Also, if you don't like an idea for a mod someone has come up with, instead of putting the idea down, or saying "I don't like this idea", how about instead offering an alternative? This could make things more constructive. =)
Originally, I had posted info here about why I created this Topic. But I have since then edited it out, because it seemed to detract from the main purpose of the Topic. My apologies to Eldron and Gregasaurus, who both replied to the info I chose to edit out.
What I am looking for primarily is to post ideas that I have for potential mods, and to also see what other ideas people may come up with.
And, of course, many/all of the ideas here will depend upon what Skyrim actaully ends up being.
1. A mod that turns off Fast Travel, and introduces into Skyrim the type of travel system as seen in Morrowind: Guild Guides, Mark/Recall spells, Divine Intervention (of course, though, not Tribunal-based or Imperial-based, probably Nord-based), etc.
I know Fast Travel has been a Hot Topic in these forums. It seems like most people have their preferred system, with only a few people who "don't care one way or the other". I prefer the Morrowind system, but also a person I work with prefers the Oblivion system. Different people value different things. Maybe a mod like this is one way to satisfy most everyone.
2. (If Skyrim has a "Stealth Eye" icon): a mod to make it so that the icon being lighter or darker depends only upon factors that affect Sneaking, and NOT upon whether the character is detected. For example, have it's lightness/darkness only be based upon: skill level, type of boots being worn, running/walking/unmoving, etc --i.e. only factors that affect the chance of being detected.
The effect I am looking for is: if you are detected while sneaking, have it be that you realize it because the enemy attacks you, yells a curse at you, or something like that, but NOT because an icon lights up. This way you don't know you are detected unless something happens...
3. A mod for changing "combat music" to start playing only after having been actually attacked, and NOT after having been "spotted" by an enemy.
In Oblivion, the combat music greatly reduced Immersion for me, as I could be travelling somewhere when combat music suddenly starts up, giving me advanced warning that an enemy spotted me. All suprise/suspense feelings were lost to me this way. I had to turn music off, unfortunately, to fix this... The desired effect is to have combat music be there to enhance the gameplay, and not to give an unrealistic warning of danger.
4. A mod for altering the way NPC's mark locations on the map. Instead of giving an exact location, have the place be in an area "around the location marked" on the map. This way, a player will have to do at least "a little" exploring for those places. Possibly, the distance from the mark to the actual place could partly be based upon the knowledge of the NPC. For very knowledgeable NPCs the location might be within a very small distance, but for the less knowledgeable, the location would be a greater distance.
Also, if Skyrim features the Target Icon on a "compass", then in this respect, the Target Icon would lead the player to the "mark" that was placed upon the map, but not the actual place. Upon reaching the "mark" the player would similarly have to look around a bit to find the actual place.
Possibly, this mod could be created by slightly moving each of the locations on the map a little?
5. If there will be no spellmaking in Skyrim, I would like to see a mod that puts it back in. If, for instance, Oblivion had no spellmaking at all, this would have been horrible, as there are many spells in Oblivion that are virtually useless when bought "as is". For example: Bound Weapons that last only 15 seconds seem to be useless, since most combat situations last well beyond 15 seconds--only by altering these spells (increasing them to maybe 40 seconds) did they seem to become useful. Since I'm not a modder, I'm not at all sure how this type of mod would operate (or if it is even possible), but it should strive to maintain the balance in the game--increasing a spell's power should make it more costly to cast, require a higher skill level, etc.
6. Depending on how conjured creatures work in Skyrim: a mod to have a conjured creature target the enemy closest to it.
It was soooooooo frustrating in Oblivion when I would enter into a combat situation, conjure up a creature, but instead of my conjured creature attacking the enemy right near us, the conjured creature would run off into the distance and attack an enemy that hadn't even seen us yet. I'm not sure how the targeting system worked in Oblivion, but in my opinion, in this respect, it was horrible.
Here are more ideas, from people who posted replies: (see below for their full replies):
7. Spears, if not in game, then mod.
--Xevious
8. Local reputations rather than universal only
--Soulwalker
9. Makes traps more difficult to spot for those with a lower security skill level (maybe chameleon effect added to all traps?).
10. Books able to be placed in the inventory without being forced to read.
11. Turning off the pausing of the game when doing things like looking through inventory, picking locks, reading a book, etc. Perhaps the only pausing available could be when saving/loading/etc.
--trogilon
12. No spider enemies
13. Timescale changes
--Badprenup said would make these, plus other mods.
14. Add block to one-hand weapons.
--Kyuuen
15. Large province mod like Onra's heightmaps, but done from the start so in a year or two we'll have a complete Tamriel (the landmass anyway).
--AliTheLord
16. Additional effects to spellcasting.
--MK-{OmegaX} (This person wrote alot of ideas. See below for the complete post.)