skyrim modding

Post » Sat Feb 19, 2011 9:13 am

I feel that people who are griping about what they may not be getting with this game are forgetting what the modders will do. I absolutely can't wait to see what the construction set will allow the modders to come up with. Any ideas?
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Lalla Vu
 
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Post » Sat Feb 19, 2011 10:27 am

I feel that people who are griping about what they may not be getting with this game are forgetting what the modders will do.

Or they're playing on the consoles. :hehe:


I'm sure we'll see interesting mods. If the UI is easily moddable, we'll definitely see some sort of improvement there to make it look better on the PC.

If the game has instant fast travel markers to all major cities from the start, the first thing I'm doing is creating a mod to disable those until you've travelled there, because I enjoyed that a lot in Fallout 3.
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Benito Martinez
 
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Post » Fri Feb 18, 2011 10:38 pm

Radiant story sounds like an easy way to make more quests and something it would be fun to look into.
Flying creatures would also be interesting; dragons fly but nothing really fly in Oblivion.

The first I will check out is probably, beards, tattoos and war paint. If I’m not mistaken the beard uses an equipment slot the same way hair or tail does.
In Oblivion many mods add headband or jewellery that uses the tail slot. I would be surprised it would not be possible to use the beard slot to.

Tattoos, scars and war paint are a texture layers added on top of the skin. The number would be limited but it should be possible to have minimum two, probably also on body parts like face has three, upper body and lower body has one each. Yes they can be used for underwear as a shirt under armor as long as it’s skin tight. Just to change the texture.
The big question is how flexible are this slots, could you enchant a tattoo? Replace it with a mesh like you could put a cape in the amulet slot?
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Nicholas C
 
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Post » Sat Feb 19, 2011 6:34 am

Console Players cannot mod, so they want everything to be in it.
Though Since I'm PC :hubbahubba:
The first things I am going to mod or try are:
Spears! If they don't have spears, which I'm pretty sure they don't, I'll add them, even if they just have the sword animation...
And what about playable creatures? I will find a technique to do so if it is like Oblivion's CS more, but it will fail if it is more Geck like for creating NPCs.
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kristy dunn
 
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Post » Sat Feb 19, 2011 8:45 am

Console Players cannot mod, so they want everything to be in it.
Though Since I'm PC :hubbahubba:
The first things I am going to mod or try are:
Spears! If they don't have spears, which I'm pretty sure they don't, I'll add them, even if they just have the sword animation...
And what about playable creatures? I will find a technique to do so if it is like Oblivion's CS more, but it will fail if it is more Geck like for creating NPCs.

Spears might be a lot of work with special made animations, however probably easier then in Oblivion because polearms are in the game.
Same with playable creatures, again werewolves might make it easier.
My first mod except personal fixes will probably be to port my portable alchemy chest to Skyrim.
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jaideep singh
 
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Post » Sat Feb 19, 2011 4:39 am

Adding a travel system, like the one Morrowind had.
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Peter P Canning
 
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Post » Sat Feb 19, 2011 2:04 am

I made (but never released) a mod for my personal use in OB that messed with AI packages. It made NPC schedules a lot more varied and unpredictable than vanilla in which NPC stats, class, race and attributes determined the kind of activities they would do (physical, social, intellectual) and how long they would do them. I had a lot of fun following them around just to see what they would do and no day was ever the same.

The AI improvements in Skyrim sounds promising and it'll probably one of the first things ill be looking into.
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latrina
 
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