Modders, rejoice!

Post » Thu Dec 09, 2010 2:24 am

Skyrim sounds incredibly awesome to mod so far! I remember enjoying modding Oblivion almost as much as I enjoyed playing it, and with a new engine that Skyrim uses, we may see some unprecedented mods emerge.

For one thing, spells will have greater depth to them, with three portions named thus far by bethesda (at least as far as fire, ice, and lightning goes)
-Instant (ex: quick fireball)
-Hold down cast button (ex: flamethrower)
-Rune on ground, like a magical trap.

Wow. With some coding, holding down the cast button on a new custom spell could charge a force push, or you could make a spell that incribes a glyph on the ground that sends enemies flying skywards, to crash down on the ground (think Sheogorath's answer to you attacking him :P). With these new options, the possiblilities look much extended.

So, the poll above asks your opinion of the new modding engine, and what kind of mod you plan to make first. Also, post below if you want to share a specific mod idea you'd like to implement, or that you'd like to see a modder implement.

I'll go first, I'd love to make a Bleach Mod that has abilities like Cero and Flash Step. Cero would have been very difficult to implement well in Oblivion, but in Skyrim it looks relatively simple to make it a "hold down cast button" type effect to charge it.

Aside from that, a zombie infection (or werewolf infection) little mod is a must :P
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Dominic Vaughan
 
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Post » Thu Dec 09, 2010 12:41 pm

A tavern known as The Spotted Owl. That will be my first major project and I will see it complete even if it kills me. Sadly I'm now thinking that nobody will get the reference...
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Rob
 
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Post » Thu Dec 09, 2010 4:26 pm

A mod that can terminate fast travel.
Transportation system a la Morrowind.
Possibly also a hardcoe mode if that's not in.
Also any mod that gets rid of quest markers, health bars, etc... and then hopefully find a mod that adds "immersive health indicators" (blur, heartbeat, panting sounds, etc) to replace any HUD that pops up during combat or the like.
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Javier Borjas
 
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Post » Thu Dec 09, 2010 12:36 am

Morrowind fast travel. Or perhaps different bow types (short/recurve) with different rates of fire and flight arcs. Or making dragons more absurdly powerful than they already are.

EDIT: Oh who am I kidding. I'll probably break in the new engine with a house mod, of course. :P
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Stryke Force
 
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Post » Thu Dec 09, 2010 10:32 am

I'm sure there'll be more options for modding with the Engine. It IS the Creation engine after all. Though I'm not sure what I would want. I voted for a complete overhaul, as I find OOO essential to Oblivion. However, there's always the chance that they get Skyrim so right that an OOO style mod won't be nesiscary. Though I'd like to see what'll be possible with the new engine plus the inevitable SKSE, or Skyrim Script Extender.
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Solène We
 
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Post » Thu Dec 09, 2010 4:31 pm

It is my dream to mod a giant puzzle complex (and call it a temple a la Zelda: OoT). That is my plan, and I am trying to get versed up in the way of puzzle making through playing games that employ different mechanisms for it. I even have a thread about how puzzles will be increased in Skyrim http://www.gamesas.com/index.php?/topic/1163401-puzzles-in-skyrim-dungeons/ if you think this is an interesting idea.
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Liv Brown
 
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Post » Thu Dec 09, 2010 1:53 pm

I will likely make game play tweaks and changes first. I will play the game through and likely have a notebook full of little changes to make :)
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Stephanie I
 
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Post » Thu Dec 09, 2010 6:16 am

Morrowind fast travel. Or perhaps different bow types (short/recurve) with different rates of fire and flight arcs. Or making dragons more absurdly powerful than they already are.

EDIT: Oh who am I kidding. I'll probably break in the new engine with a house mod, of course. :P

heh, house mods are generally a good way to start. Except for me, I'm a complete clown when it comes to architexture haha.

I'm surprised noone's chosen the "New Perk" option yet, that'd be a good little mod to try out the engine with, probably one of the first thing's I'll try.
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Rowena
 
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Post » Thu Dec 09, 2010 5:39 am

Can I just request that all you modders pick ONE site to post all your mods at so us mortals have a chance to sort it out? =)

Can't wait for the bow and fast travel mods in particular!
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Damien Mulvenna
 
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Post » Thu Dec 09, 2010 3:40 pm

The first mo i'll make is tweaking things i don't like about the game, clutter price, arrow speed or recovery rate. probably increase overall damage as I did in OB/FO/FONV do make it more dangerous and fast paced. have enemies scale in numbers, not in levels (change spawn list to have more bandits at static levels instead of same bandit with level scale ticked)

first playthrough will be vanilla though, unless there is a glaring issue.
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Penny Flame
 
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Post » Thu Dec 09, 2010 2:59 pm

Although I'm not a modder, I'd like to see something like a http://www.uesp.net/wiki/Morrowind:Silt_Strider for transport.
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Matthew Barrows
 
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Post » Thu Dec 09, 2010 7:14 am

A tavern known as The Spotted Owl. That will be my first major project and I will see it complete even if it kills me. Sadly I'm now thinking that nobody will get the reference...

I do. :shifty:
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Rob Davidson
 
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Post » Thu Dec 09, 2010 4:24 am

I hope someone fixes the UI first.
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Cassie Boyle
 
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Post » Thu Dec 09, 2010 10:08 am

Spells and more spells. And wishful thinking, magical finishing moves.

But really, it depends how much the game lets you mod. If things like spells and skills end up being hard coded again it might just be too hard to mod those things in. As if using hacked in scripts wasn't convoluted enough already.
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brian adkins
 
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Post » Thu Dec 09, 2010 3:04 am

A tavern known as The Spotted Owl. That will be my first major project and I will see it complete even if it kills me. Sadly I'm now thinking that nobody will get the reference...


I get it.
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Joanne
 
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Post » Thu Dec 09, 2010 3:31 am

Can I just request that all you modders pick ONE site to post all your mods at so us mortals have a chance to sort it out? =)

Can't wait for the bow and fast travel mods in particular!

I post all my stuff on The Nexus (Fallout 3 Nexus, TES Nexus etc.)

I've been to most mod hosting sites and I've never found one that's more practical and user friendly, why anyone would not use the Nexus is beyond me.
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c.o.s.m.o
 
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Post » Thu Dec 09, 2010 6:48 am

Way more possibilities, Gamesbyro was easy but shallow.


Just for the record, the CS and the GECK have nothing to do with Gamebryo and are wholly the creation of Bethesda. It's more than likely that the presence of a self written renderer in place of Gamebryo's will have zero effect on the file structure or format of the CK. In all likelihood it will very much resemble it's predecessors in form and function.
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Rachel Briere
 
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Post » Thu Dec 09, 2010 4:34 pm

^ HAIL THE NEXUS!

EDIT: Darn Worm, you posted at the same time and now that other post isn't right above this one anymore...
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Rachael
 
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Post » Thu Dec 09, 2010 11:28 am

Somebody should make a inn called the "broken drum" or the "mended Drum"
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Crystal Clarke
 
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Post » Thu Dec 09, 2010 11:48 am

I post all my stuff on The Nexus (Fallout 3 Nexus, TES Nexus etc.)

I've been to most mod hosting sites and I've never found one that's more practical and user friendly, why anyone would not use the Nexus is beyond me.


Yeah, that's the one I defaulted to for all my Oblivion downloads too. It was just so much easier to use and seemed to have the biggest selection. I'll be have to promote that!
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NeverStopThe
 
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Post » Thu Dec 09, 2010 12:56 pm

Yeah the Nexus is where I would publicly release my mods. I haven't done public releases for Elder Scrolls mods thus far though, but I have modded for other games in the past (and they are much harder). Like Diablo 2 and another game that was coded in Ruby. Also I modded for Homeworld 2 in lua, but never publicly released.
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yessenia hermosillo
 
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Post » Thu Dec 09, 2010 1:53 am

Spells and more spells. And wishful thinking, magical finishing moves.

But really, it depends how much the game lets you mod. If things like spells and skills end up being hard coded again it might just be too hard to mod those things in. As if using hacked in scripts wasn't convoluted enough already.


New spell effects wasn't really that hard in Oblivion, I made a few and Midas Magic...well...gandalf status.

Agreed, about the magical finishing moves! Even if it's just an enemy killed by frost damage freezing over, or being incinerated if by fire.
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Ellie English
 
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Post » Thu Dec 09, 2010 7:11 am

why anyone would not use the Nexus is beyond me.

Well with their new full page add that sometimes show up between links, Im starting to dislike nexus.

Also can we get an option for the new engine going to be better for modding, but without the stab at gamebryo? Its completely uncalled for as the editor design has nothing to do with the engines capability.

We all know the editor is going to be better because it is completely Bethesda created along with the engine, so they wont have to rip as much out for releasing to us.
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No Name
 
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Post » Thu Dec 09, 2010 3:49 pm

I'll likely make some gameplay tweaks. Mostly depending on what their idea of "improving third person perspective" means, I'll likely alter that. Most likely slowing down the leveling, that is something that's been too fast for several Bethesda titles now.

Maybe I'm just a skeptic, but i don't expect the modding potential to be much different than it has been for previous games. Hopefully I'll be proven wrong though.
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Umpyre Records
 
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Post » Thu Dec 09, 2010 6:24 am

Oh, I also intend (though hope it won't be necessary) to try and compete with the rest of you to make the first PC friendly UI mod. :P
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Kelly John
 
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