In searching with the search bar for "skyrim mod", I returned 27 results - all from the Oblivion General Discussion forum and none of them about Skyrim (only referencing it). So I'm starting this thread to talk about modding for Skyrim, which I am very excited about.
I have made several mods for Oblivion using the construction set (mostly making unique NPCs and spell effects/spells), but none of them outstanding. Except perhaps "Fortify All Stats for 2 Billion". I couldn't stop laughing when I jumped, fainted, and the game went to an eternal loading screen. But now the engine is different and will require some relearning and quite a bit of time in the new construction kit. That will svck for any modder, but, honestly, it's worth it to finally move on from Gamebryo.
On to business; Here are things I would like to see and/or anticipate seeing and/or plan on personally attempting to mod into Skyrim (essentially reposting a Facebook note of mine, anything in quotes is from someone else):
- Open Cities: If not implemented by Bethesda, I guarantee this will be made into a mod by the community.
- Crossbows and Thrown Weapons: I think this is very likely to come from the community if Bethesda doesn't do it themselves. I mean, they're NORDS. Why wouldn't they throw an axe occasionally?
- Armor Customization: Ability to decal armor is confirmed, what about smithing additional things into your armor? Socketing magical gems/ working runes into it for effects? [I think runes were mentioned in an interview?]
- Herbalism: Herbalism mod to make plants visually change when harvested and again when ready to be harvested. Saw this in Morrowind and Oblivion, moderately popular, just a nice touch.
- Fletching: Arrows will be uncommon to rare and we can officially "woodcut". What about using those logs for making arrows?
- Natural Environments: In Oblivion this made the world look much more natural. Perhaps there will be mods to up the ante on realism (likely in the aspect of weather realism).
- Deadly Reflex: A good example of the potential for improvement in Oblivion's combat - added in kicks, bashes, combos, and finishing moves. Bethesda has added in some of these to Skyrim already.
- Better Animations: The Oblivion "jump" animation comes to mind. Bethesda is using Havok Behavior in their animating so we probably will have more realistic animations (instead of an aerial Electric Boogaloo).
- M'Aiq the Liar: "...but this time most of things he says are false, and not just internet references and the developers opinions on things. In Oblivion he was more like M'Aiq the Opinion Giver."
- NPCs on the Roads: "...Roads in this game [Oblivion] were just so... lonely. I want there to be things like traders and travelers on the roads."
- Beards: Nords. Beards. You do the math.
- Seasonal Quests and Children: Children confirmed. Seasonal quests relating to specific herbs, perhaps? Maybe a cave entrance frozen solid in dead winter only opens after it warms up. Also quests that take place on a certain day/week/month/year.
- Hand-to-Hand Weapons: The Nordic equivalent of brass knuckles and such.
- Pauldrons and Dual Wielding: Not sure if Pauldrons fit into the armor used by Nords, I never spent time enough going through the lore to find that out for certain. Dual Wielding confirmed.
- More Questlines: "Morrowind had 14 major questlines [Morrowind MQ, Tribunal MQ, Bloodmoon MQ, Fighters Guild, Mages Guild, Thieves Guild, House Hlaalu, House Redoran, House Telvanni, Morag Tong, Tribunal Temple, Imperial Cult, Imperial Legion and East Empire Company], Oblivion had just 7 [Oblivion MQ, Knight of the Nine, Shivering Isles MQ, Fighters Guild, Mages Guild, Thieves Guild and Dark Brotherhood, no the Arena does not count]."
- Specific Mage armor that BOOSTS spellcasting: Self-explanatory.
- No more Daedric Armor Bandits: Also self-explanatory.
- Slow Fall spell: Because sometimes I need to survive falling off a cliff. Usually that need occurs when I fall off a cliff.
- Reduce the value of items: Make gold hard to get, Morrowind style. None of this "I'll sell everything I found in this barrel in the middle of the street for 5 billion Septims". No.
- Window lighting and chimney smoke: AWLS did this for us in Oblivion, really helped make cities seem alive at night.
- Better Cities: Made Oblivion cities much more realistic by adding clutter and more NPCs. The extra people in the market district really did make it seem like a market district; the ambient noise was people talking (and I had a difficult time distinguishing conversations, so the poor dialogue didn't bother me ).
There's more I could list, but I've gotta drive my sister to the airport so I'll let others chime in. Who's excited for modding in Skyrim? What kind of mods do you anticipate the community working on after the release of Skyrim? Any mods from Oblivion/Morrowind you want to see in Skyrim? Any good mod ideas you have?