Skyrim Mods YOU Want!

Status
Not open for further replies.

GasBandit

Staff member
Weird, I just used the old "Get into melee range and sidestep/move backwards to avoid the hit" fps tactic from almost everything I've played while I set it aflame with my level 4 Flames spell and regenned mana.

Witch-Kigo basically fought melee monsters like m'fuckin Ali.
See, now, there's the difference. As a fledgeling sword-n-boarder, I didn't really have much in the way of access to ranged fire attacks, which are the troll's deadly allergy.
 
Funny thing is, with the style of dodging I was doing, the spell may has well have been Flame Touch. :rofl:

Side Note: My Duel Weilding Orc managed to kill it pre-lvl 10 as well by using Berzerk and going psycho on it with power attacks/chugging stamina pots.
 

GasBandit

Staff member
Well, in my case, all I can say is the block perk that slows down time when you're blocking a power move was a real game changer for me. After that, even giants were cake.
 
My encounter was predictably easy, as Arrows seem to solve all problems in this game. It didn't even see me before I dropped it.
 
Top 10 Things Bear Wants in Skyrim.

1) Crossbows. There is no reason these shouldn't be in the game. I mean you have a lost civilization that made it to the steampunk era, mages tossing balls of fire... Jesus could have owned a crossbow and it would have been an antique.

2) Side effects to potions. These were in Morrowind and to a degree Oblivion. This would add a nice dimension to the gameplay I think and maybe up the challenge a little for some. I want there to be a downside to chugging 15 skooma in one combat...that stuff is effectively crack-cocaine.

3) Dragon riding. Nuff said. Mod is progress according to Reddit.

4) The ability to make explosives with alchemy. I like things what go boom.

5) Custom spells. I want this back for Oblivion/Morrowind.

6) As mentioned previously I would like better control of my companions. Lydia just refuses to use the armor and weapons I want her to use most of the time. Additionally the ability to train skills on a companion would be very nice indeed.

7) More/different styles of weapons, armor and clothing. Purely cosmetic. It would just add some variety to the world.

8) Spears. Seriously almost every fantasy game ignores spears. A sharp and pointy stick is one of the oldest weapons known to man.

9) Bartering. The same way it was done in Fallout 3/NV(same game engine). Why this isn't in the game is beyond me.

10) Brothels.
 
Spears and Crossbows were in Morrowind, but they took them out in Oblivion because they weren't sure how to balance them for the new combat system. With spears the issue was that they would have the advantages of both Melee (high damage) and Archery (ranged attack), but they couldn't really tweek ether value without making it ether too good or worthless. With crossbows the problem was that they'd ether fire too slowly to be effective or they'd be too powerful. Considering Crossbows were absolutely broken in Morrowind, this was probably a good idea.
 
What do I want for future modifications? Here is a list.

More Random Encounters. While I like that Skyrim is mostly open and does not involve a lot of random people out in the wilds, I felt they could increase it a tiny bit. I wanted to see more bandits appearing, maybe even with small migrating camps, in the areas around Whiterun or in the various hills. I want to see more Thalmor Agents walking the roads or even more caravans. Some of the best times where stumbling into a bandit ambush. Would love to see that more often and more dynamic. Maybe that road I walked before now has a group of thugs attempting to ask for a toll, or the Thalmor have setup a small camp just off the road where they are interrogating villagers.

More Travel Options. Really miss the old Acrobat stat. I liked being a crazy guy that could nearly leap up hills. Would also like small spells for doing things like Levitation, or a return of the Featherfall spell. Dragon Riding wouldn't hurt either so we have more options other then a horse, but make gaining such ability decently difficult or at least involve a quest. Anything to make the travel a bit easier without breaking the immersion quality of exploration.

Less Aggressive Animals. Seriously, not every wolf is going to attack a person the minute they get in a short radius. Animals should avoid the player or other races unless provoked, either by extreme proximity or through attacking them. Have a few stay aggressive, but only to keep things interesting, but it shouldn't be nearly 100% like it is now. Having scary things jumping you should be more about those More Random Encounters.

No Wilderness Spiders. The thing I liked about the spiders is that when you went into a spider nest you had this slightly freaked out feeling. I found this feeling of dread occurred less and less as I ran into spiders randomly out in the woods, nowhere near the webbed tombs they made homes. I want running into those webbed areas to remain scary, because you never know when a spider is going to jump out of a crack at you. I don't want to see the spiders unless I am in a dark, cramped web filled room.

More Diplomatic Options. I don't like that, even with high speech, I can't influence the leadership of the various groups to come to terms. I want something that gives more options to end the various conflicts and wars without resorting to bloodshed or direct sieges. The game is supposed to be about the freedom, and I don't feel I have as much freedom as I would like if I can't work towards a diplomatic goal. You can even make it ten times harder then the conflict scenarios, and I would do it.

Ability to become a Jarl, or even the High King. I can understand in Oblivion that allowing the player to become The Emperor would never work in the context of the main story, but this time we are literally the next Dovahkiin, the only other one being Tiber Septim himself. I think allowing us to pursue the path of rule, either through diplomacy or conquest, should have been in from the start.

More Factions. The game already has a lot of factions, but I would like to see a few more appear that should have been open in the first place. Examples. The Thalmor are an interesting faction, and wouldn't mind the ability to join with them on certain characters. The dark elves pretty much all fled to Skyrim, and after being such a powerful, driven kingdom with a lot of strong factions, some lead by literal demi-gods, they don't have a single collective force pushing for their own rights? Would even more more quests for the Forsworn, the Orc Camps, etc...

Better Followers. Make it so Followers can't be killed when marked as a Follower and is immune to all your abilities. Using a Shout will knock away enemies, but through power of the voice you can save your followers from it's devastating effects. Make it so you can equip Followers gear specifically, rather then them auto-equiping what has the highest number. Allow Followers to "auto-upgrade" once marked as a Follower to your level. Lastly, allow the usage of two or three followers rather then one, allowing you to build a "party". If difficulty is an issue, make it so the games auto-calculator for NPC difficult marks you up to an assumed higher level when you have more then one follower, so each NPC will be even harder to kill.

Better Crafting For Old Gear. Not saying the crafting system itself is bad, and we already have a lot of mods that allow us to craft items that should have been craftable. What I want to see though, is a method from which we can upgrade OLDER gear to be as good as new gear. Personally, I preffered my Ebony Armor over that of the Dragonbone I later came to wear, but the stats couldn't be ignored. It would be nice that when we learn a new armor, it gives us options of reinforcing our existing armor to levels similar to the highest armor we can craft. Example. I can make "Dragonbone Reinforced Ebony" which has the same ratings as Dragonbone Armor, but costs more Ebony Bars and Dragonbone. Maybe I really like that Iron Outfit, or that Leather Forsworn Outfit. Allow me to reinforce it with Dragon Scales or sections of Malachite to improve them up to those armor levels. One of the appeals of these games is the look of your character, and I don't really want to look like an evil death knight just because I want the best Heavy Armor values.

Better Storage and Organization. Mentioned this before, but I want to see storage installed in more areas around our houses, placed in logical locations. A alchemy satchel located on the alchemy table, or a nearby alchemy chest. A drawer for Soul Stones. A weapon crate for weapons. Etc... Would also like to see them utilize the organization methods of our regular inventory, so everything is not a massive pot of random items.

Adding to this, I would also like much better naming systems for some items. For instance, Potions are often all over the place. Health potions are never next to eachother, so you have to search through just to find the ones youy have. A simple change to the naming scheme could fix this so that the main part of the stat (say, "Health" or "Magicka") are at the front of the name, rather then the back. (Instead of Potion of Minor Health, it would be Health Potion (Minor)) Thankfully I heard someone is already working on such a mod.

These are just some of the things I would like to see, most of them just for convenience and to improve my playstyle, while keeping the core of the game intact.
 
Hell, I would wear steel armor over anything. It looks the most fitting. Daedric armor has always looked goofy and out of place in every elder scrolls game. The plain old steel armor definitely fits in the best in the world.
 
Hell, I would wear steel armor over anything. It looks the most fitting. Daedric armor has always looked goofy and out of place in every elder scrolls game. The plain old steel armor definitely fits in the best in the world.
Exactly.

During one of the later quests I was finishing, one where you work together with some Nords, I felt really out of place with all these people in iron, leather, and steel, while I was either in Dragonbone or Daedric. Hell, the "iconic" helmet that now plasters all over the place (the iron helm) is only useful for like the first few levels before you outdo it, never to see it on anyone other then NPCs or littered around as loot you never want to pick up. How cool would it be if you could just upgrade the helm?

Also, one addition.

NPC Upgrades for Gold.

Come on, we have these blacksmiths that are willing to sell me junk and hammer away on those upgrade stations all the live long day. Yet, I personally have to be a master blacksmith to upgrade my gear. Why can't I pay that blacksmith a few hundred, maybe thousand gold to do the upgrade FOR me? It really does make it so when they randomly use their own tools that it's all just for show, since not even the stuff they sell has any upgraded levels.
 

Dave

Staff member
I'd like to be able to be a Stormcloak and not kill Balgruuf. I like the Stormcloaks but I now join the Empire every time to not kill this guy. I like Ulfric, too, but Balgruuf has a strange place in my heart.
 
I'd like to be able to be a Stormcloak and not kill Balgruuf. I like the Stormcloaks but I now join the Empire every time to not kill this guy. I like Ulfric, too, but Balgruuf has a strange place in my heart.
Same, I literally turned in the crown to the Empire after helping the Stormcloaks gain it, just because I didn't want to attack Whiterun and exile my favorite Jarl.
 

Dave

Staff member
Ooh! I didn't even think you could do that! But to win the war for the Stormcloaks don't you have to attack Whiterun?
 

GasBandit

Staff member
Come on, we have these blacksmiths that are willing to sell me junk and hammer away on those upgrade stations all the live long day. Yet, I personally have to be a master blacksmith to upgrade my gear. Why can't I pay that blacksmith a few hundred, maybe thousand gold to do the upgrade FOR me? It really does make it so when they randomly use their own tools that it's all just for show, since not even the stuff they sell has any upgraded levels.
Heh, it made me chuckle when I got to the Mage College and finally found an NPC enchanter, and when I asked him to enchant something, his answer was basically "No. I'm too busy."
 

Dave

Staff member
Yet enchanting is the only thing keeping the college close to the outside world! That's what they say every time I'm there.
 

doomdragon6

Staff member
I thought of another one. When I very first started playing and was first inside a building, I started casting fire on shit. All shit. Wood shit, stone shit, cloth shit, background shit, item shit. And I was disappointed.

Fire didn't burn for very long, and it only had a limited "effect" area. You couldn't swathe a room in flames. You could only keep a set number of small flames.

I want a mod that
1) Allows more "flames" and allows them to stay longer, so you can set a whole room on fire.
2) These flames can be used to harm others. (Enemy near ____, set ____ on fire, enemy takes damage. Or, even set the grass on fire and make a fire wall.)
3) Allows objects to be consumed by flame. If I set a wicker basket on fire, I want it to turn black then turn to ash, and it's gone. I understand furniture might be a bit more permanent (but I wouldn't mind if a mod let us toast it too), but I'd like to be able to blast something into nothing with fire.
 
Along with some of what's already been said, my requests/desires have a few that are simple, and some that are more complex:
  1. Spellmaker: Shouldn't be too hard to integrate into the current interface in a fairly easy way, considering the enchanting interface does almost everything you'd want already.
  2. Enchanting Services: If you want to pay somebody to do it, let us pay them. Have a defined set of enchantment effects per NPC. Make it expensive so that there's an incentive to do it yourself, but let them do it. Use the existing interface. Possibly restrict a few things (dual enchants) to those who put in the perks to do so, but the majority of it should be available from NPCs.
  3. Blacksmith Improvement Services: Similar to enchanting, why can't these guys "just make" what you want? Or even improve gear as you desire? Some may be "busy for the Yarl" or whatever, but not all, especially not for a price.
  4. More spell effects: Spell absorb effect please? It's already in the game, just not on any spells, only powers and perks. How about a magical Lockpicking spell, or series of them like Oblivion did? Wouldn't be too hard to script it for different power levels. If I'm a pure mage, I want to bend reality to my will, which means I'm not fiddling with little pieces of metal either. What about some Thu'um-only effects, like push? Time slow down? Etc? More "modern" magic should have some of this too. Integrate into spell maker.
  5. Lock doors. Let us use our lockpicking skill (call it locksmithing or something) to LOCK a door. Big nasty coming at you? Shut the door in its face and lock it. Magical equivalent too would be great. I figure this type of thing is "probably" scriptable based upon what I've seen in the game already.
  6. AE spells shouldn't affect companions and summoned stuff. I basically don't use my AEs right now because they'll kill Lydia. That's not good. I like that they made the companions near-invincible. Fine. Make it so that I can't harm them either.
  7. Destruction needs to scale better mid-game. I'm at 35 or so, and using the same fireball spell I used sub-10. The adept ones are all AE and not mana-efficient, and the ones at 75 cost more than they are "better" by. I should get more damage per mana as I go up, not less. Even with the perks, which help, it's still not in a "good" spot. Maybe the other solutions, of having gear affect destruction damage is the right one, so that gear affects how powerful your magic is, not just how much of it you have.
  8. Restoration needs to skill up faster than it does. It also doesn't help that it can't compete even moderately with potions. Yes you can quaff infinitely, but restoration just takes so much mana that I'd rather risk the "kill shot" by using it for destruction, than use the spell most times. Maybe the same solution as with Destruction, have gear affect spell power.
  9. Mana regeneration in-combat needs to be useful. I have 200% over standard, and in-combat it's just not useful. Going drunk on potions again, which I don't think is right. If regeneration is useful, MAKE IT USEFUL. Let us keep up with the rate of usage, otherwise it's just back to potion necessity to-the-max, and you may as well not have regeneration as a stat.
 
I think the issue with healing in general is kinda lopsided. In Morrowind and Skyrim, potions are better because you can always drink more if you need to. In Oblivion, healing potions were crap because you could only drink 4 potions during a set period. The problem is if you don't give unlimited potions, some battles are simply too hard, but if you DO give unlimited potions, most battles become trivial. There needs to be a happy medium.
 

Necronic

Staff member
If I remember correctly didn't potions only increase regen in Morrowind? I would prefer that system. This isn't Diablo ffs. And, even in diablos potion spamming nonsense, you couldn't pause the game to drink them all at once.

As for magic regen, I've never had much of a problem with it. You just need to have a really high magic and a really high regen, but....I mean what else are your stats going to if you're a caster?

More destruction perks would be better as well, to add some flavor. And yeah, AE spells should not affect companions (but should still affect summoned duders.)

Buying /blacksmithing could be cool, but I think you should make the power dependant on NPC, your level, and your Speech skill, like you're convincing the dude to make you something really slick.
 
This thread is getting crazy spoilery....
Not to knock your aversion to spoilers (really, I'm not at all) but that's something I really, really like about Elder Scrolls games. That really, most of the story-like stuff ingame is completely secondary. People generally don't give a hoot and it makes for easy discussion rather than a thread that's 90% spoiler tag.
 

GasBandit

Staff member
I cannot recommend this mod enough

http://www.skyrimnexus.com/downloads/file.php?id=822

It's a striking difference in game, especially in dungeons.
I guess I'm just that guy that doesn't like all the new postprocessing everybody's all gaga over. I've always hated bloom, depth of field, etc.. and in that page's links, I like the "before" on all the pictures much better than the "after." The Afters just look unnecessarily dark, like Doom3 dark.
 
I have a pile running. It doesn't as far as I can tell.

There is a slight performance hit.

Try it with the Sin City effect!

 

Dave

Staff member
After the patch, QD Interface is fucked up. And by fucked up I mean royally broken. I can't do enchanting - even after doing what they say is the uninstall. D'oh!

Fixed. Just had to put in the newest one. But skyrim nexus has been hit or miss today.
 
After the patch, QD Interface is fucked up. And by fucked up I mean royally broken. I can't do enchanting - even after doing what they say is the uninstall. D'oh!

Fixed. Just had to put in the newest one. But skyrim nexus has been hit or miss today.
I couldn't enchant with QD before the patch. I had to get rid of it because of that.
 
Status
Not open for further replies.
Top