A bit more of that you have if look at torture chamber in Dawnstar Sanctuary, there you can find a lot of things like that. You have also some tools (1,2)
---------
Fishing! We have fishers in morrowind, so we can have opportunity to fishing too.
Fishing In Skyrim
mod and video about that, some changes should be done and of course with acceptation of creator. Very optional.
Guys, just so you remember, this thread is officially dead as smerk isn't maintaining it anymore. Totally fine to keep discussing ideas but any serious suggestions should be sent to aurabelle to possibly add to the game mechanics spreadsheet for future implementation. :)
Edit: Don't flood aurabelle with messages though. She needs to be able to keep her sanity.
@Sylv.. Ouch too "asian mmo" style and yeah in skyrim were better but we have only nord race, but I know that alysander found some, but quality is medicore. So until this is throwing ideas bin I found one more mod, which could be interesting.
Something extremely minor that I thought would be a nice touch:
When the character creation screen is first opened in Skyrim, it is already set to Nord by default. If it's possible to change that, it could be setup to default to Dunmer for Skywind, and Imperial for Skyblivion.
The mod is a dialoge immersion mod. At the beginning of the game, guards are rude and they mock you. But as you progress in the game, they show you more respect with the missions that you do.
The mod is a dialog immersion mod. At the beginning of the game, guards are rude and they mock you. But as you progress in the game, they show you more respect with the missions that you do.
Like in MW.
----------------
So, this again new opportunity to add pack new ideas to this bin. Yeah, I know that Smerk is not in chief anymore. Immersion ideas mainly. Feel free to use or not.
Insects nearby light sources
Only for Bitter Coast Region. Insects are gathering nearby light sources during night. It can be only flies sounds which we need anyway. Or combined with some flies particles which could be needed for dead bodies.
Light pollution
Just create light halo visible from greater distance at night. Only for bigger cities.
It Rained On & Roof Avalanches
It Rained On
his mod will make puddles around cities in some spots (where I believe they would fit) while it's raining, as it rains those puddles will grow until they reach a certain limit then they will stay until it stops raining, then they'll get smaller until they disappear.
It could be good for bigger cities as Balmora, Vivec, etc.
Roof Avalanches
This mod will make the snow pile up while it's snowing on rooves and when it's bothered (or if too much piles up) it will fall down on ground.
It does eventually melt down, either on rooves before it falls down or on ground, if while it falls some more piles up in the meantime, the snow on ground won't get bigger, it will just stay else it'd become a mess quite soon.
I know we don't have snow, but it's good to remind that it will fit to Solstheim.
This one would add a lot of immersion to game. Very rpg.
Address unknown
this mod is pretty simple: it removes any text on all doors you might encounter. The only text you can eventually see is [Locked], when the door is locked. This also has the effect of removing any text indicating the level of the lock: no more "Apprentice", etc.
Idea seems to be cool but it needs some changes like it should be used only for houses/flats which are named. For example Mr. X house. Not for other things like caves or known buildings etc. It could be unlocked after talking to owner. It would add some immersion too.
Unlocked grip (This one could be very buggy, so this is more as an idea)
Switch between one-handed and two-handed combat. Create a hotkey, and you're ready to start playing the game as it should have been from day 1. For so long I wanted a mod that gave Skyrim the Dark Souls style of weapon handling; quickly changing from one to two handed (and back) with the press of a button. This mod manages to come pretty close.
Introducing DNCL, a light mod with a seamless
impact. DNCL adds a short script that extinguishes all fires in the cities during
the day, in an effort to make the scenery a little more lively. The mod does
not enhance any lighting effects or add any new light sources, it simply adds
functionality to existing ones.
This mod will make those NPC have difficulties seeing and fighting in the dark and they will carry/use their own light sources to overcome these difficulties.
Not all NPCs will have these behaviors, undeads and those that has nightvisions are more than happy to fight you in pitch black dungeon, you will still need to use night vision or just wield your torch to fight them
Absolutely GEM! I doubt if is it not used already.
Audio Overhaul for Skyrim 2
AOS is an extensive sound overhaul aiming to make the soundscape more immersive, clear, responsive, impactful and ultimately fun, while always aiming for maximum compatibility, performance and coherency with the main game. Ambience, weapons, magic, movement, reverb system, sound propagation, creatures and the whole mix are key areas of change.
Quite optional thing, so it gets very low piority. Maybe more as inspiration for someone to use it as mod in the future and use all countless bandits in area.
As i was wandering around Skyrim and killing some Bandits for Bounty And after an Assassin from the dark brotherhood attacked me AND seeing as everyone in a town or village always seemed to know that i was wanted.
I wondered how they could even know what i looked like because there aren't any Wanted Posters around and still every man or woman knows I'm a wanted man/woman.
So i used my Photoshop skills to make a Wanted poster and added it to the game.
After some thinking and suggestions from other members, i decided to expand the mod to a lot more then just wanted poster, so the name of the mod was changed and it's getting an overhaul.
I found dwemer weapon set which looks almost exactly like in Morrowind. I know this place for mechanics ideas but now it repository for mods. They can be just unique example which you can find in tombs. Of course we need permission from creator to use or change it.
and so on.
And some others things which can be special crafted items.
The Goggles and Scouters come with effects built into them with each having there own uses. There are some that are custom built specifically for this mod, while others are a straight rip from the vanilla spells/shouts. This article will give you a rundown on what each of the effects do, and how they work: http://skyrim.nexusmods.com/articles/888/
Features: 1. Custom Model with animation for an exciting and unique addition to the game.
2. Custom enchantment that fires the Dwarven Steam Breath
3. Balanced and effected for mid-game to late-game play (will make adjustments as needed)
A long time ago the Dwemer invented the automatons, fearless machines protecting the dwemer cities, but they constructed one machine different from the automatons, a machine which requires a humanoid to work. They created Hyperion! The Hyperion exoskeleton grants the wearer more speed and strength.
This is a new custom weapon I made based on the Dwemers' technology.
Resembling a cannon, you can attach it to your hand and fire projectiles.
You can put it to either hand! It sure looks nice when duel wielded.
This is a new custom weapon I made based on the Dwemers' technology.
Resembling a cannon, you can attach it to your hand and fire projectiles.
You can put it to either hand! It sure looks nice when duel wielded.
insanity sorrow got some super nice stuf chek his other mods but hey doesnt wanne give premision i am sure some 1 from here has askt hime for it and got a no like years ago
A Few Suggestions: Mostly Adressed at the key faults in Morrowind
1. Overhaul the Main Quest C&C. For an RPG, Morrowind's main quest is tragically linear. I think the player should at least be given the option to side with Dagoth Ur, since that seemed to be planned originally but was cut, and Skywind seems intent on restoring cut/lost content. However, provided sufficient expertise and time, I think this idea could be extended to several factions (a la Chaos Heart Mod) for a tremendous improvement over vanilla Morrowind.
2. Overhaul Dialogue Options & Diplomacy: The Elder Scrolls games have never had a reputation for providing good dialogue options. Even worse, there are almost no diplomatic solutions to quests. A great way to make Skywind better than Morrowind would be to provide diplomatic resolutions when suitable and good dialogue options as well. Ideally, dialogue would be connected to skills and perks. RPG's like Arcanum (and more recently Age of Decadence) provide great examples of how to construct dialogue. Diplomatic solutions shouldn't be one-liners, but rather conversations, which require several skill/perk checks.
3. Overhaul Combat System & Balance: Another area in which Morrowind suffered was its lack-luster combat. This would be difficult to improve upon due to engine constraints, but the game could be made more tactical by providing certain enemies resistances (think how Requiem made undead immune to Arrows & weak to Silver). Moreover, balance in Morrowind desperately needs improvement, since you were generally underpowered or overpowered with no middle ground. This either made combat too difficult or too easy and thereby made it bad.
I understand that these are big suggestions but I genuinly these three areas should be the focus of Skywind. If you want to make a game better, start by turning its flaws into strengths, and then proceed to polish the other areas.
Siding with Dagoth Ur, while it sounds cool, is a terrible idea. If you had the choice to join him, the only thing that would happen is he would steal Kagrenac's tools from you.
"Since it hardly matters, let me assure you... there are no guarantees that would help you once I had my hands on those tools. Pity I didn't try to bargain with you. It might have made things so much easier. But now we'll never know. Pity."
Dagoth Ur is a liar, through and through, so the best thing that we probably wont do until a 1.0 release, is you join him, and he steals any Kagrenac's tools you have and you have to get them back. Somehow.
That's fine, I frankly don't know too much about Morrowind having played it years ago, but I still think a general overhaul of the main quest, dialogue, and combat are what's most needed.
I don't know much specifically on the game mechanics for Skwind so sorry if this is impossible, but could it be possible to have different attack styles with different damage rates like in Morrowind?
Well, here is another part of ideas for ideas bin. Not sure if it is possible to do but it is good wish list for future generations ^^ I'm aware it has really low priority right now.
1. Appearing dust clouds on arid texture under feet
2. Splashing water
It acts with player, other NPC's and magic.
3. Can't sprint in shallow water
4. All ground textures during rain looks wet (just add a bit black). Also it add layer of pouring water png sequence on buildings and rocks.
5. When you are hurt or you hurt sb it leaves blood on texture or in water.
6. You can destroy small things like fences, urns by magic or using sword.
7. Grass/shrub/bush is moving when sb or sth crosses it.
8. Destroyable walls for dwemers and velothi, to reveal pass to some cool place.
My ultimate dream, and something that I think would make combat much more exciting, dynamic and tactical, is a Mount & Blade style combat system. For those of you who don’t know, the main feature of this is that blocking and attacking is directional, so when an enemy attacks you, you have to have to move your mouse in the right way to block it in the right direction. The types of attack are overhead chop, swing to either side, and thrust, corresponding to the up, left, right and down motions of the mouse. This made combat very involved, and if you weren’t paying attention, very deadly. It also lends a new element of risk to being attacked by multiple enemies, as it’s almost impossible to block multiple attacks, so you have to either have a shield and make sure they’re to your front (a shield blocks all incoming attacks) or be tactical and try to take them out one by one while moving about. This makes every encounter you come across much more exciting, as you really have to think, about your equipment vs theirs, about the space, about stealth kills etc. It also makes companions a lot more valuable. I think this would be fairly easy to implement as the game already can change your attack type given your direction of movement.
Attacks are much more damaging (although armour plays a big role), but blocks are much more effective, rewarding you for successfully anticipating your opponents attacks. You also have a high chance of being knocked over etc., especially with big weapons.
One of the best things about this system is it makes each weapon load-out feel different. The advantages of a shield become immediately obvious, but also shields are able to shatter (something already part of the game if equipment degradation is involved) and are in particular very vulnerable to axes. Blunt weapons, on the other hand, are excellent against heavy/plate armour, while swords are quick and often you are able to get a swipe in before the enemy has a chance to block.
Finally, the system also takes into account the speed of the weapon when it hits, meaning that things like charging the enemy do a lot more damage. Also, it makes long weapons incredibly damaging at range, but not so much in closer quarters where daggers begin to excel. This could be implemented by a damage modifier depending on the weapon and range of the target. And charging damage could be built up the longer you run for, with a cap.
This system would make players think about what weapons to use for each situation, and different weapons would feel different, and suit different play styles. Dual wielding would suit stealthy types who want to kill one enemy quickly, but would be terrible against multiple opponents. The breaking of a shield could be a game changer in combat, and force players to dodge instead of risking their shield against opponents with big axes. Use of ranged weapons and traps would become much more vital to survival, to whittle down opponents to more manageable numbers. Also heavy armour has a serious drawback in that you’re less able to move around and keep your enemies in front of you. Basically, there would be more variables, more risk and reward, more thinking, and MORE EXCITEMENT.
But I realise it would be hard to implement. But soooo worth it.
Another point is one to make NPCs seem more like people – more alive. In Skyrim, even with their daily routines everyone just seemed to boring. I just wanted to scream at them to get a life! Even the jarls, supposedly the most important and presumably busiest men in Skyrim, just spend most of their days sitting – well, slouching - on their throne looking important. It’s understandable that the poorer NPCs spend most of their day working, and their nights at the tavern, but surely the leisured classes should be spending some of their time at leisure?? You know, riding, hunting, practicing sparring, debating, reading, swimming, practicing archery, etc. etc.??
And what about festivals? What if, once a month, each town had its own festival? People dancing on the streets, music being played, drink, banners, competitions, fistfights. Maybe this should be limited in some places, the dunmer are a dour folk after all, but the nords and imperials would certainly have this going on, in their own unique ways.
I really feel that believable NPC lives is something that TES comes so close to but still conspicuously lacks, and for me it’s one of the most immersion breaking things there is. Yes, NPCs may be a bit harder to find, but also think of all the chance encounters you’d see, in towns and out in the countryside.
Finally, and most importantly, can we go back to the old Morrowind ways of no scaling please! I also really like the idea of quest-based smithing levelling and having to go to specialised furnaces to make certain armours, different cures for different diseases (plus diseases getting worse/better with time), bandits staying clear of bad asses, being able to wear clothes with your armour, some sort of freeing the slaves mechanic, not knowing strangers names, rain not clipping through roofs, and diplomatic/alternative solutions to at least some quests.
A Mount and Blade combat system would be an absolute dream, if it were possible. A Chivaly-type combat system is more realistic I think. People can use other combat mods themselves anyway (personally I use Action Combat with Ultimate Combat in Skyrim).
I do like Sablestone's idea for more lively NPC's though, and less predictable routine systems. Lively taverns, travellers, etc. So like, you might meet a trader with a fellow pack guar in Pelagiad, and a week after you find him in Balmora.
I don't think Skywind should spoil itself with too many third-party mods though, especially if they're script-heavy. Just get 'filler' mods, or make our own simpler versions. I'd love to see a huge variation of different generic swords and armours though. eg.
Or make different variations and mash-ups of Skywind stuff.
You could also implement more vanilla stuff if they aren't already. For instance, a Nord character could wear vanilla 'Nordic' steel armour, with a vanilla 'Nordic' steel sword, if you know what I mean.
Also, this is absolutely essential for the fight with Dagoth Ur
Let's talk about follower hotkeys! Followers are sooo dumb in Skyrim, I like having them around for company but when you're trying to stealthily take out the badguys and they just blunder in only to run straight onto a bandit's sword/trap/get an arrow or spell in the back from you (usually not on purpose) they seem more like a liability than trusted questing companions.
What would make them so much better is the ability to easily control them from afar. Hotkeys for 'sneak over there', 'attack on my command', 'use ranged weapons', 'run away', 'guard my back', 'attack the spellcaster', 'return to me', 'heal me' etc. etc. would allow you a lot more control than mid-battle having to turn to your companion, hold down e, look at the enemy smashing you in the face, press e......you get the point.
I have dreams of me and my companion being like a well-oiled fighting machine, like Riggs and Murtaugh, able to set up ambushes in a snap, fight back-to-back or simultaneously take out the guards on either side of a door, spec ops style. Other possibilities include synchronised dancing in taverns, pint-downing races and even turning your party into a band (seriously, it would be awesome to see that last one).
(I'm very conscious of how much I'm suggesting without offering to contribute at all. Sorry, I'm a final year student, but maybe next year if this project is still ongoing I'll have a crack at it)
What does this mod do? -It adds a shield that breaks after a certain amount of damage. The shield has 10 different states. The more damage it takes the more broken its going to get and its damage state will increase. As the shield is going through its different states of damage it will change both meshes and textures which adds another element to combat. When the shield reaches it's final state it will break and fall off. Right now it automatically adds the shield pieces to your inventory after it breaks but in the future the shield will actually be dropped so that the player manually has to pick it up. The pieces can then be brought to the forge to be repaired.
My ultimate dream, and something that I think would make combat much more exciting, dynamic and tactical, is a Mount & Blade style combat system...
Necroing to say that this is my ultimate dream as well, and has been since before Skyrim came out. If something similar is implemented in Skywind--or modded in at least--I don't think I could ever stop playing it.
A bit more of that you have if look at torture chamber in Dawnstar Sanctuary, there you can find a lot of things like that. You have also some tools (1,2)
---------
Fishing! We have fishers in morrowind, so we can have opportunity to fishing too.
Fishing In Skyrim
mod and video about that, some changes should be done and of course with acceptation of creator. Very optional.
Khajiit and Argonian children
I know you are very against children in skyrim. I think it is due to lack of other models of races.
Actually there are some children of other races on Nexus
http://www.nexusmods.com/skyrim/mods/61300/?
Nah. Skykids still better.
Guys, just so you remember, this thread is officially dead as smerk isn't maintaining it anymore. Totally fine to keep discussing ideas but any serious suggestions should be sent to aurabelle to possibly add to the game mechanics spreadsheet for future implementation. :)
Edit: Don't flood aurabelle with messages though. She needs to be able to keep her sanity.
@Sylv.. Ouch too "asian mmo" style and yeah in skyrim were better but we have only nord race, but I know that alysander found some, but quality is medicore. So until this is throwing ideas bin I found one more mod, which could be interesting.
Clothing Show Jewelry Fix
And mod for it
Something extremely minor that I thought would be a nice touch:
When the character creation screen is first opened in Skyrim, it is already set to Nord by default. If it's possible to change that, it could be setup to default to Dunmer for Skywind, and Imperial for Skyblivion.
I found this mod on the nexus. It is called Guard Dialogue Overhaul.
http://www.nexusmods.com/skyrim/mods/23390/?
The mod is a dialoge immersion mod. At the beginning of the game, guards are rude and they mock you. But as you progress in the game, they show you more respect with the missions that you do.
LD300 wrote:
Like in MW.
----------------
So, this again new opportunity to add pack new ideas to this bin. Yeah, I know that Smerk is not in chief anymore. Immersion ideas mainly. Feel free to use or not.
Insects nearby light sources
Only for Bitter Coast Region. Insects are gathering nearby light sources during night. It can be only flies sounds which we need anyway. Or combined with some flies particles which could be needed for dead bodies.
Light pollution
Just create light halo visible from greater distance at night. Only for bigger cities.
It Rained On & Roof Avalanches
It Rained On
his mod will make puddles around cities in some spots (where I believe they would fit) while it's raining, as it rains those puddles will grow until they reach a certain limit then they will stay until it stops raining, then they'll get smaller until they disappear.
Mod itself and video for it.
It could be good for bigger cities as Balmora, Vivec, etc.
Roof Avalanches
This mod will make the snow pile up while it's snowing on rooves and when it's bothered (or if too much piles up) it will fall down on ground.
It does eventually melt down, either on rooves before it falls down or on ground, if while it falls some more piles up in the meantime, the snow on ground won't get bigger, it will just stay else it'd become a mess quite soon.
I know we don't have snow, but it's good to remind that it will fit to Solstheim.
Mod itself and video for it.
Strangers
What does this mod do ?
I was bothered by the fact that you could know people's name without ever having talked to them.
Mod itself and video for it
This one would add a lot of immersion to game. Very rpg.
Address unknown
this mod is pretty simple: it removes any text on all doors you might encounter. The only text you can eventually see is [Locked], when the door is locked. This also has the effect of removing any text indicating the level of the lock: no more "Apprentice", etc.
Mod itself and video for it
Idea seems to be cool but it needs some changes like it should be used only for houses/flats which are named. For example Mr. X house. Not for other things like caves or known buildings etc. It could be unlocked after talking to owner. It would add some immersion too.
Unlocked grip (This one could be very buggy, so this is more as an idea)
Switch between one-handed and two-handed combat. Create a hotkey, and you're ready to start playing the game as it should have been from day 1. For so long I wanted a mod that gave Skyrim the Dark Souls style of weapon handling; quickly changing from one to two handed (and back) with the press of a button. This mod manages to come pretty close.
Mod itself and video for it
Sth more to develop than add, quite buggy.
Day Night City Lights
Introducing DNCL, a light mod with a seamless
impact. DNCL adds a short script that extinguishes all fires in the cities during
the day, in an effort to make the scenery a little more lively. The mod does
not enhance any lighting effects or add any new light sources, it simply adds
functionality to existing ones.
Mod itself
Immersive NPC in the dark
This mod will make those NPC have difficulties seeing and fighting in the dark and they will carry/use their own light sources to overcome these difficulties.
Not all NPCs will have these behaviors, undeads and those that has nightvisions are more than happy to fight you in pitch black dungeon, you will still need to use night vision or just wield your torch to fight them
Mod itself and video for it
Behavior things
- When you start conversation again, (next 5-10s) interlocutor will remind about it.
- Using deadly spells in public will be crime
- When you attacked seller or steal sth from him/her or attack, he/she will not trade with you anymore. It can be used in any other services.
- dead body is gathering ppl around.
http://www.nexusmods.com/skyrim/mods/35718/?
Mod that lets you know when you are at the border of a city.LD300 wrote:
Quite interesting. With new bounty system could be interesting. This one is political map.
--------------
Absolutely GEM! I doubt if is it not used already.
Audio Overhaul for Skyrim 2
AOS is an extensive sound overhaul aiming to make the soundscape more immersive, clear, responsive, impactful and ultimately fun, while always aiming for maximum compatibility, performance and coherency with the main game. Ambience, weapons, magic, movement, reverb system, sound propagation, creatures and the whole mix are key areas of change.
Mod itself and video for it
Original - Immersive Bounty Hunting
Quite optional thing, so it gets very low piority. Maybe more as inspiration for someone to use it as mod in the future and use all countless bandits in area.
As i was wandering around Skyrim and killing some Bandits for Bounty And after an Assassin from the dark brotherhood attacked me AND seeing as everyone in a town or village always seemed to know that i was wanted.
I wondered how they could even know what i looked like because there aren't any Wanted Posters around and still every man or woman knows I'm a wanted man/woman.
So i used my Photoshop skills to make a Wanted poster and added it to the game.
After some thinking and suggestions from other members, i decided to expand the mod to a lot more then just wanted poster, so the name of the mod was changed and it's getting an overhaul.
Mod itself and video for it
Real Shelter; Prevents snow and rain from clipping in roofs.
http://www.nexusmods.com/skyrim/mods/52612/?
Splash of rain
https://www.youtube.com/watch?v=bk1bGsY46dc Video
http://www.nexusmods.com/skyrim/mods/37873/? Website
Footprints
http://www.nexusmods.com/skyrim/mods/22745/?
Dual sheath redux http://www.nexusmods.com/skyrim/mods/34155/?
player headtracking http://www.nexusmods.com/skyrim/mods/23600/?
improved closefaced helmets http://www.nexusmods.com/skyrim/mods/15927/?
No Combat Boundaries and Unofficial Encounter Zone Patch http://www.nexusmods.com/skyrim/mods/53321/?
I found dwemer weapon set which looks almost exactly like in Morrowind. I know this place for mechanics ideas but now it repository for mods. They can be just unique example which you can find in tombs. Of course we need permission from creator to use or change it.
and so on.
And some others things which can be special crafted items.
Dwemer Goggles
The Goggles and Scouters come with effects built into them with each having there own uses. There are some that are custom built specifically for this mod, while others are a straight rip from the vanilla spells/shouts. This article will give you a rundown on what each of the effects do, and how they work: http://skyrim.nexusmods.com/articles/888/
Dwarven Condenser
Features:
1. Custom Model with animation for an exciting and unique addition to the game.
2. Custom enchantment that fires the Dwarven Steam Breath
3. Balanced and effected for mid-game to late-game play (will make adjustments as needed)
Dwemer Autoblade
This mod adds one new weapon, the Dwemer autoblade.
The Model and Texures are made from scratch.
Dwemer Exoskeleton
A long time ago the Dwemer invented the automatons, fearless machines protecting the dwemer cities, but they constructed one machine different from the automatons, a machine which requires a humanoid to work. They created Hyperion! The Hyperion exoskeleton grants the wearer more speed and strength.
Dwarven Mechanical Equipment
This mod adds two shields and one blade, which is transformed(animated) when they go from being sheathed to wield the weapon
Dwemer buster
This is a new custom weapon I made based on the Dwemers' technology.
Resembling a cannon, you can attach it to your hand and fire projectiles.
You can put it to either hand! It sure looks nice when duel wielded.
This is a new custom weapon I made based on the Dwemers' technology.
Resembling a cannon, you can attach it to your hand and fire projectiles.
You can put it to either hand! It sure looks nice when duel wielded.
Dude, some of those seems way too futuristic.
LD300 wrote:
Maybe but in case of dwemer weapon set is very close to original.
insanity sorrow got some super nice stuf chek his other mods but hey doesnt wanne give premision i am sure some 1 from here has askt hime for it and got a no like years ago
I found other things which could be useful, by the way during doing research.
Ashland Amulets
link
But there is lack of amulet of Usheeja
Sunder
link
Morrowind style clutter
link
Some of them could be useful.
Morrowind Potions
link
@Lukkar: That would be great to assimilate.
I wonder how many of that is possible to annex?
A Few Suggestions: Mostly Adressed at the key faults in Morrowind
1. Overhaul the Main Quest C&C. For an RPG, Morrowind's main quest is tragically linear. I think the player should at least be given the option to side with Dagoth Ur, since that seemed to be planned originally but was cut, and Skywind seems intent on restoring cut/lost content. However, provided sufficient expertise and time, I think this idea could be extended to several factions (a la Chaos Heart Mod) for a tremendous improvement over vanilla Morrowind.
2. Overhaul Dialogue Options & Diplomacy: The Elder Scrolls games have never had a reputation for providing good dialogue options. Even worse, there are almost no diplomatic solutions to quests. A great way to make Skywind better than Morrowind would be to provide diplomatic resolutions when suitable and good dialogue options as well. Ideally, dialogue would be connected to skills and perks. RPG's like Arcanum (and more recently Age of Decadence) provide great examples of how to construct dialogue. Diplomatic solutions shouldn't be one-liners, but rather conversations, which require several skill/perk checks.
3. Overhaul Combat System & Balance: Another area in which Morrowind suffered was its lack-luster combat. This would be difficult to improve upon due to engine constraints, but the game could be made more tactical by providing certain enemies resistances (think how Requiem made undead immune to Arrows & weak to Silver). Moreover, balance in Morrowind desperately needs improvement, since you were generally underpowered or overpowered with no middle ground. This either made combat too difficult or too easy and thereby made it bad.
I understand that these are big suggestions but I genuinly these three areas should be the focus of Skywind. If you want to make a game better, start by turning its flaws into strengths, and then proceed to polish the other areas.
Siding with Dagoth Ur, while it sounds cool, is a terrible idea. If you had the choice to join him, the only thing that would happen is he would steal Kagrenac's tools from you.
"Since it hardly matters, let me assure you... there are no guarantees that would help you once I had my hands on those tools. Pity I didn't try to bargain with you. It might have made things so much easier. But now we'll never know. Pity."
Dagoth Ur is a liar, through and through, so the best thing that we probably wont do until a 1.0 release, is you join him, and he steals any Kagrenac's tools you have and you have to get them back. Somehow.
That's fine, I frankly don't know too much about Morrowind having played it years ago, but I still think a general overhaul of the main quest, dialogue, and combat are what's most needed.
I don't know much specifically on the game mechanics for Skwind so sorry if this is impossible, but could it be possible to have different attack styles with different damage rates like in Morrowind?
Well, here is another part of ideas for ideas bin. Not sure if it is possible to do but it is good wish list for future generations ^^ I'm aware it has really low priority right now.
1. Appearing dust clouds on arid texture under feet
2. Splashing water
It acts with player, other NPC's and magic.
3. Can't sprint in shallow water
4. All ground textures during rain looks wet (just add a bit black). Also it add layer of pouring water png sequence on buildings and rocks.
5. When you are hurt or you hurt sb it leaves blood on texture or in water.
6. You can destroy small things like fences, urns by magic or using sword.
7. Grass/shrub/bush is moving when sb or sth crosses it.
8. Destroyable walls for dwemers and velothi, to reveal pass to some cool place.
You forgot inflammable grass from this set. But all this things would be really hard to do.
My ultimate dream, and something that I think would make combat much more exciting, dynamic and tactical, is a Mount & Blade style combat system. For those of you who don’t know, the main feature of this is that blocking and attacking is directional, so when an enemy attacks you, you have to have to move your mouse in the right way to block it in the right direction. The types of attack are overhead chop, swing to either side, and thrust, corresponding to the up, left, right and down motions of the mouse. This made combat very involved, and if you weren’t paying attention, very deadly. It also lends a new element of risk to being attacked by multiple enemies, as it’s almost impossible to block multiple attacks, so you have to either have a shield and make sure they’re to your front (a shield blocks all incoming attacks) or be tactical and try to take them out one by one while moving about. This makes every encounter you come across much more exciting, as you really have to think, about your equipment vs theirs, about the space, about stealth kills etc. It also makes companions a lot more valuable. I think this would be fairly easy to implement as the game already can change your attack type given your direction of movement.
Attacks are much more damaging (although armour plays a big role), but blocks are much more effective, rewarding you for successfully anticipating your opponents attacks. You also have a high chance of being knocked over etc., especially with big weapons.
One of the best things about this system is it makes each weapon load-out feel different. The advantages of a shield become immediately obvious, but also shields are able to shatter (something already part of the game if equipment degradation is involved) and are in particular very vulnerable to axes. Blunt weapons, on the other hand, are excellent against heavy/plate armour, while swords are quick and often you are able to get a swipe in before the enemy has a chance to block.
Finally, the system also takes into account the speed of the weapon when it hits, meaning that things like charging the enemy do a lot more damage. Also, it makes long weapons incredibly damaging at range, but not so much in closer quarters where daggers begin to excel. This could be implemented by a damage modifier depending on the weapon and range of the target. And charging damage could be built up the longer you run for, with a cap.
This system would make players think about what weapons to use for each situation, and different weapons would feel different, and suit different play styles. Dual wielding would suit stealthy types who want to kill one enemy quickly, but would be terrible against multiple opponents. The breaking of a shield could be a game changer in combat, and force players to dodge instead of risking their shield against opponents with big axes. Use of ranged weapons and traps would become much more vital to survival, to whittle down opponents to more manageable numbers. Also heavy armour has a serious drawback in that you’re less able to move around and keep your enemies in front of you. Basically, there would be more variables, more risk and reward, more thinking, and MORE EXCITEMENT.
But I realise it would be hard to implement. But soooo worth it.
P.S. a quick look at this video gives an idea of the emergent gameplay this system rewards: https://www.youtube.com/watch?v=G_FixQPzd94
Sorry for the double post:
Another point is one to make NPCs seem more like people – more alive. In Skyrim, even with their daily routines everyone just seemed to boring. I just wanted to scream at them to get a life! Even the jarls, supposedly the most important and presumably busiest men in Skyrim, just spend most of their days sitting – well, slouching - on their throne looking important. It’s understandable that the poorer NPCs spend most of their day working, and their nights at the tavern, but surely the leisured classes should be spending some of their time at leisure?? You know, riding, hunting, practicing sparring, debating, reading, swimming, practicing archery, etc. etc.??
And what about festivals? What if, once a month, each town had its own festival? People dancing on the streets, music being played, drink, banners, competitions, fistfights. Maybe this should be limited in some places, the dunmer are a dour folk after all, but the nords and imperials would certainly have this going on, in their own unique ways.
I really feel that believable NPC lives is something that TES comes so close to but still conspicuously lacks, and for me it’s one of the most immersion breaking things there is. Yes, NPCs may be a bit harder to find, but also think of all the chance encounters you’d see, in towns and out in the countryside.
Finally, and most importantly, can we go back to the old Morrowind ways of no scaling please! I also really like the idea of quest-based smithing levelling and having to go to specialised furnaces to make certain armours, different cures for different diseases (plus diseases getting worse/better with time), bandits staying clear of bad asses, being able to wear clothes with your armour, some sort of freeing the slaves mechanic, not knowing strangers names, rain not clipping through roofs, and diplomatic/alternative solutions to at least some quests.
A Mount and Blade combat system would be an absolute dream, if it were possible. A Chivaly-type combat system is more realistic I think. People can use other combat mods themselves anyway (personally I use Action Combat with Ultimate Combat in Skyrim).
I do like Sablestone's idea for more lively NPC's though, and less predictable routine systems. Lively taverns, travellers, etc. So like, you might meet a trader with a fellow pack guar in Pelagiad, and a week after you find him in Balmora.
I don't think Skywind should spoil itself with too many third-party mods though, especially if they're script-heavy. Just get 'filler' mods, or make our own simpler versions. I'd love to see a huge variation of different generic swords and armours though. eg.
http://www.nexusmods.com/skyrim/mods/32706/?
http://www.nexusmods.com/skyrim/mods/21120/?
Or make different variations and mash-ups of Skywind stuff.
You could also implement more vanilla stuff if they aren't already. For instance, a Nord character could wear vanilla 'Nordic' steel armour, with a vanilla 'Nordic' steel sword, if you know what I mean.
Also, this is absolutely essential for the fight with Dagoth Ur
Let's talk about follower hotkeys! Followers are sooo dumb in Skyrim, I like having them around for company but when you're trying to stealthily take out the badguys and they just blunder in only to run straight onto a bandit's sword/trap/get an arrow or spell in the back from you (usually not on purpose) they seem more like a liability than trusted questing companions.
What would make them so much better is the ability to easily control them from afar. Hotkeys for 'sneak over there', 'attack on my command', 'use ranged weapons', 'run away', 'guard my back', 'attack the spellcaster', 'return to me', 'heal me' etc. etc. would allow you a lot more control than mid-battle having to turn to your companion, hold down e, look at the enemy smashing you in the face, press e......you get the point.
I have dreams of me and my companion being like a well-oiled fighting machine, like Riggs and Murtaugh, able to set up ambushes in a snap, fight back-to-back or simultaneously take out the guards on either side of a door, spec ops style. Other possibilities include synchronised dancing in taverns, pint-downing races and even turning your party into a band (seriously, it would be awesome to see that last one).
(I'm very conscious of how much I'm suggesting without offering to contribute at all. Sorry, I'm a final year student, but maybe next year if this project is still ongoing I'll have a crack at it)
Just other mega hipper immersive thing. Challenge for future generations.
Breakable Shields Of Skyrim
Link to mod and movie
What does this mod do? -It adds a shield that breaks after a certain amount of damage. The shield has 10 different states. The more damage it takes the more broken its going to get and its damage state will increase. As the shield is going through its different states of damage it will change both meshes and textures which adds another element to combat. When the shield reaches it's final state it will break and fall off. Right now it automatically adds the shield pieces to your inventory after it breaks
but in the future the shield will actually be dropped so that the player manually has to pick it up. The pieces can then be brought to the forge to be repaired.More attack types like they had in Morrowind would be cool and definitely improve the combat.
http://www.nexusmods.com/skyrim/mods/72581/?
This is a pretty amazing mod that makes Cloaks move.
Sablestone wrote:
Necroing to say that this is my ultimate dream as well, and has been since before Skyrim came out. If something similar is implemented in Skywind--or modded in at least--I don't think I could ever stop playing it.
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