Ideas for Modders

Post » Tue May 03, 2011 4:07 am

I really do appreciate all comments from people. However, primarily, I'm looking for ideas for mods for Skyrim, based upon either what we know of as comfirmed features, or just about what we speculate will be there. If you believe it is too early to discuss mods for Skyrim, I appreciate that view. But, I however don't think it's too early. I would like to get ideas going. And, who knows? Maybe someone out there has a Beta version of the CK and might want some ideas? Either way, if you think it's too early, please feel free to disregard this topic.

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.)
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dean Cutler
 
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Post » Tue May 03, 2011 9:39 am

As for game completion, I'm almost positive that they are still making minor changes and have begun play-testing. Otherwise they would never be able to release so much information, but it's still early to have completed it.

As for our suggestions not being heard, if they are minor, they MAY be implemented (if there is a huge movement for it). If they are major, they will probably be added to the next game. A lot of the innovation and ideas for Skyrim were taken from last-minute suggestions (and later complaints) for Oblivion.
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P PoLlo
 
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Post » Tue May 03, 2011 4:12 am

At last check, Pete Hines's twitter confirmed that they are still technically pre-alpha, which means that not all of the features they want to implement are yet implemented. So no, it's not done yet.
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Dylan Markese
 
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Post » Tue May 03, 2011 3:57 am

I still have hope for spears in the traditional sense personally. the way skils are set up seems much more lenient on differing weapons. If not by Bethseda, then modders should have less trouble, assuming animations are no longer a pain to implement.
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Matt Bigelow
 
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Post » Tue May 03, 2011 12:00 am

If it's possible, I'm keen to see local reputations rather than universal only.
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SamanthaLove
 
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Post » Tue May 03, 2011 8:32 am


As for our suggestions not being heard, if they are minor, they MAY be implemented (if there is a huge movement for it). If they are major, they will probably be added to the next game. A lot of the innovation and ideas for Skyrim were taken from last-minute suggestions (and later complaints) for Oblivion.


I was hoping that modders could make the changes to Skyrim, rather than wait until the next ES game. Either that, or maybe mods for suggested changes could be included in any official downloadable content, if available for Skyrim.

At last check, Pete Hines's twitter confirmed that they are still technically pre-alpha, which means that not all of the features they want to implement are yet implemented. So no, it's not done yet.


Even if the game is not yet complete, I personally believe that Bethesda probably has it all planned out and will not make any changes based upon suggestions from us. Please understand, I'm not saying Bethesda doesn't care about the players of the game. I'm just thinking that The Team has probably all sat around and discussed what will be in the game and what won't, and that most likely, they've finalized their plans for the game.

The purpose of this post was mainly to get some ideas out there for modders, who could alter the game for players who may have been hoping for something different than what Bethesda ends up giving--for example: the concept for an alternative to Fast Travel comes to mind.
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Ian White
 
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Post » Tue May 03, 2011 4:00 am

I still have hope for spears in the traditional sense personally. the way skils are set up seems much more lenient on differing weapons. If not by Bethseda, then modders should have less trouble, assuming animations are no longer a pain to implement.

they're obviously going to implement it in the 1st dlc also featuring horse armor but it will cost $100 as todd said in the ign article.
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Antony Holdsworth
 
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Post » Tue May 03, 2011 2:34 am

I would like to see a mod that makes traps more difficult to spot for those with a lower security skill level (of course, this is assuming security is a skill in Skyrim--I haven't seen confirmation either way, yet).

One possible way to do this could be to add a chameleon-type effect to all traps. (I'm not a modder, so I'm not sure if there is an easy way to do this). Maybe, the power of the chameleon effect could be inversely proportionate to the player's current Security skill level. For example, as a novice in security there could be maybe a 50% chameleon effect on traps, 40% for apprentice, 30% for journeyman, 10% for expert, and none for a master.

At least for immersion's sake, it seems appropriate that those players skilled in security (or respective Skyrim ability) should be able to spot traps better than those whom are less skilled.
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sexy zara
 
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Post » Mon May 02, 2011 7:22 pm

I was about to post some suggestions to Bethesda for Skyrim, when a thought dawned upon me: it may be that Bethesda has already finished creating the game, or at least is almost finished.

1. A mod that turns off Fast Travel, and introduces into Skyrim the type of travel system as seen in Morrowind.

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.

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.

4. A mod for altering the way NPC's mark locations on the map.

5. If there will be no spellmaking in Skyrim, I would like to see a mod that puts it back in.

6. Depending on how conjured creatures work in Skyrim: a mod to have a conjured creature target the enemy closest to it.


1. One of the first mods I was gonna release (i.e. as soon as the CK is available, hopefully launch day. I don't give a damn about spoilers, if it is anything like the CS I know what to avoid if I don't want to learn things) was a set of tweaks like No Fast Travel, no spider enemies (as requested multiple times on this board), timescale changes, etc. And we know they have acarriage system now so I think that will replace the guild guides, But I was gonna add the other ones.

2. All depends on what the CK supports. It took a couple years before people wrote the proper plugins (OBSE v19 sometime past june 2009, MenuQue and the addon itself in late 2010) that allowed you to see how much light you were in. Who knows, they might have done away with it entirely or done it like this already.

3. Hopefully they did this already, But this also depends on functionality of the CK

4. See my answer to #1, this was to be included.

5. Depends on functionality of CK, I know it could be done by modders with Pluggy and the OBSE for Oblivion (if Spellmaking hadn't been included already that is).

6. As you said, depends on the game. Always a possibility though. Maybe a few options like target one with most health, target one fleeing, etc. I would make this.

I would like to see a mod that makes traps more difficult to spot for those with a lower security skill level (of course, this is assuming security is a skill in Skyrim--I haven't seen confirmation either way, yet).

I would think some kind of shader on these would work better than chameleon. Although it could be managed with a simple script in Oblivion, I'm surprised no one did that before.
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Amy Cooper
 
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Post » Mon May 02, 2011 10:34 pm

Thank you to Badprenup for the reply--gives me more enthusiasm for Skyrim... =D

Here are more mod ideas that I would like to see:

1. A mod that allows books to be placed in the inventory without being forced to read them first (in case I don't want to level up a skill from a book, for example).

2. Here's maybe a big one: a mod that turns off the pausing of the game when doing things like looking through inventory, picking locks, reading a book, etc. (I'm not a modder, so I'm not sure if this is even possible, or if maybe it just would cause instability in the game, etc). I would like to see, for example, that the game keeps moving if I start to pick a lock, so that a guard coming in my direction would keep coming and not be "paused". This of course would depend upon how lockpicking, looking in inventory, etc is dealt with in Skyrim. hehe, I'm not sure how popular a mod like this would be, as it would likely make the game a lot more difficult in many respects, but for me it would add to the immersion--I apologize for using that word, for those people who hate it... ;) Perhaps the only pausing available could be when saving/loading/etc.
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STEVI INQUE
 
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Post » Tue May 03, 2011 3:17 am

Add block to one-hand weapons.
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Melanie Steinberg
 
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Post » Tue May 03, 2011 9:00 am

Recently, I downloaded a bunch of mods for Oblivion--previously I had only been playing vanilla. I was hoping the mods would increase my enthusiasm for completing the game. I had made it up to 18th level, but was struggling to find enjoyment in playing the game further.

The mods I downloaded add a good amount of immersion to Oblivion, which is what I like. Here are the mods I downloaded. I am listing them here, so that maybe the modders out there could use them as templates for mods in Skyrim, as some of them directly reflect the requests for mods that I expressed previously in this topic.

Musical Immersion, by MigTheGreat and Skycaptain:

-The primary benefit I saw in this mod was to change combat music, so that it only starts playing when 'you' the player realize you are in a combat situation. Vanilla Oblivion starts combat music as soon as any enemy sees you, regardless of whether you are even aware there is an enemy present, giving you a "premonition" that an enemy sees you. As Musical Immersion's readme states, this mod "allows Combat Music to feed the violence of battle, without giving you a sixth sense for danger." I got a good taste of this feeling at one point, when I was running through a forest, and WHACK!, a creature had come up behind me and attacked me (scaring the bageezees out of me)--in vanilla, the combat music would have already started, and I'd have known a creature was near me. If Skyrim's combat music is similar to vanilla Oblivion, this is a type of mod for Skyrim I would love to use.


Stealth Overhaul, by Jog

-The immersion benefits I saw with this mod are:
1) Sneak skill is directly affected by the type of armor worn--heavy armor gives a penalty, while no armor adds a bonus, and
2) the backstab multiplier is affected by the type of weapon being used--smaller, quicker weapons have a higher multiplier, while larger, slower weapons have a lower multiplier.
These benefits make it more desirable for a sneakster to wear less heavy armor and use smaller weapons. A dagger, for example, in the hands of a very stealthy person could get up to a 15x multiplier.
-The only other thing I would have asked that this mod include, would have been that the sneak icon not light up just because an enemy "sees" you. I would have prefered the sneak icon to only get lighter based upon how well your character is sneaking--skill level, armor worn, running/walking, etc. This would make it similar to Musical Immersion (above) to where the sneak icon does not give a "sixth sense of danger". Again, based upon how stealth is handled in Skyrim, a mod like this would be appreciated.


Beaming Sunglare, by Sonic Ether
Improved Water, by Angel Kavazov
Symphony of Violence, by MigTheGreat (aka Rathe)

-These are small mods that improve the look, sound, and feel of Oblivion. Beaming Sunglare greatly improves the look of the sun, almost making it painful to stare at (like it is in real life). Improved Water makes water more realistic looking. Symphony of Violence add lots of combat sounds, so that there are various types of sound for sword swings, strikes, drawing a bow back, etc, and not just one sound for each.


MartsMonsterMod, by Martigen
Dangerous Waters, by bLuE_LuKe

-These mods add many new enemies, but also add to immersion. The creatures found in the wilderness do not seem to be completely level-based (at 2nd level, I was encountering giants). Although this type of encounter seems impossible to win, it greatly adds to immersion, in that I'm not always fighting wolves at low level, which changes to fighting dire wolves at mid level, trolls at high level, etc. Now I have to travel fairly cautiously through the wilderness.
Perhaps my only criticism so far with this concept is that there seems to be too many spawn locations, and so in traveling from one town to the next, there might be 10 combat situations. But, maybe in the dire situation Tamriel is in, this could be viewed as more realistic. (However, the mod has options for reducing spawn rates. I currently have it set to its lowest spawn rate, but it still seems like too many. Maybe it's not the spawn "rate" that needs reduction, but rather the number of spawn "locations"?)
-Enemies now can fight each other, instead of all of them only hating you... In vanilla, why would a wolf not go after a deer?
-Cities now have more defenses--archers line the battlements on the city walls, guards patrol outside around the towns, etc.
-New, diverse looks for creatures and guards give a feeling that "not everyone is the same".


I'm sure there are other mods out there that improve immersion. Hopefully, the mods mentioned here can help other modders out there to create ideas for immersion mods for Skyrim.
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teeny
 
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Post » Tue May 03, 2011 6:53 am

This is sort of a redundant topic. It seems to me like it's mostly it's your gripes with Oblivion, but assuming that they have made everything about Skyrim the same as Oblivion, except the setting. We've no real idea of what the game will play like, so a lot of these suggestions are sort of pointless.

One mod that I'd like to see (that I know is not being implemented into Skyrim) is a 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). Hell, if no-one else starts it I'd probably even try it myself :D.
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Mark Churchman
 
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Post » Mon May 02, 2011 8:24 pm

This is sort of a redundant topic.

I see a lot of topics that are pretty redundant. I have searched for topics regarding future ideas for mods for Skyrim and didn't find any. I haven't had very much luck with the search function in general. Whenever I try to search for something, I usually get back 300 results, but none of them regarding what I searched for....

It seems to me like it's mostly it's your gripes with Oblivion

Well, sure! But isn't that usually how mods get started? Someone would like to see something in the game that isn't there? Or would like to see a change in general? Yes, these are "gripes" I have with Oblivion, and the point here is that, if these "gripes" continue on in Skyrim, then these are ideas for mods that I would like to see created (to eliminate my "gripes").

but assuming that they have made everything about Skyrim the same as Oblivion, except the setting.

No. It's assuming that the lack of immersion in Skyrim will be similar to Oblivion's. I have seen that not everyone needs or want immersion, but I do. The mods I suggest are generally designed to enhance immersion. If Bethesda chooses to get back into immersion with Skyrim, then of course these mods probably won't be needed. But I have a feeling Bethesda is going to "side" with those who generally don't care about immersion. Therefore, I'd like to give some ideas to modders (ahead of time) to think about, regarding integrating more immersion into Skyrim.

We've no real idea of what the game will play like, so a lot of these suggestions are sort of pointless.

True, we have no real idea of what the game will play like, except for those features of the game that have been confirmed. But I don't think it's pointless to start thinking of ideas for mods this early. In fact, I think it will only help Bethesda and Skyrim in general to try to create interest in the game as much as possible, which I believe the creation of mods does, even though we are months away from its release.

One mod that I'd like to see (that I know is not being implemented into Skyrim) is a 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). Hell, if no-one else starts it I'd probably even try it myself :D.

Hehe, well thanks for this suggestion. I would love to see more suggestions for mods, but with less insults towards people, saying that people are being "redundant", "griping", and making "pointless suggestions"....
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Albert Wesker
 
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Post » Tue May 03, 2011 2:02 am

5.I really doubt they are taking spellmaking completely out, it will just not be the thing we used earlier, spells will probably level up with use and with different button combination we can use them different ways.
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mike
 
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Post » Tue May 03, 2011 6:35 am

These mods would be good for Oblivion, but Skyrim won't be like Oblivion.

It's really pointless to talk about what mods Skyrim should have, because we don't know what the Vanilla game will have. Like, we don't know how combat music will work, and looking at Fallout 3 I'm sure it won't work the same way as in Oblivion.
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REVLUTIN
 
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Post » Tue May 03, 2011 1:13 am

It's really pointless to talk about what mods Skyrim should have, because we don't know what the Vanilla game will have. Like, we don't know how combat music will work, and looking at Fallout 3 I'm sure it won't work the same way as in Oblivion.


Hehe tough call. But I'm not so sure that it's pointless.

I have a feeling that Skyrim is going to be a game more catered to the type of player who doesn't care whether immersion is a factor. From what I've read in these forums, it just seems like there are more people who couldn't care less whether they feel immersed in the game, versus people who do value immersion. So, I think Bethesda will make Skyrim to where immersion is not high on the list of priorities, or at best, keep it at the same level it was in Oblivion.

Map Travel, versus Morrowind-style fast travel, is one example. I believe Bethesda will keep Map Travel in (I'm not sure whether any official word has been given on this), even though it takes away from immersion, and that the method adopted will be a "if you don't like it, don't use it" type of strategy. But this is probably just good business, since most people seem to either like Map Travel or just not mind it.

The only good solution I can come up with, is for Bethesda to create Skyrim in a way that pleases most of the people, and for the rest of us, we will need mods to create it in a way that we enjoy. And I think that if we are going to want more immersion, we will have to mod it in.

But more to the point, I think it's a good idea to get ideas for mods out there now, so that we can have ideas already "on the table" for when the game comes out.

Haha, or maybe Bethesda could take a look at the concerns many people are writing in all of these topics in this forum, and start to let us know whether some of those features (hates, gripes, concerns, however you term it) will be in Skyrim or not...? I'm not sure how they benefit by keeping that information withheld.
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Emzy Baby!
 
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Post » Tue May 03, 2011 2:04 am

I like these all but one, but the rest sound great. :tops:

  • 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.
  • 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.

Not having Fast travel in Skyrim could well be a deal breaker for me. While I do like and appreciate (and would use) alternative travel methods, the idea that my PC cannot travel on foot to a location of my choosing without me baby-stepping him the whole way, sounds abysmal.

The combat music mod sounds easy to implement... Maybe by adding a seven second delay to changing tunes, or adding seven seconds of silence to the start of the combat music.

The only good solution I can come up with, is for Bethesda to create Skyrim in a way that pleases most of the people, and for the rest of us, we will need mods to create it in a way that we enjoy.
This is something I really do not like... Games are like food; Food choice is very personal, and food designed to please everyone is basically "Food Court" fare, instead of a really grand and memorable meal.

This is why publishers, and restaurants usually have a menu, instead of a common stew-pot. A game (this complex) attempting to please everyone cannot really be done. The players have mutually exclusive tastes; the best result is merely tolerable to both :(.
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GRAEME
 
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Post » Tue May 03, 2011 12:16 am

double post- Please delete.
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sally coker
 
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Post » Mon May 02, 2011 7:19 pm

Not having Fast travel in Skyrim could well be a deal breaker for me. While I do like and appreciate (and would use) alternative travel methods, the idea that my PC cannot travel on foot to a location of my choosing without me baby-stepping him the whole way, sounds abysmal.


Yes, I have read many posts from people who also like the Oblivion-style Map Travel (if that's what we are talking about) and/or who don't mind it being there.

The mod I suggested would be for people (like myself) who don't want it at all, and would just prefer the Morrowind-style of fast travel..

I would like the mod to remove it completely, or at least for there to be an option in the mod to shut it off, while inserting the Morrowind-style fast travel. Then the game could (potentially) have both types of fast travel.
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Clea Jamerson
 
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Post » Tue May 03, 2011 11:41 am

Yes, I have read many posts from people who also like the Oblivion-style Map Travel (if that's what we are talking about) and/or who don't mind it being there.

The mod I suggested would be for people (like myself) who don't want it at all, and would just prefer the Morrowind-style of fast travel..

I would like the mod to remove it completely, or at least for there to be an option in the mod to shut it off, while inserting the Morrowind-style fast travel. Then the game could (potentially) have both types of fast travel.



You do realize some aspect of Morrowind style Fast travel...or at least some kind of Transportation system has been confirmed for Skyrim right? what is quirky to me is that your making mod requests to add/subtract features your not even aware are in or out? going so far as removing a feature like Fastravel I think is redundant at this point since both options are present and one or the other can be easily and viably ignored, unlike Oblivion.

pretty much everything you've describe has either already confirmed in or not :/


anyway My two cents

-Update- 4/19/11 1up article-
There Will be Some Spell Combining

It seems that there will be some sort of rudimentary spell combo system, based on some of the stuff we see Howard pull off. Putting a heal spell in each hand resulted in an ultra-heal spell of sorts. A note-quite-as-flashy-but-still-interesting scenario had Howard casting detect life and then an unspecified spell from the Illusion tree -- one that caused enemies to attack each other. Again, it's not flashy, but it was nice to have the detect life show you all the bad guys nearby, then to cast that illusion spell from afar and watch the mayhem through walls or hills without making any actual contact with the enemy.

The most interesting combination that Howard casted was a circle of protection paired with a chain lightning; this caused any foe to be instantly zapped whenever they attempted to close in for a melee attack. Until we get a deeper demo or some hands-on time ourselves, we don't quite know how deep the spell combination system can get, but it already looks pretty snazzy


This just screams moddable, as in there is a chance to mod in spellcreation.

you already have charging spells with two Hands...I'll just spam that animation, see what scripts we can get going and based on the spell combination BOOM, you remember it, and its in your spell book. and with this ladies and gentlemen, is spell creation the nature of Skyrim and my ideas below fit hand in fuzzing hand, looking forward to the opportunity -
-end update- original post below




Since they are overhauling the Magic system and adding environmental effects such as lightning stunning and draining magicka or fire continuing to burn, here is a list I hope with regards to current spell effects. using the Oblivion and Morrowind spell effects archives. its more like a detailed hoped etc etc. again this is the HOPE that they are keeping spell effects and not shelling us with same fable esq crap where you can only cast so many spells and not make your own, trust me after 10 mins its going to get annoying casting the same fireball spell, and context sensitive spell casting is a cheap cop out to me.

Really spells are from research an art even, not that you bought them from a person that sells spells, at any point if spells are sold they should only be from scrolls, where then if you are not associated with the Mages guild (now Synod and Whispers) then you memorize and incorporate that spell, rather than buying it from some store. and of course you can be *taught* the a spell or rather spell *effects* from other trainers, but ultimate what spells you have are what you concentrated and formed yourself.
I envisioned a spell making system were it was ACTIVE.

During spell making the player assumes a meditative stance and would muster a large portion of their Magicka and a concentrate it into a specific kind of Spell effect, the amount of magicka Mustered would be diminishing so a kind of trail and error or you'll have to know exactly what kind of spell you want to make before you make it approach would be needed. you couldn't do it on the fly, a form of concentration of focus would be needed to even start the process, meditating or being at rest and utilizing the magicka. quiet area's with no disturbances or unusually large amounts of residual magicka would be helpful.

be aware its most likely just spells and not spell effects as the aforementioned Contextual spell casting, lack of spell creation and only 85 spells for 6 schools gets undercut-ted significantly in what we can do.



Concentration- whether or not its densely packed / and if that affects a wide or limited area

Sustained or not - deciding whether or not its a flame thrower or a fire ball, an arc of lightning or a sustained flurry

Intensity - Frequency would control whether the effects lasts after the initial caste, such as setting things on fire, or effecting a persons mind after using a very powerful charm spell.

the more adept you are at spell making / being a mage/That School of Magicka the more effects you can utilize while making a spell and the less likely you are to backfire during the process spell effects are taught by their respective guild schools (each Chapter in Oblivion specialized in a school) or by Books/Scrolls.

You would be able to make spells beyond your scope, but it would be difficult and taxing to your character in making it and casting that spell. certain spells depending on how you made them would be difficult for you to caste at first, but with more use you become more proficient at using your spells. continuing on taxing the player certain perks could be available that allow you to reach into deeper pools of magicka where otherwise you would simply run out and notbe able to caste. and even further more casting spells frequently with little magicka would fatiuge your character from draining stamina, making focus harder, to draining your health.

You could still be taught spells from other mages or learn from scrolls bought at various stores as a way for the individuals not proficient in Magick to have access to such.


School of Alteration

The school of Alteration involves the manipulation of the physical world and its natural properties and shaping them to aid the mage

Spoiler
Burden: Increases the weight of an object or all objects on an opponent. can be used to increase your standing power or keep an object out of an opponents use, failure results in a higher than normal burdening possibly culminating in crushing of user or casted object, or lack there of.

Feather: Decreases the weight of an object or all objects on an opponent, can be used on self to lighten weight and move faster or jump higher in difficult situations, failure results in unstable field, unwarranted deactivation

Fire Shield: Evokes a Field/Sphere of FIRE around the user, effective at staving off localized frost hazards and attacks. can increase dmg done by fire attacks both incoming and out going, as well as potentially killing the user in hostile environments where heat/fire is in excess. can be nulled by Dispel if its higher then the casted shield, failure results in burning

Frost Shield: Evokes a field/Sphere of ICE around the user, effective at staunching off Fire based attacks, Can increase dmg done by Frost based attacks both incoming and outgoing, can kill or dmg the user if used for too long in frost hazards IE Blizzards. can be nulled by Dispel if it is higher than the casted shield, Failure results in frost damage or possibility of temporary freezing

Open: magically opens a locked container or door. lower levels can unlock doors not sealed by magical means, Higher levels require dispel or great proficiency in open when used with telekinesis, doors can be opened at a distance, allowing the user to gain ground from a pursuer

Lock: magically Seals an open door or Container, when used with Telekinesis doors can be locked at a distance giving the user some reprieve from an extensive chase or lock their hapless victim from continuing to flee, it is different from physical lock in that the seal is reinforced by magicka and takes more than a key to open, however without local enchantment or certain perks, the magicka reinforcement will run out, leaving the lock level to remain. note a lock spell cannot increase the level of lock already on a door.

Shield: Creates a Magical Shield that universally protects the user, however it is impermeable and does not allow for magical attacks in or out the field, can be nulled by Dispel, little protection from environmental hazards. failure results in an unstable field, allowing objects/attacks to penetrate the field. perks are available to extend the natural caste time of this spell as well as add push back force to heavy blows incurred on the shield

Shock Shield: Creates a Sphere of Magical Electricity, able to damage opponents coming to close to the user, Shock based attacks are doubled going out but do not penetrate the field, does not protect against environmental hazards /fire/frost. failure results in an unstable field lashing out an anything in its reach and potentially damaging the user

Water Breathing: allows the user to utilize Magical breath sustaining the user under area's low or devoid of Oxygen, can resist air/inhalation based poisons, failure invokes astral vapors disease

Water Walking : allows the user to walk on water, lower levels restrict the user to *walking* higher levels give greater stabilization to allow running and even sprinting or extended combat over water. failure results in a lost of effect.


School of Conjuration

The school of Conjuration practices in the art of summoning magical items and beings from the outer realms to serve you, often this school of magick requires both hands be free for spell casting, increasing in level and certain perks allow for combat summoning. at higher tiers and advance studies in the arts, deadric summoning open up for the player. obviously there are significant dangers to summoning creatures especially those from the outer realms.

Spoiler
Bound Armor and weapons: ability to prioritize a set of weapons/ Armor for instant equip and use during combat for mages that cannot use armor effectively. the Bound Objects are specialized for the mage to allow maximum magicka usage and mobility despite that armors type, is vulnerable to dispel and disintegrate but are more resistant. the armor can be fortified with additional magicka, Failure results in dispersion of the armor, greater levels of Bound weapons allows the user to summon unorthodox weapons and armors from the Deadric planes with the required teachings/perks.

Summon Ancestor Guardian: a Purely Dunmeri Ability, a Dunmer is able to call upon its ancestors for aid, Ancestor ghosts can aid in battle, provide council, possess enemies or buff the users with its blessings, the Ancestors are giving strength through offerings and reverence made at local Temple shrines. failure results in summoning the wrong Ancestor, potentially from another family, or no ancestors at all. Higher levels can evoke 2 more ancestors to aid the user.

Summon Animal - Spider lings, Bears, Wolves etc etc: depending on type of summoning a Pre-existing animal from a nearby location can be called to aid the user, otherwise a magical summoning is brought fourth which is more vulnerable to magick disrupting attacks, preexisting animals leave after their service has expired, and only familiars stick around to continue aid. various animals have different abilites and are helpful in a variety of ways. failure results in the summoning turning on you and or phasing out of existence in terms of magical based summonings

Summon lesser Deadra: understood as low caste Deadra, these include deadra of what mortals believe as limited intelligence deadra, Daedroths, Clanfears, Scamps etc etc, these Daedra are bound to the user when summoned, many are aware of the situation and will do as told, however unexperienced casters have found how smart these individuals can become, and bringing fourth to many can have dire consqeuncess if you don not posses the required skills/knowlegde.

Summon Dremora: summoning Dremoras is a risky business, and often are possible through preexisting pacts with a particular Dremora or common summoning speech used to bring
one forth, while lower tier Soldier Dremora are common but no less risky to call fourth, Dremora Lords are a whole other animal and are best done by highly skilled practitioners with a clear goal of what they want the Dremora lord to do, otherwise the Lord will show little hesitance to strike at anything in range if left at its own devices.

Summon Atronach: Atronach's are similar to Dremoras in the risks involved when summoning them, they are often silent, and obedient, which makes them fairly deadly as they are not as predictable as the Dremora Counterparts, each Antronoch form has a different cognitive type. as with all Daedra a modicum of caution a preparedness is essential for survival.

Summon Undead: encompassing ghosts, wraiths, skeletons, zombies, Summoning Undead can be done on the fly with a weaker magically summoned variant, or one from a disturbed area were souls roam, by using summon undead and culminate of appropriate assemblage of bones and weapons, flesh and cloth, or a spirit will come to your aid, Failure of such results in either a dude casting, or another opponent to clash blades with. (or run from)

Turn Undead: Lesser instances of this spell effect will send undead creatures fleeing from your sight, greater instances burning them and banishing them from their corporeal forms. failure results in..failure and a mad spirit.



School of Destruction

The school of destruction utilizes the more arcane and detrimental aspects of magicka to bring to bare against both living and undead things. lacking training in this school can incur recoil damage from spells beyond the casters ability, it is the most intense in magicka usage and can wear down a novice caster fairly quickly. most spell failures include a fizz out of sorts for botched casts, it is also one of the more risky schools to delve into when making your own spell, potentially setting the area around you on fire.

Spoiler
Damage Attribute/Health/Magical/Stamina: this is a purely magical effects handy-capping its related target, where its applying unseen damage to a targets health, breaking their Magicka, or Stamina a target without the appropriate defense will find themselves falling really fast, Single caste Damage spells take a significant amount of Magicka use and more often harm other effects in addition to their intended targets but to a lesser degree, while temporary damage takes less, and is well...temporary. is extraordinarily useful with other destruction based attacks or those used in succession with debuffing spells. this effect is not pleasant for the victim and is not harmless like absorb.

Disintegrate Armor/Weapons / Area: does as it says, this Spell degrades armor, weapons, barrier doors, anything inanimate is subject to this spell effect, when used in conjunction with out destruction spells, that particular effect is enhance, and can chip away defenses vulnerable to its type, like a disintegrating fireball on a barrier, however because of its purely magical nature residual effects like frost, burn and frost only last the duration of the entire spell, failure results in a wild cast or destruction of personal equipment. resisted naturally by enchanted weapons/armor.

Absorb(Restoration)/Drain: works similar to Damage, but the damage is done overtime consistently, Drain is not instance, and in its use the users magicka pool is reduced, however the effects can easily turn the tide of battle and are useful for items to gain a charge, store it , and apply to yourself on an enchanted object. failure results in a dud caste, or polarized Drain/Absorb. this effect is also harmful unlike absorb.

Fire Damage: Produces the Magical elemental version of Fire, as potent and just as dangerous, magical fire remains as long as its duration/power of the spell, with some naturally heat produced flares remaining behind, Fire damage can be focused into a stream, a volatile ball, or an explosive bolt. touch based fire damage can be utilized in strikes or grabs, burning the area of choice and potentially instantly killing depending on the area. failure results in a dud caste or fire damage.

Frost Damage: similar to Fire Damage can freeze on contact, used on the ground can create a slippery area for opponents, will naturally evaporate after its duration is over.

Shock Damage: ditto can be used on bodies of water for an even greater effect on enemies occupying that area.

Weakness to: reduces resistances



School of Illusion

The School of Illusion can both effect the minds and perceptions of other living subjects as well as in higher tiers the mental domination of mundane and magical creatures and individuals. if you aren't careful, your own spells can backfire and compromise your own perceptions as well and even incur hallucinations, and being the mind such a powerful thing, your own magicka can manifest into a real personal threat...

Spoiler
Calm: the user wipes the mind of his/her attacker and evokes a sense of disinterest, the effect is increased when utilized with chameleon or invisibility literally forcing the target to forget you were their long enough for you to disappear. greater levels are required for high INT individuals or excessively aggressive animals. Failure results in a dud spell. higher levels can extend the effect beyond the victim, suddenly becoming disinterested in their current tasks, Zoning out, laxness, or even sleep when combined with Drain fatigue and Drain Stamina

Chameleon: makes the user into a silhouette(Sp) of sorts, you are still able to do actions such as attack and pick items up, but such will allow your opponents to focus on you more, the greater distance between you and a target, the less chameleon you require to sustain, opponents with abilities like Detect life or being hit by marking attacks such as spider webs, or projectile vomit will paint you out despite the Chameleon. some animals have a greater degree of senses and can locate you. failure results in partial chameleon casts or dud cast.

Charm: Charm Hijacks your targets mental processes and lulls them into having a greater degree of being persuaded, Animals are drawn to protect you and people are placed into a sense of ease around you, high INT can negate this effect and animals with higher senses /smell/sight etc etc can shake themselves out of the effect. Higher levels of Charm can have undetermined effects on the victim, including near insanity, incoherent babbling, etc etc.

Command : the greater cousin of Calm, Command Hijacks the victims cognition and forces them into service for you, some higher INT opponents may be well aware that they are under your control unwillingly and will generally try to resist, too strong of a Command can completely stupefy its intended victim leaving you with a useless husk, like Charm, permanent Casted Commands take more magicka and are prone to resistance while durations are cheaper and gradual, allowing for greater control.

Demoralize: Scaring your opponents bowels clean, this spell effect evokes an irrational sense of fear or hesitation in your opponents, where lesser creatures require little Magicka for use, Greater opponents like Dremora are nearly impossible to scare witless, Demoralize may not always work as intended as some animals and people as well will flail against their fears, putting a overly confident user into a blind flail in an effort to protect themselves. the effect is increased when used on Weapons, armor or even another individual. failures include dud casting or simply pissing off the intended victim even further.

Frenzy: Invoking an overwhelming sense of rage into your opponent, this is an excellent alternative to taunting, due to some opponents being resistant to taunting and some animals (they don't know you are taunting them) it can be used to force an enemy to expend more energy, and lose focus making them slip up, make mistakes, or not notices things (like the Fire trap I just layed on the floor) animals also lose touch and focus with their senses allowing you to sidestep them and evade them easily, or plain just tire them out and put them out of their misery, like most spells, Duration, touch and or short range spells take less magicka than do range spells, making spell such as a light fire damage spell and a frenzy can cause nearby enemies to lose moral at seeing a flaming raging beast of a man/animal. failure includes a dud spell or in a perfect world, your character getting pissed and going on a killing spree out of your control(jk)

Invisibility: this spell effect phases out the user, they are still tangible but not observable in the physical world the effect persists so long as no extensive action is taken interacting with objects outside the players field will disrupt the spell, although undead/ghosts/spirits can still see the user, most other enemies not using spells like detect life cannot see the player but can hear them, unlike chameleon invisibility's optimal range is all whether close or far, but factors like projectile markers (vomit/spit/webs) can signal out the player, animals with heightened senses can also detect where the players general area is, but cannot focus on them, ranged attacks also generally miss. like other spells Invisibility can be used on objects to conceal them from thieves, or their seekers, but because of the magical endowment can be detected by Detect enchanted objects spell. failure includes dud casting (example casting invisibility and levitation instills near total nullification of being detected by physical means...as long as you don't bump into a chandelier, doing so could spook unaware npc's in their homes, and can cause them to react in a number of ways.)

Light: Illuminates the area via light Orb or object that the spell is applied to (rings, swords, Shields, clothing) the spell
persists under duration or as long as magicka is feed into it from the enchanted item or player, Light can be intensified to stave off light sensitive creatures/abominations, it can also be combined like other spells into forms like fire damage combined with light gives Solar burst, an intense daylight effect useful for keeping vampires at bay(those sensitive to light anyway), you cannot sneak while illuminated unless you cancel the spell or pocket/drain your items with Drain Magicka.

Blind: Obscures the Vision of the victim, often causes a slight demoralization for eye reliant enemies, has no effect on *blind* targets such as blind moths or those with high perception, negates the use of vision enhancing effects like night eye , detect life, detect magicka. when used with Light, it literally becomes blinding light, obscuring the foes vision in the appropriate intensity of the spell, enemies afflicted lose all focus on the player and will generally flail about, those with higher INT, Levels or well trained will at times calm down to better improve their chances of striking the player, sound plays a huge role at this point and taunting oh throwing objects can sway the enemy, to prevent the enemies recollection its best use in conjunction with frenzy or demoralize. spell failure includes Cast Dud.

Night-Eye: a spell effect used to mimic Khajiit's natural ability to navigate the darkness with little trouble, such requires a steady flow of magicka or relevant enchanted items equipped, it comes in intensities from low light illuminations to complete near daylight like hues, however the spell effect Light as well as other light sources can disorient the user or anyone using night eye. failure results in *blind* spell effect.

Paralyze: this spell/effect can range from making movement extremely difficult (coupled with burden) to nigh impossible applicable by poisons, Inhalation, injection. this effect as a myriad of transmissions, it can reduce the effectiveness of a combatant in battle, inhibits mages from hand castes, and make them vulnerable to attack, combined with Frost, it could indefinentlyindefinitely entomb and kill an opponent, or burn them alive for the more sadistic practitioners. failure includes dud caste of paralyze on self.

Rally: The opposite of Demoralize, Rally can invoke an overwhelming sense of bravado and courage into its target, at higher levels such can become near zealous or suicidal Higher INT *enemies* may notice something is wrong but they are compelled to carry out their fearlessness onto the duration of the spell unless they are able to resist and shrug off the spell, when used with Charm or command they are more susceptible to Rally, Rally does not substitute for a true leader however, who is able to invoke true bravery and zeal, but the spell is an excellent alternative to those with low speech craft and charisma. one thoughtful way to employ this spell is to caste it on a sword, with an area effect and caste on activation not hit (or you'll be making your enemies more willing to kill you) then brandish your sword in a rally call and the effect will boost their moral. failures include dud casting

Silence: Does exactly what it says, it prevents vocal castings and doubles the length of time it takes for castes that require vocal and movement casting, it also prevents foes from calling for help or rallying others to their position, if they die during the silence caste, they will generally make no sound depending on the intensity for some opponents this can reduce moral in combat. casting silence on an NPC will not enable them to talk, where it would be a decent show of superiority to your perceived lesser, casting it on an citizen is generally a crime and not well received. Failure includes back fire silence, one inventive way to utilize silence is in combination with paralysis leaving the individual fully aware but helpless as you pilfer their store, blind is also useful as long as they did not observe you prior, thus forgoing having your image posted all over town.

Sound: apart of the casting inhibiting spells, Sound creates a thought scattering noise on the victim, disabling thought evoked spells (spells casted by recalling them or remembering them) much of the enemies or players spell repertoire is disabled for the spells duration, and combined with the other spells of its kind can be quite potent, in addition sound combined with a fire ball can have a demoralizing effect on lesser creatures and enemies. spell failing includes self infliction of sound, and *shell shock* type of effect.


School of Mysticism I know its gone

Mysticism involves the manipulation of magical forces and boundaries to bypass the structures and limitations of the physical world

Spoiler
Detect Life : Allows the user to see living things through solid objects. whether they are cloaked by darkness or Magic, so long as they have life, they will glow. failure includes spell dud caste.

Dispel: depending on the casters proficiency, this spell can severely weaken or utterly abolish any Magicka based spell present on an object, from falling shields, wiping away buffs, and Enchanted weapons (effective when used with Drain can completely remove the enchantments) Dispel is essentially voiding Magicka from an object or area. failures include spell dud caste.

Absorption/Reflect Damage/Spells are inherent in magicka Shield, certain birth signs and combination of certain perks as well.

Soul Trap: makes the smallest applicable soul gem active for the target in question as to which it will encase that living targets soul upon death. spell failure includes spell dud caste or soul escaping based on its strength

Telekinesis: you to pick up an item or individual from a distance based on strength of the spell. from there you can bring them to you and send them flying at another target, higher levels allow for multiple/heavier objects to be utilized as either shields or projectile weapons, even as building blocks to access other areas. spell failures include dud cast, uncontrolled telekinetic throws, application on self and aforementioned Throws, or wild cast.


School of Restoration
The school of Restoration utilizes magicka to Fortify, Restore and absorb the caster in question, most spell failures include a simple spell dud, nothing too detrimental.
Spoiler
Absorb: from Magicka to health, attributes and skills Absorb allows to user to gain strength from other individuals/Objects for a temporary boost, the effect is not harmful and is somewhat symbiotic like drain, where the victim / source ceases so are the gains, like drain spell effect failures include polarization of the stream, this spell is useful for absorbing magical items or friendlies with strength to spare.

Cure Disease/Poison/Paralysis: this spell effect reduces or removes the effects of their appropriate relations, Reduced spell effects are able to comeback in intensity for low cost duration cures while removing them completely or reducing them completely takes more Magicka, Failures include dud spell cast.

Fortify: Like Absorb, Fortify gives a substantial boost to the user wherever the deem relevant, the spell is dependent on the amount of Magica available to the cast, because both temporary and permanent fortify are based from magick, their effects can be nulled by dispel and or damage/drain magicka. the spell draws from the amount of magicka applied to it for a duration, or drains on the fly until the duration ends or you run out of magicka, its in fact a buffer so even losing health beyond the amount you had already wont necessarily kill you out right, and instead from your magicka pool or fortify spell

Resist: resist nullifies detrimental effects pertaining to their caste type (shock, fire, frost,etc etc) as with all the other spell effects in Restoration it can be permanent or duration and can be nulled by Dispel, spell failures include spell dud.

Restore: Returns attributes/health/Stamina back to normal, if used while under duress from a drain/damage effect the spell will be continuous naively until the opposing effect cease, duration ends, or magicka supply runs out. spell failures include spell dud.

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Rachyroo
 
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Post » Mon May 02, 2011 10:52 pm

Yes, I have read many posts from people who also like the Oblivion-style Map Travel (if that's what we are talking about) and/or who don't mind it being there.

The mod I suggested would be for people (like myself) who don't want it at all, and would just prefer the Morrowind-style of fast travel..

I would like the mod to remove it completely, or at least for there to be an option in the mod to shut it off, while inserting the Morrowind-style fast travel. Then the game could (potentially) have both types of fast travel.
Well... there are mods that do that for Oblivion... but the game is designed to assume its available. Such a mod would really have to tinker with nearly every quest, no?

I believe that I understand the point of view against FT; but I do not understand why its generally only applied to FT (and not 'waiting', or sleeping). In all three cases it is assumed and implied that the PC is performing an automatic action, (a tedious one, that most players would not choose to endure ~in at least the case of the latter two).
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Sammie LM
 
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Post » Mon May 02, 2011 9:59 pm

Funny thing about Fast-travel is that, it was confirmed that there are going to be Morrowind-like carriages that can be used to travel between towns, so you can just ignore the map based fast travel and only use carriages.
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Jonny
 
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Post » Tue May 03, 2011 8:32 am

Funny thing about Fast-travel is that, it was confirmed that there are going to be Morrowind-like carriages that can be used to travel between towns, so you can just ignore the map based fast travel and only use carriages.
But are they still not just a fade out(?), or are they some sort of auto-walk while sitting down?
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Sophie Payne
 
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Post » Tue May 03, 2011 4:59 am


This is something I really do not like... Games are like food; Food choice is very personal, and food designed to please everyone is basically "Food Court" fare, instead of a really grand and memorable meal.

This is why publishers, and restaurants usually have a menu, instead of a common stew-pot. A game (this complex) attempting to please everyone cannot really be done. The players have mutually exclusive tastes; the best result is merely tolerable to both :(.

I'm not sure what other option Bethesda has. If a larger portion of people prefer a game a certain way, I think Bethesda would have to go in that direction.

For instance, I think you had said you prefer the Map Travel. It seems like more people prefer the Map Travel in Oblivion, versus the fast travel type in Morrowind. In this case, it seems best for Bethesda to go with the Oblivion-style Map Travel in Skyrim. But, if they do keep it, then the rest of us who don't want it would seem to have to use a mod to change it. The same could be said for every other concern/issue that I see people posting.

I'm not sure what other option Bethesda has.

Perhaps I am misunderstanding you?

Hehe, maybe the mods created for Skyrim would be the "menu" you speak of?
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katsomaya Sanchez
 
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