Animation
Specifically weapon-use animations. Now, animations is not my strong suit as I only recently have been trying to import idle animations into Fallout: New Vegas, however I did find that you cannot import new weapon-use animations (firing, reloading, etc.). For the next installment, I believe that this should be added for projectile weapons (bows, crossbows) at least. Aside from this, I cannot really say much else.
Collision
This is definitely something that has irked me in the most recent of days. I can remember making meshes for Morrowind and things such as collision were very simple; you exported it and it worked. Of course, it may have been the exporter for 3D Studio Max 4 and 5 at the time automated the task, I truly cannot say. However, in making a new building mesh for Fallout: New Vegas recently, I found that attempting to export the mesh from 3D Studio Max 9 to the game and have collision working was an utter attempt solely at frustration. So far, I have not been able to get the mesh to export and have collision consistently - once it worked, then I added vertex coloring to finalize its look, then collision didn't work and now it does again. Perhaps an answer to this would be to have collision on automatically on an object as it would appear that collision is needed far more than not. Particles, cloth, plants, leaves on trees, and any other billboard objects seem to be the only objects which do not use collision that I can think of presently.
Scripting
If players are again going to have the ability to modify the game to such a depth as has been seen previously - which is somewhat up in the air given a new engine -, the scripting engine is in desperate need of an overhaul. While in the past, the various script extenders have given modders some of the tools to make scripting easier and more in-depth, it would be best to have some of these abilities be native. To name just a few things I would rather like to see in new scripting engine follows thusly:
- Arrays
- Loop controls - for, foreach, while, and do-while loops
- Definable Functions outside of the scripting blocks.
- Object access methods
- Maths functions
Now, someone once said to me that the current scripting environment is better suited to non-programmers for ease-of-use amongst the widest swath of people. As it is, however, actual programmers, I imagine, would be very frustrated by the lack of basic programing techniques. Perhaps then two systems could be developed alongside each other; one would be the current environment for non-programmers and the other could be the "expert" environment for programmers where it would look like an actual language (the aforementioned elements plus braces, scope declaration, etc.).
In-Game User Interface
This is perhaps the biggest upgrade that they could make to the mod system: being able to create and call new UI elements. For all of the past games, whenever a modder wished to have a menu, they would make a series of MessageBox commands and get the button state, etc. This is horribly-cumbersome and a very tired method. The UI was changed, it seems, to an XML format which allowed for the addition of new elements (DarnUI for example). I think that this can be extended to create new menus which could be attached to new commands (like the ShowBarterMenu, etc.).
These are just some of the things that I think could be improved upon. I am not ungrateful for the systems we have at present, but like all things, it must advance with the times. But please, tell me what you think.