigen pets for aborigen people?
Adding IRL fauna would ruin all of Vvanderfell nature charm.
Sorry if i am too intrusive, but i really think that this (originality of flora+fauna) is essence of the game.
@alysander
It's my dream but who will do that? Here we have almost everything done. Maybe u ( ͡° ͜ʖ ͡°)?
Btw. Dogs, Wolves we could have on Soltheim. Cats could be just distant ancestors of khajiits ;) Maybe rabbits don't fit here well. I don't say just polluted Morrowind with pets, only add them several in the biggest cities.
For me it's not so mega important if most people don't like it. I don't mind. Just it would be cool to have some pets.
Cats would fit and could actually be Khajiit... The Alfiq class of Khajiit are essentially house cats with the intelligence of a Suthay-raht (the class we end up seeing in Morrowind, Oblivion, and Skyrim). :)
Mway1 wrote:
For the love of god no :P Pets make no sense! Who would travel around unknown lands battling monsters while taking care of a pet?
Almost all these creatures have something in common, and that is actually being useful. Not small versions of larger creatures because they're "cute", if it were a pack mule-like creature or something similar I could see the point. In my opinion people should feel free to do this as a mod when the mod is released, there is enough to work with as it is :)
Battle fatigue and injuries
good for hardcore mode
http://www.nexusmods.com/skyrim/mods/13241/?
and one good idea for easter egg on soltheim. Bear riding :) Just add one bear in the wild.
http://www.nexusmods.com/skyrim/mods/1601/?
Is there any mod which change shadows? I mean there are very black. Maybe there are good for Skyrim (fit here). But not for Morrowind universe.
Locational Damage
Locational Damage is a combat mod designed for the use with other combat mods to add an additional layer of depth and strategy to combat, supporting a more realism orientated playstyle.
http://www.nexusmods.com/skyrim/mods/12615/?
Enhanced Enemy AI
Just better AI. Maybe there could be some problems to implement to Skywind but worth to look at.
https://www.youtube.com/watch?v=qpwsraPUNPg
Organized Bandits In
SkyrimSkywindhttp://www.nexusmods.com/skyrim/mods/31264/?
https://www.youtube.com/watch?v=81nCvBd3J7Q
"A total of 40 bandit types that will make every encounter diverse and tactical."
Just use some ideas here and implement to Skywind. Make bandits more diverse than vanilla
http://www.nexusmods.com/skyrim/mods/31264/?
Bandits are already pretty diverse in Morrowind though, we have smugglers of Dwemer artifacts, smugglers of skooma and moon sugar, smugglers of all kinds of other stuff, Daedra cultists, ashlander banites, Mabrigash witches and many other cutthroats. No need for new types I think, maybe just some emphasis on making them more unique in some cases.
Locational damage is very good addition. Would be nice though if it would work only for living beings, not undead.
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Companions: will them? Will be good to have about 10-12 detailed and personal companions for this game.
Drugs effects in Skywind
For all Beverages and ingredients like poison, Violet Coprinus, Moon Sugar,
Luminous Russula, Bungler's Bane, Black Anther, Red Lichen, Ampoule Pod or sth else but u get the main idea.
For skooma:
http://www.nexusmods.com/skyrim/mods/8888/?#
For rest:
http://www.youtube.com/watch?v=dXLZD8LtJ-w
http://www.nexusmods.com/skyrim/mods/22287/?
Just add what fits best.
Armor penetration and combat range.
We have a lot of kinds of weapons but the only thing which differ them one form another is damage.
Like in history different types of weapons were using in different situations. For example scimitar was good for many thick layers of fabric,
otherwise claymore was good for heavy armor. It is hard implement in realistic way but maybe some weapons could get damage bonus to (heavy, medium, light armor).
To make it easier and less buggy it will count only cuirass.
In the second case I'm not so sure but halberd, pike doesn't exist in Skyrim and they could have the same range as for example dagger. It wouldn't be good.
There were many weapons in Morrowind that we didn't use, maybe this one thing could change sth and make them more useful.
@Dragomir
"maybe just some emphasis on making them more unique in some cases." Maybe some bandits group will have different weaponry, armors and spells. Just u have to use different tactics to slay them all. All unique as possible.
@alysander
I agree with locational.
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Sounds cool, goo task for writers and voice actors here. Maybe 2-3 without guilds and rest from guilds (Hlaalu, mages, thieves etc.) Of course u have to have appropriate rank to hire them. Or just additionally if u are master of some guild u can take 1-2 warriors with u. Like in Oblivion. Make ranks more useful.
Prostitiution
None of kind of pornographic mod, simple mod. I think it could be good feature in bigger city (inns, dark alleys etc.)
http://www.youtube.com/watch?v=rCmbduoKzaA Good for brothel in Suran too. Of course it should be redone somehow.
http://www.nexusmods.com/skyrim/mods/37031/?
Skooma, moonsugar, dwemer artifacts/weapon/armor is forbidden almost everywhere.
U can sell dwemer stuff only in thieves guild (some rank needed). Skooma/moonsugar u can sell only drug dealers in the darkest parts of city.
Pick pocketing NPC
Several cases when some kid start conversation with, and then he steal your money and run away. You can catch him (low life, low stamina, or both, then he surrender) or kill him to return money.
Very racist behavior towards Khajiit/Argonian
with exception of imperial, khajiit, argonian race. If u don't have enough reputation. In some cases they call u slave, in other they don't want to trade with u, in another they don't want to talk or even they attack u, if u annoy them too much.
Underwater Combat, and more:
So, check this out. That wonderful gentleman is working on a modder's resource that, among many other things, enables combat underwater and in mid-air. If you read further through the thread, he's also added animation slots for spears - someone else will have to make spear animations, but he's set up the infrastructure. I don't know what parts require SKSE and what parts can even be used in Skywind (it's going to be a modder's resource, not a standalone mod), but it would be folly to ignore.
Spells
One thing that always bugged me in Skyrim (and the previous games, too, although they at least had spellcrafting) is that there's no autonomy to how you learn spells. You either read a spell tome or learn from another mage who's already figured it out. I can't think of an easy way to learn spells autonomously, but one idea I've always played around with is implementing the spell-combining we saw in the Skyrim gamejam video; combine, say, "Flames" and "Conjure Familiar", and you summon a Flame Atronach (and you learn the normal "Conjure Flame Atronach spell). That would probably be a nightmare to implement, and I won't complain if we just see a fair propagation of spell tomes throughout vendors and leveled lists (and some choice spell tomes hand-placed in special locations, of course).
By the way, how's levitation going to be implemented? I think disabling combat (and nothing else) and otherwise leaving it as it was in Morrowind would be perfectly fine. For NPC levitation, maybe just limit it to leaving activators (like in Neloth's tower, except invisible) that only NPCs can use - they'll use them to get around while they're patrolling around, and we get levitating NPCs without worrring about how that would probably mess with their pathfinding.
Enchanting
It should be relatively easy to attach a spell to equipped items (it's been done in DLC for Skyrim and Oblivion); it should even be possible to enable these effects for disenchanting to let the player enchant their own gear that adds spells on equip. Of course, I don't know if it's possible to connect the spell to the quality of soul gem, or perhaps get the spell to use the charge on the item (like a staff) instead of your own magicka. But it's a thought.
Scrollcrafting was suggested earlier, but I'll offer an even simpler suggestion that ties it into enchanting: Crafting a Scroll requires a rolled piece of paper, charcoal (or quill - maybe depending on the scroll), and a filled soul gem. Disenchant any scrolls you already have to learn their recipes (which are largely the same, except soul gem level determines the rank of the spell; Grand for Master, Greater for Expert, etc.). If it's possible, even let it level the Enchanting skill (and include scroll-related perks?)
Greets, I'm interested in lending a hand in implementing the mechanics, but am unsure of which out of the initial list posted have already been completed or are in progress. If anyone has a clue send me a PM, I'm checking these forums quite regularly now.
Cheers!
LIAT - Lively Inns And Taverns
What I can say... best option is just to see this mod
So even in Skyrim, taverns and inns were a bit static in that case they are a bit more lively
Poems, Songs, tavern music
to be just lore-firendly, we can use books like:
- The Warrior's Charge
- A Less Rude Song (This one especially fits taverns)
- Lord Jornibret's Last Dance
- The Cantatas of Vivec (Maybe it's better somewhere in Vivec, maybe Temple Canton)
- The Five Far Stars (This one is better for ashlanders than inns, I imagine narrating someone near firepit)
Some of them could be recited or sing with music accompaniment (drums, maybe better with lute, they are only existing instruments in MW, which I know) I'm aware that without someone who can sing it would be hard to implement.
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It could be connected with previous mod and be combined with official mod Entertainers (btw. I found this mod Dance Animation Modder Resource, animations are great, unfortunately most of this dance is "modern", but some of them could be used in Suran)
lukkar wrote:
- The Cantatas of Vivec (Maybe it's better somewhere in Vivec, maybe Temple Canton)
To build off of this, I think it would be especially immersive in town temples all across Morrowind to have sermons delivered by priests, especially those of Saryoni's, or maybe even recounting the deeds of Vivec as described in the Pilgrims Path. Obviously it would take some impressive voice acting to pull off, but I think it would be really nice.
The best option would be like misere or orthodox song, but probably finding professional Choir which will do it for free is almost impossible, then best option is sth like that, so it's not easy but definitely much easier. The only songs which I found created specially for morrowind are like that (female voice, male voice) but they are not so lore friendly like ingame poems.
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For a less rude song, sth in this tune fits the best. And I think it is easiest to do.
Perhaps the Cantatas could be sung somewhat similar to this? I noted that there are some parts of the soundtrack that has sung parts in it, so maybe those people would be willing to do that?
What would make sense is turn the cantatas into buddhist-like mantra and have them sung with throat singing, a few people around here (including me) can provide. You know, since that's how Dunmer speak. Maybe male voices throat singing drone lines, and some female soloist for lament singing. Is it possible to program collective singing in Skyrim engine?
Cantatas, orthodox prayers... You know with such rusty voice it wuld be sound like prison klezmer.
alysander wrote:
:(
There is nothing unrealistic about monks/priests singing throughout most of the day. Both Buddhist and Catholic monks do that. Throat singing would probably be the most traditional way of singing for Dunmer, since that's how they speak as well. If anywhere, I'd reserve that only for the interior of the High Fane, and that's where it's planned to be used anyway. It'd create a great ambience. They wouldn't go on without rest, chanting priests would be replaced by others in prayer, and only through a certain time of the day. You know, a bit has changed since Morrowind, NPC's have daily schedules now, for example.
Oh, and maybe it would sound stupid in your imagination, because you think it'd be in English... We would translate it into Dunmeri.
True Medieval Tavern Music
I know we have musicians here, but this one could be good for imperial taverns.
The link doesn't work Lukkar :(
But I can raise you some accurate reconstruction of what actual ancient Roman music very likely sounded like. Now that would be pretty funny :P
Dragomir wrote:
Ehh, Its a mod that add medieval music in to Skyrim. Looks like the music is from a online archive. Heres a sample on the page. https://soundcloud.com/freebird4481/true-medieval-tavern-music
Correct me if I'm wrong, but the arena in Vivec City was used for all sorts of entertainment. I think having festivals or plays on important dates could really add to the sense of a living and breathing city. That's one thing Skyrim lacked -- a genuine sense of civilian activity.
Medicine:

This idea is from a mod I was working on in order to be used with the mod "Requiem - The Roleplaying Overhaul". I never finished it, for lack of time and skills in modding so I never released it, but it worked very well for my gameplay.
Practically, in Requiem your health doesn't regenerate automatically unless you use potions or spells, and I really like this. But for a warrior/mercenary playthrough using restoration spells is very immersion breaking, and potions are expensive, rare and heavy.
So, what I did was adding to the game two type of enchanted bandages that can be equipped to enable health regeneration:
- Light Healing Bandages: only arms and head bandages, slow recover intended for light injuries.
- Heavy Healing Bandages: arms, head and torso bandages, more fast recover intended for full recover after a huge fight.
This is a screen of the heavy bandages in game, I know the torso bandages sucks but I'm not a 3d modeler so I did what I could with textures. The light version is just arms and head bandages, so you can still wear your cuirass and boots.
As I said, they are equipable items, so when used you are naked and you should wait where you are to be full health, then equip your armor again and go on. In my playthrough as a warrior in Requiem this little mod gave me a lot of immersion: after a fight my character did not waste any potions or spell, just equip this bandages (by using the SkyUi feature for fast equip with keys), eat or drinks something while waiting (I used iNeed) and then re-equip his armor. This works very well especially when exploring dungeons. This is it, I will add a summary with all the features I planned but I never was able to implement.
Summary:
- Health doesn't automatically regenerate when under 80%.
- Equipable bandages with healing effect, arm-head for light injuries and arm-head-torso for heavy injuries.
- The regeneration enchantment works only when outside of combat, so if you fight while wearing the bandages health doesn't regenerate.
- Expensive medicine book to buy and keep in your inventory in order to craft the bandages at an alchemy lab.
Shushine wrote:
Nice, I quite like it. It's a medieval melody from Castille, I played it on one folk concert with my band, in a version with Polish lyrics :D
Sancez wrote:
I'm not sure about bandages, but I really like the idea of not regenerating all of your health.
Dragomir wrote:
The link doesn't work Lukkar :(
But I can raise you some accurate reconstruction of what actual ancient Roman music very likely sounded like. Now that would be pretty funny :P
I don't know why, but in my case is everything ok. And about your idea on Roman music, hmmm, eeeee, maybe no :P It fits only in the deepest parts of Oblivion :)
Maybe this one could be better (style) ancient greek melody (we can do tavern bard (optional) music, based on region)
- ancient greek/roman/egypt melody (dunmer cities)
- Jon Dowland (imperial cities)
- Soltheim sth in this tune or sth like that
Hi everyone, sorry for the negative sounding post awhile back. I didn't see mention before of the idea being used only in the High Fane or it being a scheduled thing (though I was aware that npc scheduling was going to be added to Skywind...I have been following the project since Skywind was still considered an impossibility and you guys were working with the Andoran team on asset converters..I'm currently learning CK so i can hopefully help with landscaping or something).
When you mention it that way, the throat sung cantatas in Dunmer language WOULD add an awesome ambiance to the High Fane and maybe some temples too. However, I kinda feel that throat singing would more fit the Ashlander tribes than the more organized religious Dunmer who would inhabit the High Fane.
I just kept thinking of the dude Bethesda put in Whiterun shouting everyone's head off all the time. I never said the idea was stupid or that I thought they would be sung in any particular language. To be honest, what i pictured (for whatever reason) was groups of Dunmer on risers throat-singing these songs on the streets of Vivec or elsewhere for a majority of the day. I feel in that context it might end up being annoying like the Whiterun preacher, but not if it were just in the High Fane at certain points of time. As it is, I try to take alternate routes to Dragonsreach just so I don't have to hear that guy (can't think of his name still) preach. Heimsker, is it?
Sorry Dragomir! I didn't mean to offend anyone. Plus, I am a nobody and just throwing ideas around. I'll try to edit my thoughts better in the future. Please don't take me so seriously! :)
Nothing hard to implement. We have already assets for that
Immersive Fallen Trees Mod
Like in this mod. Just use some fallen trees as bridges. If you combine it with slower moving in the water. It would be great addition. Alternative ways to reach some points.
Good evening, how do you do.
I was browsing the forum in order to find something I could probably help with (there's probably nothing, because I'm very unexperienced with CK) and I saw how you are going to turn skills into perks in order to bring attributes back. I have another idea, however I'm not sure if it's implementable. I'm sorry, if it's not. So, I suggest to create 8 Effects->Abilities (constant, on self)->Perks (entry point) - 1 per each attribute and assign it to every race as Specials. Each Perk has Entries in accordance to what the attribute governs over (e.g. Strength will give Calculate Damage Value and other things). Then we make a background quest with attached script, which tracks Skill Increase events and calculates how much skills, governed by each attribute, character has increased. After that, during the level up (it is possible to intercept this event, isn't it?) player gets message with eight buttons, asking him which attributes he want to increase (or maybe character is moved to special dream-cell with activators for each attribute, similar to how it's made in Dragonborn DLC). Depending on player's choice script will set new values to perks. So, do you thinks it's possible and/or better than current perk-skill overhaul?
Hi everyone. I posted this some time ago in the Bethsoft forums, hope you like it. Fame - or infamy - is an important part of any roleplaying experience even though it was never really well used in TES series. That attribute has importance in the gameplay since it is the actual consequence that the player receives for his actions. The problem is, it was only depicted by a single number - or two if considering Oblivion and it had no real in-game impact other than the way the player is greeted. In this way, a good fame system would reflect the various branches of a medieval fantasy world. Not only this system will be significantly more fun, it will also give speechcraft, finally, some usefulness. So, what are the different kinds of fame available? Well, right now I can think of these: Wealth - Ranging from Poor to Rich, it may attract unwanted attention from bandits. Factions Disposition – Ranging from Enemy to Allied; starting at the middle of the spectrum. Represents the way the player is seen by the many factions. Adventurer - Ranging from Unknown to Epic Hero, it represents the great quests and/or great daedric artifacts the player completed and/or retrieved. Honor - Ranging from Dishonorable to Honorable; starting at the middle of the spectrum. Represents the player's behavior when dealing with anyone. If the player is always truthful and righteous, the honor rating goes up. If on the other hand the player robs, lie and backstab people around him, his honor will go down. Battling - This one is segmented into four branches: Combat - Ranging from nothing to Knight¹. Magic - Ranging from nothing to Arcane Master¹. Shadow - Ranging from nothing to Ghost¹. Archery² - Ranging from nothing to Distant Menace¹. Other data can be gathered and will add to the fame not included in those up above: Killing different factions characters may shift their dispositions towards the player. Successfully completing quests that will affect different kinds of factions will also shift their disposition. Pray several times at the church and do church related quests and the status of religious might be acquired. Critical decisions made at critical points in questlines might alter the way the player is perceived³. Complete bounties and the status of Bounty Hunter might be achieved. This would make bandits avoid the player. Kill many bandits and receive the title of Bandit Slayer. Though this might attract vengeance seeking bandits. Kill many characters and be feared as a Mass Murderer. This would also attract guards and bounty hunters. If this system is to be well implemented, the way the player completes the quest will give him different points in his fame scale. Solve a dispute diplomatically and points will be granted in honor and wealth - if there's a reward. Kill one of the parties, and the honor goes down while the wealth and battling goes up. Therefore, the way the player behave will change the way he is perceived. Ok, the system is made up. So, why is this important? This is important because it gives consequences. Right now there's no consequence in TES series. Even if we climb up to the top of the Assassins and Thieves Guilds there's really no big deal in that. There's no need to enter in cities at night, or jumping from roof to roof, or using different entrances such as the sewers to avoid being seen by guards. Being known as a great hero doesn't draw attention from the opposite gender, doesn't attract children to hear stories, doesn't give bonuses to bartering, doesn't grant the right to enter in the palace - that's right, entering a palace is a privilege granted only to the noble. Being known as honorable for instance might also give discount at stores, some inns might let the player rest there for free, some characters like priests might give you quests they wouldn't before, and so on. On the other hand the Thieves and Assassins Guild will both remain hidden from the player, interaction with hideous members of society will be restricted, and much more. Being dishonorable will open the path to pursue quests in both guilds, raise the prices with vendors, but grant access to new vendors, such as smugglers and new locations such as hideous taverns that only criminals use. What I propose here is a healthy discussion on how to port those concepts of a “radial” fame into the game and how it can enhance the game experience. PS.: The examples given here are merely illustrative. ¹A good system would combine some of those fame numbers and compose “individual” fame status. Therefore, a shadowy thief who engages in battle but doesn't kill would be known (among thieves only, someone widely recognized as a great thief is definitely not a great thief!) solely as Ghost, while a thief who's also a murderer would receive the title of Ghost Killer. So, this can be set as: Ghost: If skilled and dishonorable. Shadow Killer: If skilled, dishonorable and murderer. The same can be applied to the warrior fame status which can be: Knight: If honorable, skilled and noble. Fierce Warrior: If only skilled. Paladin: If skilled, honorable and religious. Barbarian: If murderer and skilled. And the magic branch: Cleric if skilled in restoration, honorable and religious. Arcane Master if skilled. Dark Magician if skilled and dishonorable. ²It is my understanding that archery is a combat art that it's unrelated to thieves and assassins, therefore, not under the Shadow branch, but that is a discussion to another topic. ³Examples of questlines that involve, at some point, a decision would be: let a girl die and get the gold or the opposite; support one political party and oppose the others; save a village from its oppressor or side with the oppressor for wealth, choose a god over another, taking part in a trial as a judge, etc.
I know this is absolutely pointless and all but I would like it if we could work in a way to have in-game achievements for completing certain quests and getting artifacts etc. I like the idea of Achieve That! but maybe without the bonuses so we can stick as close as possible. I Like achievements for this sort of affair since it acts as a chronicle of your exploits and its nice to look through your list of deeds and it also give you a nice goal to look forward to.I may be alone on this but I love looking through my steam achievements and thinking back on those memories like locking father elijah in the vault or finally killing a legendary dragon. I know a thing or two about modifying skyrim's ui so if anyone likes the idea of in-game achievements for skywind i'd be more than happy to whip something up.
A Quality World Map - With Roads
link to mod. This is sth which Skywind should have.
i beleive this is done through the distant terrain textures, as an artist u could give it a go
Btw. I had ideas about mansions. I noticed maybe building mansion in faction city will be cool but it will change too much landscape, so it's just better combine it with players forts and provide these places convenient fast travel to main cities [Hlaalu (gondola), Redoran (guar), Telvanni (teleportation)] They were quite useless as player houses but we can change interiors a bit in the basic stage (due to other house quests) and go wild on the further stages.
General: There should be integration of all of these in the sense that some require money and some actually matter if you actually deserve the blessing. Imperial cult should charge cash (and absolve sin for a fee? The larger the sin the larger the fee. Could look at quests to find redemption if it gets more serious than petty thievery and loitering in peoples houses.). Unattended shrines or interacting with the shrines themselves should require no financial (unless applicable regarding the purpose of the shrine, ie luck increase blessing requires gold) offering and if they are pilgrimage shrines then relevant offerings of materials should be required. It could look at materials relevant to the labours of Vivec.
Class: Starting classes! It vaguely fills the gap as to what happened before you were a prisoner. On that note, classes should represent what kidn of life you’ve lived up until then and have some determination as to the starting assets you begin with; just adds to the roleplaying feel. If not “classes” as such then insert class descriptor guys name here will ask you questions as to what your profession was, upbringing, parents professions/ if they are alive or if you knew them at all.
Clothing: Morrowind was more immersive than its predecessors in this aspect where armour can have underclothes and robe overcoats, however I found this actually annoying because sometimes all you want are some DAMNED BLACK PANTS!!! But no! seeing burlap pants at the back of the knees was crap, plain and simple. However equipping individual gloves and shoulder pads was awesome! Some added available decoration such as overcoats for clothing robes and armour would be just primo. So scarves, throws, masks, belts, earrings, wristbands, cloaks/robe-like travel cloaks would be awesome. Mods for pretty well all of these are available but having them integrated by the creators always makes it MUCH better.
Cursed items: This just adds another dynamic to the game. The boots of blinding speed in Morrowind are a perfect example. Just plain awesome. A couple of troll items would also be quite novel.
Enemy Sca: Completely stupid. Scaling enemies RUINS the point of getting stronger and is almost a deterrent. Yes, it makes the game tough but that is what being a low level means! You cant just go and charge a cave full of vampires and daedra straight after filling in your release forms, its just a complete break of immersion; which, back in the day, was the number one thing the Elder Scrolls was all about. Putting you in the drivers seat!
Stamina: Stamina was COMPLETELY redundant in Oblivion. In Skyrim vanilla slightly less so. It should determine how puffed your character is and thus their ability to perform actions effectively. However, Morrowind is not a great example either, with lengthy bouts of extreme air slaying with the occasional hit here or there. Running, sprinting and jumping should all drain stamina and stamina should have and effect on how strong your block is, how much damage you do, how fast you move and how strong your grip on your weapon is. At lower levels it should hinder spell effectiveness but as mages are not all fit as a fiddle it speaks to reason that stamina drain does not affect them as much as it would someone who fights physically.
Item Sca: Completely de-level it. Experience has no effect on reward in the real world or in any fantasy world. It should represent the rarity of the chest, the situation the loot was found in and the difficulty of the dungeon. That being said a difficult dungeon does not automatically mean epic loot nor an easy one rubbish loot. It should fit the situation. So if it is a luck bandit gang of three members, they should have some decent gold and gems from all the caravans they’ve robbed and the mad veteran warrior, whilst a tough fight may have spent all his money on mead at the local inn.
Also the spells in Morrowind were much better but required two hands to cast. So spell creation would be awesome ALONGSIDE BEING ABLE TO EMPLOY PEOPLE TO ENCHANT AND SMITH THINGS FOR YOU, the lack of this mechanic in the recent installments killed me inside. Also staff creation would be cool.
Please take away fast travel or make it toggleable alongside hunger, thirst and sleep deprivation. So basically if you could make a "hardcore" mode that would be much appreciated. Also something in the elder scrolls which irked me to no end is how sturdy everyone is. You can his someone with a warhammer power attack and they will take it on the chin like a man and ask you for some more, its insane. So realistic damage would be awesome. Different mounts would be great, so imperials sell horses or varying qualities and there are guars and such for the more traditional inhabitants of Skyrim.
Make use for soul gem fragments. Correct me if I'm wrong but i don't believe soul gems turn to dust after use, but break into fragments. So crafting and refining of soul gems should be done at the enchanting table (if that going to be used still, or else those lightning rods seen in soul cairn in the Dawnguard dlc of skyrim.
Something lacking in most guilds in all elder scrolls is the level of responsibility and power of the guild. Even when you are the head honcho of 9 guilds you are still free to wander and have nothing to do with those guilds anymore other than the occasional radiant quest. So being able to choose the directiong of your guilds' progression and possibly renovation would be cool. random disputes could crop up and you can choose how to settle them, changing the reputation of the guild. Or even handling the contracts and assigning contracts to your underlings.
That's all I can think of for now. :D
Proposals about behavior:
0) Slaves can use some beds and some of them can be tied up.
1) Released slaves make their path to closest port or maybe Argonian embassies.
2) Separate crime fraction of slavers. With some big value (by freeing slaves and killing slavers) on it - you ll be attacked on sight.
3) Can some animals be restricted from swimming?
alysander wrote:
I don't see point to not use some torture "devices" from skyrim too.
Like cages? I can remember only this.
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