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Skyrim Mod Ideas


Mael

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  • 3 months later...

Hello everyone, first post so be gentle. I see that this thread isn't very active, but guess it's the best place to ask.

 

Finally found this site, and patched an otherwise great game, it really helped on the realism and immersion, and for me that is key to enjoying this game over and over again.

 

Now speaking of immersion, there are two things that have been bugging me ever so much, and I'm wondering if someone is working on a Skyrim mod that specifically fixes them:

 

1) Brand-Shei is heir to House Telvanni, yet when you later on meet other members of House Telvanni, you are never given the option to go back to Riften and inform Brand-Shei that he isn't the sole survivor - and he does not need to stand in Riften selling his wares. For instance a simple dialog where you can tell him to come with you to meet Neloth would be a great help to immersion.

 

2) This one is a bit more complicated: Paarthunax is supposedly among the oldest of Dragons, yet when you later encounter Durnehviir and Miraak, two entities surely known to him, you cannot ask him about them - I don't know a good immersion solution, but it's always bugged me.

 

If there are solutions available for this, I'd be happy to try them out.

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Welcome to AFK Mods! :banana:

 

Have A Horker! :horker:

 

 

I think the topic title speaks for it self I mean ideas just don't come out of sudden, so that's probably why this thread doesn't have much activity.

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The flat out factual inaccuracies alone were enough to drive me crazy by the time *I* responded and these idiots added 5 more pages??!? And some of these people are known gurus in the series and are spewing things I know to be lies.I've played Morrowind. Not once was I forced into joining a faction. The Blades don't count as they weren't an actual useful organization beyond your Balmora contact. I wasn't forced to be in any of the guilds OR the great houses.In Oblivion, you didn't have to join the Mages Guild to be able to access Tar-Meena to get the information she had.Skyrim? Nope, you're forcefully railroaded into the College of Winterhold and very strongly pushed into the Thieves Guild. While you can find Esbern without them you have no way to know this on your first play through. Brynjolf is very insistent about making you help him with his little scheme before he'll help you. There's no in-game reason for any of your subsequent players to know either. Delphine telling you to go to the Ratway isn't really good enough, because without asking about it you'd never really know what that was.Bethesda obviously felt like addressing the aspects of destroying a faction since they gave the DB a back door that provided a motive to wipe them out instead of joining them officially. Why this didn't carry over in Riften for the TG is beyond me.I'm also not sure anyone's claims about the MQ and Civil War are right.

I played through the entire war with my lizard before having gone to Blackreach. In fact I'm pretty sure I hadn't even gone to see Septimus yet. The war ended without so much as a peep from the peace conference. I didn't even get to see that until my conjurer progressed past Alduin's Bane and the Jarl of Whiterun told me to get lost.

I read the "I don't appreciate of being railroaded" thread at BSF and I concur to what opinion TK has, but I also I agree with this since I've played Morrowind several times since my first playthrough in 2002-2003.  Back then I didn't joined a single faction that was crucial for completing the MQ, but I did join the Imperial Cult though because I wanted to join them and not of being forced to do so.

 

However, there is another aspect that I haven't read a post about and what I'm talking about is of course is that in Morrowind Caius will tell you several times to go out and do some freelancing just to preserve your cover identity between the quests in the MQ, which I think adds to the depth of the atmosphere and story that makes Morrowind so unique.

 

In Skyrim something similar exist and that happen when Arngeir told you to honing your voice by discovering the word of power that's scattered around in Skyrim.  Now how the hell am I suppose to do that when there are several word wall placed into locked locations I mean all those locations that requires membership in four guilds/factions;  The College of Winterhold, The Dark Brotherhood, The Companions, The Thief's Guild.

 

My conclusion is that Bethesda have already *destroyed* the game for a RPG gamer by having a "Honing your voice" dialogue for Arngeir when speaking to the player at the same time have a *being forced into a faction" concept in your first playthrough.  It sucks for a PC-version of Skyrim and it stinks a "Microsoft Xbox console policy" throughout the entire game.

 

I suppose the same thing goes for Oblivion of being forced to join a guild doesn't really exist except for one thing and that's about you must sleep before you can level up, so this is indirectly a sort of being forced into a guild and the guilds will provide a free bed if you join them.  Thus I can only comment on those facts I discover in-game and not the MQ itself since I haven't completed the MQ in Oblivion yet.

 

 

I also read thread on TESA that TK mention about the Forbidden Legend quest in the OP.  I think I found a possible location for Jyrik Gauldurson and that's in Shriekwind Bastion and the boss there is a Draugr Scourge (my level is 15-20) I think.

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Hello Friends,

 

I'm feeling a bit silly today, and I wanted to ask you about this mod idea, how complicated it would be to implement, in general. At this time it is definitely not worth opening an own thread for it. I must say the idea is not mine, but it came up in some "What mod would you like to see" thread certainly a month ago or even more, and the one guy had this idea. It kinda stuck with me ever since, so I decided to ask about its merit. It's a bit of a silly mod for sure, but here it goes:

 

He called it the Vengeful Dog God mod. Basically each time an NPC would say "Stupid dog!" there should be a thunder and the NPC getting struck by a lightning. This is just it. I think if implemented well it could be pretty comical, also because it is not an often heard comment.

 

I was thinking of the following "screenplay" and stages:

  1. NPC says "Stupid dog!"
  2. Immediately a loud thunder (existing sound files) is played
  3. Camera zooms out into third person view and overhead - centers on the NPC
  4. Lightning strikes the NPC out of nowhere, ideally from the sky (maybe could be shock spell effect ?)
  5. NPC says "Ah!" or "Outch!" (existing sound file)
  6. NPC is seen tumbling to the ground (existing animation)
  7. NPC is seen getting up (existing animation)
  8. Camera goes back into whatever mode it was before the scene
  9. finished :smile:

The NPC is not meant to take any (serious) health damage or anything.

 

Is this just too silly a mod to even get into?

 

How (technically) difficult would you esteem this to be? Any other ideas and improvement suggestions? Thank you for some thoughts and pointers. :)

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  • 2 months later...

Hello everyone, this is my first post  :innocent:

first of all, be gentle with my english, I'm italian ^_^
here is my idea:

 

Dynamic Quest Based on Economy

 

To create the mod that I've in mind, I guess will require a team and a bunch of scripts.

Imagine that every town have a board (like the one out of the tavern in The Witcher) or even you can talk with Jarl's counselor..

By click on this board the player can read some papers where the Jarl or the merchants require their needs.

Could be placed also some "wanted" to hund bandits, but how does it work ?

 

How it works

  • Every City have a unique stat that create stuffs depending on placement on the map

Riften generate alchemy components, stuffs in woods, foods, fishes

Markart generate minerals, some weeds and meal but lack in alchemy, fish and fruits

Falkreet generate potions, fruits, mushes, stuff for alchemy and woods

...just to make give an example

  • Every City have unique consume items

food, resources, money, weapons armors...

so, a script, I think 2 times per day, will reduce items that the vendor have to sell, but that will increase money
(that will give a sense of "real" selling, so item removed, not all but most)

We should know how many money a city have (the total) and spread it on all merchants.
If they become too poor, the mission will rewarded less.

If there are scarcity of an item it will be payed more, o the quest about it will reward more.

  • Based on the needs Cities will require stuffs

so, on the boards, or by talking with the secretary of the Jarl, the player could start mission

of gathering, routing, or escorting convoy.

But also, the cities provide their needs by itself by starting convoy from city to city to restock the goods.

  • Bandis

I'm not sure if it technically doable, but the mod should instantiate some bandits zone where they have a base (or a camp).

They, from time to time, will attack convoys so the player could start mission to keep secure the roads.

  • Every Action have a Reaction

by questing for a town, which trade with others cities, the economy will grow, and the player relation with some factions will increase, but will decrease with adversary, so at a certain point some towns 

could become enemies, the player could start mission to attack convoys which will starting hunt-down mission versus the player which will become a wanted ! 

 

Also the player could hunt convoy, for money or selling stuff to other towns. 

  • We can also have Cities at war

All town should start at neutral point (+/-) but with the player action some towns could become opposite, until they start fighting each other, like paying bandits to attack convoy or sending soldiers to block convoy on certain roads.  Obviously the player or the convoy's escort will fight with other soldiers and that could keep us at the same state that we seen during the civil war. 

 

Conclusion

 

A mod like this will require a self running system, which works independently by the player, but the player could guide the economy of the towns with his actions. Must be balanced, 'cause we didn't want to start a war after 3 days :P so all this things must be placed on the right point to keep Skyrim on an apparently peace.

 

I guess there are a bunch of genius here and there, and also if it sound complicated it isn't so much, just a bunch of variable that change his numbers, but I guess that mod will require a bunch of times and a lot of scripts, but also will give new shine to TESV.

 

Contact me if you care  smile.gif

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Hello Friends,

 

<snip>

 

Is this just too silly a mod to even get into?

 

How (technically) difficult would you esteem this to be? Any other ideas and improvement suggestions? Thank you for some thoughts and pointers. :)

Sounds fun and I like the idea if it's feasible that is. :D

 

Welcome to the AFK Mods forum my friend! :bigcookie:

 

Have A Horker! :horker:

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Hello everyone, this is my first post  :innocent:

first of all, be gentle with my english, I'm italian ^_^

here is my idea:

 

Dynamic Quest Based on Economy

 

To create the mod that I've in mind, I guess will require a team and a bunch of scripts.

Imagine that every town have a board (like the one out of the tavern in The Witcher) or even you can talk with Jarl's counselor..

By click on this board the player can read some papers where the Jarl or the merchants require their needs.

Could be placed also some "wanted" to hund bandits, but how does it work ?

 

How it works

  • Every City have a unique stat that create stuffs depending on placement on the map

Riften generate alchemy components, stuffs in woods, foods, fishes

Markart generate minerals, some weeds and meal but lack in alchemy, fish and fruits

Falkreet generate potions, fruits, mushes, stuff for alchemy and woods

...just to make give an example

  • Every City have unique consume items

food, resources, money, weapons armors...

so, a script, I think 2 times per day, will reduce items that the vendor have to sell, but that will increase money

(that will give a sense of "real" selling, so item removed, not all but most)

We should know how many money a city have (the total) and spread it on all merchants.

If they become too poor, the mission will rewarded less.

If there are scarcity of an item it will be payed more, o the quest about it will reward more.

  • Based on the needs Cities will require stuffs

so, on the boards, or by talking with the secretary of the Jarl, the player could start mission

of gathering, routing, or escorting convoy.

But also, the cities provide their needs by itself by starting convoy from city to city to restock the goods.

  • Bandis

I'm not sure if it technically doable, but the mod should instantiate some bandits zone where they have a base (or a camp).

They, from time to time, will attack convoys so the player could start mission to keep secure the roads.

  • Every Action have a Reaction

by questing for a town, which trade with others cities, the economy will grow, and the player relation with some factions will increase, but will decrease with adversary, so at a certain point some towns 

could become enemies, the player could start mission to attack convoys which will starting hunt-down mission versus the player which will become a wanted ! 

 

Also the player could hunt convoy, for money or selling stuff to other towns. 

  • We can also have Cities at war

All town should start at neutral point (+/-) but with the player action some towns could become opposite, until they start fighting each other, like paying bandits to attack convoy or sending soldiers to block convoy on certain roads.  Obviously the player or the convoy's escort will fight with other soldiers and that could keep us at the same state that we seen during the civil war. 

 

Conclusion

 

A mod like this will require a self running system, which works independently by the player, but the player could guide the economy of the towns with his actions. Must be balanced, 'cause we didn't want to start a war after 3 days :P so all this things must be placed on the right point to keep Skyrim on an apparently peace.

 

I guess there are a bunch of genius here and there, and also if it sound complicated it isn't so much, just a bunch of variable that change his numbers, but I guess that mod will require a bunch of times and a lot of scripts, but also will give new shine to TESV.

 

Contact me if you care  smile.gif

What you suggest is similar to what TK's Economics of Skyrim once did, because last year he simple stated that the EoS mod were abandoned.  Also I don't know what answer he have if someone ask him about resurrecting the EoS mod.

 

I doubt that including bandits would be feasible due to papyrus and not to mention factions, but having Cities at war is definitely out of question since the Civil War in Skyrim is in a complete mess and even Arthmoor simple gave up when trying to find out what content there is in CK IIRC.  Of course I could be wrong about the Cities at War concept though.

 

 

Welcome to the AFK Mods forum! :bigcookie:

 

Have A Horker! :horker:

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