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#1 |
![]() Join Date: Nov 2011
Reputation: 2
Posts: 265
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Give me one that puts a basement with an enchanter in it in the Whiterun house! Some WORKING bookcases would be nice in it as well, and maybe another storage bin!
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#2 |
![]() Join Date: Dec 2007
Reputation: 11
Posts: 94
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These probably exist already, but I'd like the world to be more colorful. I find it too dark and scary. I'd like it to be more friendly and welcoming.
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#3 |
![]() Join Date: Apr 2011
Reputation: 741
Posts: 2,210
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Improvised Weapons. Pans, Chairs, Arrows (STABSTABSTAB), Mead Bottles, etc.
Would be awesome. |
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#4 |
![]() Join Date: Nov 2011
Reputation: 4
Posts: 89
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I would love to open the map and see the main roads instead of clouds.
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#5 |
![]() Join Date: Jul 2011
Reputation: 0
Posts: 21
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I hope the creator of the septim-mansion makes a version for skyrim. I love having my house always with me.
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#6 |
![]() Join Date: Oct 2008
Reputation: 168
Posts: 880
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Better armors - I think most of the armors look horrible especially the ones that hide the face - Ebony is utter crap to look at. I have Lydia decked out in Orc Armor at the moment because she looks good in it - I can see her face and although it looks tough it also makes her look like a woman.
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#7 |
![]() Join Date: Oct 2007
Reputation: 6
Posts: 80
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Daisy, there are some maps ini tweaks, including removing the clouds. I don't know if this is what you're looking for, but take a look:
http://www.skyrimnexus.com/downloads/file.php?id=253 As for mods I'd like to see, anything that improves on that awful, console-esuq interface. SkyUI is a great start; I hope they continue to expand that mod. There's a sorting/renaming mod that helps as well. I like any mod that contributes to immersion through variety. Skyrim reuses a lot of textures and models; for example, every blacksmith in the world uses the exact same equipment. On the one hand I understand this is probably a game play decision, so the player doesn't need to re-identify the mechanic every time, but I'd rather variety and personality between the cities and NPCs. Also, a mod that gives me real control over the placement of furniture in my house. And, my love, a mod that allows me to divorce Ysolda, my love, because, my love, I can't stand her, my love. |
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#8 |
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Banned
Join Date: Mar 2009
Reputation: 70
Posts: 559
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Sharp Shadows, walk faster as you level up and the ability to cast while holding a weapon mods please.
I am only lvl 15 (I think) so not sure if there are any in the game but a levitation spell mod would be nice if none in game. Either that or winged booties armour. Last edited by Zebideedee: 12-23-2011 at 06:43 AM. |
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#9 |
![]() Join Date: Apr 2011
Reputation: 48
Posts: 585
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#10 | |
![]() Join Date: Oct 2011
Reputation: 15
Posts: 216
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Quote:
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#11 |
![]() Join Date: Oct 2011
Reputation: 16
Posts: 790
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I would actualy like to play a game like this but in the kung fu style. Where you learn styles and forms and such. I think it would be cool.
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#12 |
![]() Join Date: Aug 2011
Reputation: 323
Posts: 2,614
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UI efficiency tweaks are a biggie. There's a lot that's THERE, but not efficiently accessible or otherwise poorly presented.
Conversations: - It is NOT a smart idea to use font emphasis to show BOTH what branches have already been taken, and what you're selecting. A chevron would make much more sense for the latter. Health bars: - Option to use numbers instead. Why show weapon damage as numbers, but only show enemy health as bars w/o scale? Companion inventory: - A "recharge weapon" option that can use soul gems from your inventory. - Include companion inventory when trading with a merchant so you can sell directly from it, provided companion is nearby. Sneak crosshair: - Really, I don't need an eye showing where I'm lining up additional shots before I'm fully spotted. BAD design choice, Bethesda. It's fairly odd to have this anyway (what, the player has psychic powers and magically knows whether he's been detected without, oh, observing the enemies and studying their behavior? His vision is augmented?), but to use what should otherwise be an aiming tool is obnoxious. Separate this. Companion pathing: - You can tell a follower to go somewhere. You could, conceivably, route a follower around an obvious trap by giving them a series of such instructions. It would be much more efficient AND more realistic to issue a order to *AVOID* a given area, however. Containers: - For the love of Hastur, *categories*. This is especially egregious in houses. - A confirmation dialog for the 'take all' if this would overload the player. Open-top boxes that look like containers but aren't treated as such (like boxes of alchemy components often found in houses) - Treat them as containers so one can reliably drop items into them. Favorites: - Explicit binding of arbitrary item combinations (e.g. one key to choose a specific combination of armor, or binding a specific sword/shield combination to a key). - Two-level customizable hierarchy, so e.g. one could hit a key to a player-made "Crafting Favorites" list, which would have its own set of key -> item bindings. Or, alternately, "Armor Sets" -> "Crafting Suit", "Sneaky Bastard Suit", "Oh Bugger They Found Me Suit". Rules: - There's a lot of completely unexplained stuff. People shouldn't have to run experiments to determine what "Critical Damage" means, for instance; the game should *tell you* so you can actually make an informed decision on your perks. Bookshelves: - A "fill this shelves with nearby books that aren't already on bookshelves" command. It's tedious pulling books from a container and stocking the shelves, and it adds *practically nothing to the game*. |
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#13 |
![]() Join Date: Aug 2011
Reputation: 323
Posts: 2,614
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Also (again, all targeting efficiency, rather than adding features)
Alchemist inventory: - An option for sorting ingredients by known properties. Alchemist table: - Ability to purchase least expensive currently available currently-known-to-have-that-property components to finish a specific potion if a suitable merchant is nearby. Smithing stuff (smelter, forge, grindstone, tanning rack, workbench or whatever the hell the armor-upgrading table is called) - On the smelting / upgrading / forging interfaces, if there is an available merchant nearby give an option to buy all required remaining components for a selected item if they have them in stock. Enchanting table: - If there is a nearby seller of soul gems, allow purchasing them through the enchanting table menu. Enchanted items, in general: - Mark if you don't know the enchantment on an item, and it's possible to disenchant it. It's a bit of a pain that you can't find out what enchantments you already know except when in the enchantment menu itself, and there often isn't one right next to a merchant or the chest where you might procure an item. Spellbook vendors: - A 'hide already-known spells' option. Or mark them in the interface. |
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#14 |
![]() Join Date: Mar 2009
Reputation: 18
Posts: 260
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I want a mod that lets me see my own shadow in 1st person mode.
I want a mod that lets me and npc's make footprints in the snow. I want a mod that replace that god awful map with a hand drawn map. I want a mod with some new armors (that don't replace the current ones) |
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#15 |
![]() Join Date: Feb 2010
Reputation: 0
Posts: 127
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Lord of the Rings mod for kicks. White run is that horse kingdom, elf armor is...elf armor. All you need is dwarves, more goblin like things and a mount doom and your good. XD
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