Mod Ideas for Skyrim

Post » Sat Feb 19, 2011 2:41 am

Rideable dragon, like the Akatosh Mount mod for TESIV: Oblivion. Absolutely.
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Epul Kedah
 
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Post » Fri Feb 18, 2011 9:39 pm

I just want to make my own town (possibly on an island) with a storyline, realistic NPCs, quests etc. I already started on Oblivion, but right now I'm pretty crap at using the construction set, since I just started.
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Alyesha Neufeld
 
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Post » Sat Feb 19, 2011 12:09 am

Rideable dragon, like the Akatosh Mount mod for TESIV: Oblivion. Absolutely.


My advice? Keep it well fed.

I'd be pretty nervous riding a Dragon around at lunch time.
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Shelby McDonald
 
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Post » Sat Feb 19, 2011 5:28 am

I'd love to do a Bleach mod, especially now that Cero's sound easily implementable.

I'll probably do a vampire mod as well, at least adding a clan or 2 and benefits from aging.
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i grind hard
 
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Post » Sat Feb 19, 2011 12:36 am

My advice? Keep it well fed.

I'd be pretty nervous riding a Dragon around at lunch time.



Oh gosh, now that I think about it.... rideable dragons that needs to be fed to regenerate its health!! Awesome!! :P

Anyway, there's two things I want from Skyrim: one is a well made Conan-like companion; the other one is rideable dragons. For the first one I'm hoping that Bethesda will deliver, and for the second one I'm counting on mods.
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Auguste Bartholdi
 
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Post » Fri Feb 18, 2011 9:31 pm

Oh gosh, now that I think about it.... rideable dragons that needs to be fed to regenerate its health!! Awesome!! :P

Anyway, there's two things I want from Skyrim: one is a well made Conan-like companion; the other one is rideable dragons. For the first one I'm hoping that Bethesda will deliver, and for the second one I'm counting on mods.


The Conan companion should claim he's a thief, even without classes in the game.

Or did you mean a red-haired talk show host?
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Kanaoka
 
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Post » Fri Feb 18, 2011 11:52 pm

Gonna make a house mod as I never really did that before, mainly to familiarize myself with the CK. Then I spend a week exploring each of the major cities and tweak anything I don't like about the game. Finally, once I do some modeling and animating classes in college I am going to make the MGS4 Octocamo. If scripting is powerful enough I am going to give it it's original functionality where it starts grey but if you stand still in one spot parts of it change to nearby textures. I doubt it will happen but I can hope lol.
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Kelly Upshall
 
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Post » Sat Feb 19, 2011 2:59 am

I think it would be interesting to import the whole Cyrodill in Skyrim.
All of the cells with items,quests and stuff,and make it so someone can travel from Skyrim to Cyrodill! :P
But that would need too much work.

Not to mention that it would be against the EULA, unless you rebuild Cyrodiil yourself using only assets found in Skyrim. Which is impossible I might add. You could make custom models for everything, but I don't think I need to explain why that's not very viable.

Anyway, my mod ideas.

First off, I am making a tavern. I don't know where, I don't know what it'll be like or if there's going to be quests involved (Most likely there will be with Radiant Story) All i really know is this: It is known as...The Spotted Owl.
If I do quests I'll probably make one that is made up of mostly notes and clues, I don't have a decent microphone and I'd rather have no voice acting than put out something where the quality is utter [censored].
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Killah Bee
 
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Post » Sat Feb 19, 2011 10:29 am

I would like to see a MART'S MONSTER MOD type of mod developed. There will not be enough variety, I am assured of this. How am I assured? By simple logic...Bethesda did not have enough time and money to develop as much as a modder can out of pure entertainment purposes.

Then, I would like to see some realistic mines made. They would have waste rock piles outside the mine entrance, like real mines do. My dream would be to see a whole lot of mines built...some working, but most closed down. Another name is "POOR ROCK PILES"... check out the pic labeled September 29... http://www.coppercountryexplorer.com/ruins/rock-piles/
I have climbed many of them in my life, having grown up in that region.

Third, I would like to see some underice mods for the coastal areas. That would be very fun to explore...and risky too. For an example of how cold and risky it is, check http://www.youtube.com/watch?v=jfCsSDiPZxk ...and http://www.youtube.com/watch?v=jfCsSDiPZxk
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Naomi Ward
 
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Post » Sat Feb 19, 2011 1:01 am

Spear mod...
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Jessica Phoenix
 
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Post » Sat Feb 19, 2011 11:35 am

There are two mods that I am interested in working on. One that makes Skyrim 2, 3 or 4 times larger than vanilla. And a mod that makes a Zelda like temple or a remake of OoT.
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Rebecca Clare Smith
 
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Post » Sat Feb 19, 2011 4:09 am

Well thats all decide from Skyrim, how well game will be done, first time it will be small impressive improvements and lore friendly features.
Then conversion of Oblivion and Morrowind mods and overhauls I believe.
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Natasha Callaghan
 
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Post » Fri Feb 18, 2011 11:01 pm

One idea I have is adding beehives. I would have to learn how to model and probably script. It would work like in MGS3. You can knock down the beehive to retrieve honey.Which you can use to eat, alchemy, and to make mead. Though, not without the wrath of a swarm of bees. You can avoid this by knocking it down far away or using a fire spell at any range (actually ice and shock spells would probably work as well). Also, if there are enemies nearby the swarm of bees would attack them instead.
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Liii BLATES
 
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Post » Sat Feb 19, 2011 8:11 am

One idea I have is adding beehives. I would have to learn how to model and probably script. It would work like in MGS3. You can knock down the beehive to retrieve honey.Which you can use to eat, alchemy, and to make mead. Though, not without the wrath of a swarm of bees. You can avoid this by knocking it down far away or using a fire spell at any range (actually ice and shock spells would probably work as well). Also, if there are enemies nearby the swarm of bees would attack them instead.

I like the beehive idea. Also, there would be TONS of different edible berry plants up there. I used to pick wild blueberries, wild raspberries, wild sugar plums, and wild apples when I used to live in Northen Michigan....very similar climate to what I expect Skyrim to be like.
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Trevi
 
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Post » Sat Feb 19, 2011 1:57 am

Mannequins. I want to display armor.
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Janette Segura
 
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Post » Sat Feb 19, 2011 8:57 am

solstheim!

unless it's in there.
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Charlotte X
 
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Post » Fri Feb 18, 2011 11:32 pm

I will definitely be porting my custom weapons over to Skyrim. Including a spear I made :)
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Flesh Tunnel
 
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Post » Sat Feb 19, 2011 2:19 am

I will definitely be porting my custom weapons over to Skyrim. Including a spear I made :)

Excellent...the more objects, of any kind, that get added is going to be a TRIP.

EDIT...except guns and any other futuristic things.
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Maeva
 
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Post » Sat Feb 19, 2011 4:17 am

I don't know the first thing about Modding. It sounds difficult. Can anyone compare the learning curve of previous Construction Kits to say, learning C++, or are we talking apples to oranges, here? I took 1 year of advanced 3D modelling in Seattle using 3DS Max 2.5 (way back) and I found it very challenging but fun. How might modding compare to say using the 1000's of knobs, buttons, and doo-dads inside of 3DS Max?

Those questions aside, another thing I would love to see is an idea I briefly mentioned before regarding Gossip. Since you're like the most active person in the game, travelling to dungeons, to wild places, to cities, to everywhere to and fro, it seems obvious that you would slowly begin to have the most knowledge of anyone in the game. You could be like a collector of juicy tidbits. So while in most town there might only be 10 pieces of gossip regarding the latest dragon attacks and various war stories from other brave soldiers who wander about in the world defeating monsters (just like you), you would actually come to have the most knowledge.

So why in Elderscrolls games do we always have to feel like everyone else has all of the story elements and already knows everything while we know nothing. We are losing a huge chance here to experience the feeling of being the one who is actually in the middle of it all, and has a big story to tell OURSELVES. So with this new Gossip Mod, people would actually approach you asking about any word about dragons or the like. If you choose to explain, a list of your current gossip nuggets comes up relating to what they asked about. You choose the one you want to tell them, and they then react to it in possibily various ways depending on their fear-factor, their amazement ability, or their worldly-experience may allow them to not act so surprised, but in turn offer some further knowledge back to you.

Such a system, while being insane complicated to build (would probably need a team of 5+ people) would offer tons of RPG roleplaying value to the game in a way that isn't impossible to integrate with the system already in place for social interaction. You could also offer experience points for choosing the best way to explain your gossip to each person, based on your "reading" of them. So we need a new skill "Read People" to determine how best to tell your story. You could be like a travelling Bard at the far end of this spectrum, or just someone people are curious about at the base level, but either way, your value goes up in every town, city, and village you go into. For me, this sounds fascinating and compelling.

I hope someone with Modding skill can undertake this idea, and just mention my name in the Readme as "inspiration" ... thanks.
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Jake Easom
 
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Post » Sat Feb 19, 2011 12:45 am

Spellmaking could still be in. I slightly get their point in some made spells getting a redundant or passing shaft by players who'd rather make a overpowered spell.

Note: All guessing on my part. Never played Obl.
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Brandon Bernardi
 
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Post » Sat Feb 19, 2011 12:01 pm

My girlfriend says this won't make sense without an example, so to appease her (and possibly you), I offer the following:

You enter a town called Fellrim (made up name), and frightened young woman approaches. "Excuse me, have you a word about the dragons?"

A window pops up with various options:

"1) Not right now, I'm a bit busy here." ] Her reply: "Oooh, aren't WE touchy! I was only asking...."

"2) I myself have just come from such an encounter, having slain the beast by the might of my own sword arm and the sweat of my brow...." ] Her reply: "Oooh, my my, you ARE strong, aren't you? [Sigh] .... Why don't you meet me at 8:00 at the [insert random] bar for a drink, handsome?" [Radiant Story assigns a quest, meet the girl at bar at 8pm. Girl to offer a further quest to go and locate her missing sister.]

"3) The dragons have returned, and are even now approaching this very town. Lock your doors, bolt your windows, and prepare to meet your doom...." ] Her reply: "Oh, my god! The world has come to its end! I must find my sister and flee the city at once!" {Later, outside the city, you find both girls lying dead along the path, having been besieged by wolves, now don't you feel guilty about how you approached telling that girl?}

"4) The dragons are myths, don't be so childish. Return home and speak no more of such foolishness." ]Her reply: "You dare to speak to ME thus? You will hear from my Father, scoundrel! Your mouth won't feel so slippery when it's filled with topsoil!" [Radiant Story assigns Father to hunt you down and "teach you a lesson" ]

Hahaha, my girlfriend can't stop laughing about #4, I don't know where that came from, hahahaha... Anyway, hope that illuminates what I'm talking about more clearly....
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chirsty aggas
 
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Post » Sat Feb 19, 2011 12:05 am

I think one of the mods I would be looking most forward to is a Solstheim mod. It's the perfect size and scope for a major mod project.
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SiLa
 
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Post » Sat Feb 19, 2011 1:56 am

snip

I've only got working experience with the GECK, and level design is my specialty there, building houses and such, just building in general is something I consider myself fairly good at in the GECK (My signature has some example work, if you're interested).
I've done some scripting in it, and by some I mean I've made a script that shows the barber menu in Fallout New Vegas so that I could apply it to mirrors, that way you can change your hairstyle at a mirror basically. That's the extent of my scripting knowledge, but from what I can tell it's not really like programming. I'm trying (And failing) to learn Java at college so take that with a shovel of salt.

I wouldn't say the learning curve is too steep though, it depends on what you want to do with the tools available. In my experience, level building is very easy once you grasp the controls of the editor and you have some patience. Dialogue and questmaking in the GECK is quite a bit trickier for me, I've got no issue writing dialogue, and I have made quite a few working NPC's back in Fallout 3 (Unvoiced though).

I don't really like working with NPC's simply because I feel like they're out of place without a voice, and without the equipment to do quality recording I don't want to do it at all, if I can't provide quality audio then I'm not even going to bother doing it basically.

The new tools could be much more intuitive though, what I've heard so far about Radiant story makes it sound like every quest modders wet dream, only time will tell.
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Louise Dennis
 
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Post » Fri Feb 18, 2011 8:11 pm

Thanks for the info, Urge... but I still welcome any comparisons to the difficulty of doing work in 3DS Max if anyone can offer that.

I had another Mod idea which comes as a result of walking into a courtyard in Nehrim where basically the moment I arrived the guards all pulled out their swords. The sound of steel on steel made me fear I had walked into the wrong room and was about to get punished for it. But in about 4 seconds, they all started battling each other for practice. It was all casual. That got me thinking ... what if the guards pulled their sword to scare me, and then all started laughing at me, and put their swords away and started muttering "Haaaa, another stooge." .... "Can't believe he fell for it, hahahaha!" ... "I know, they always fall for that, hahahaa" ....

I sat laughing at my own mental drama and suddenly thought, wouldn't it be refreshing if not everything in the game was serious. What about a "Humor Mod" ? People do tricks to mess with you. Some big guy gets up in your face and when you don't flinch, he just starts laughing and buys you a beer. Or the aforementioned sword-draw joke. I realize most of these could be pulled off only once and still remain funny, so the Mod's shelf life would be severely limited. Only about once per joke and then the Mod is over.

But you could have two guys standing around telling jokes instead of crying about the war or the dragons coming or some other nuisance background pvssyr. The jokes should be fantasy-setting and midieval-style jokes that are relevant to that setting.

EXAMPLE:
"Didya 'ear da one 'bout the man who rode that dragon the other day?" "Eh? No I di'nt, what 'appened, ay?" ... "Oh, they say he was dragon-bourne".... "get it? Dragon BOURNE, not b-o-r-n, ya know? Like he was bourne aloft, flying ... etc ...? You get it?" The first one wrinkles his brow and scratching his ear, "Eh... no, not rightly, not shore what ye're meanin, laddie! Exployn it to me agin....?" To which the first guy just groans and walks away.

There are a lot of funny people out there who could pull off a Mod like this, and even more who would enjoy it, as long as each joke only happens once, and that there is the proper space between jokes, say more than every 5 hours of gameplay, so you have time to forget it's even possible and so it can surprise you. The Mod could be updated every 6 months with new jokes and call it "Skyrim Humour 1.0" then 2.0 then 3.0 ... etc. I would welcome such a Mod immensely.
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Tom
 
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Post » Sat Feb 19, 2011 3:10 am

The CS is nothing like 3D max in terms of what it does, but I'd say the learning curve is about the same between basic CS building and basic Max modeling. A lot of buttons and confusing at first, but really quite easy once you learn the basics. Everything makes sense. The CS doesn't have as many features and modes as max does, so when you learn how to do something you know how to do it. You will have those moments where you realize theres a button for something you've been spending hours doing manually, though. I'd say once you learn the basics working in the CS is a lot easier than working in max, mostly because you don't have to make everything from scratch each time. Knowing modeling will definitely give you an edge when modding, though you'll have to upgrade to a newer version of max.

As for me, I plan to make a modular series of quest/location/lore mods focusing on the background of Skyrim. Dunmer-Nord relations, impact of the Red Year on Skyrim, Nord-Redguard relations, secrets of the Falmer, etc. Hopefully Bethesda will do such an awesome job that I won't have to mod it all in ;)
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Yvonne
 
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