The OpenMw post 1.0Impossible mod idea list

Post » Fri Aug 30, 2013 12:36 am

So, I've had a number of mod ideas for years now, many which aren't possible. Fortunately for us, many of these ideas may soon become possible via OpenMw, MGE, MWSE, the MCP, or other innovations. What I'd like to do, is document them here for posterity, so that when the day comes that they are possible, anyone willing and wanting can implement them in the game. :smile:

So, I'll start my listing mine.

  1. Sky/Weather Overhaul:
    Morrowind's Sky and weather are obviously something I'm very passionate about, what with my sky texture replacers and such. Unfortunately, modders are extremely limited by the weather and sky system in the game and can't really do much about it. When such mods eventually become possible, I plan to implement a night sky which will change appearance each month, and change appearance over the course of a night, a complete redo of the sky dome mesh, which will include a multi-layered sky with proper horizon clouds, distant weather objects such as a plume coming from Red Mountain, distant clouds, distant fog, distant ash and blight storms, a volumetric/particle cloud layer in the sky, a complete redo of many of the weather particles, new weathertypes, and more.
  2. The Void (space):
    I've always wanted to be able to fly out into the void in Morrowind. To escape Nirns Atmosphere and fly out to the Moons and beyond. The way the game works now, this is not possible. The player will never leave Nirn's Atmosphere and cannot reach Masser and Secunda because they are just textures that display in the sky. A mod that allowed the void to be explorable would implement a world system like the Celestia space simulator which would allow the player to fly out of Nirn's atmosphere and actually explore orbiting bodies in the Auribus. Of course, trying to escape the atmosphere only using magic would probably kill the player, but it could open up possibilities for mods with lore things such as Moth Ships, Sloadic Airships, Dwemer Spaceships, the moon bases, and other such things.
  3. Alchemy services:
    Much like enchanting services, one would be able to go to an alchemist and have them make custom potions for the player, complete with a GUI. The advantages to using such a service would be the potion making would never fail, but would also be limited by the alchemists alchemy skill, so if you got an inexperienced alchemist to make you a potion, you might not be able to see all the effects said potion creates, but if you get a master alchemist to make you one, you'd be able to see all the effects beforehand.
  4. Charge enchanted items as a service:
    A simple mod that would add a "charge" service to enchanters. One could charge up their enchanted items, for a price.
  5. Self spellmaking:
    The player should be able to make spells themself, provided they're proficient enough with magicka. If they aren't, self-spellmaking could weild disasterous results...
  6. Morrowind Crafting, with a native GUI:
    Morrowind crafting is a mod I always play with. Unfortunately, due to limitations, it's GUI was made via a lot of scripting using messageboxes, and can often be crude and confusing. The set of skills it also adds can not be seen in the players stat menu, which can be troublesome.
  7. Normal/Env/Spec mapped texture replacers:
    Morrowind's support for texture maps aside from base maps, and glow maps is very crude. Normal maps aren't possible, and neither are Environment or specular maps. Reflection mapping is possible, but often doesn't look like it should, and requires the Code Patch work on a number of objects. However, once modders transition to using OpenMw, this will no longer be an issue. We will be able to make texture replacers with new types of mapping previously unavailable, which will greatly improve the appearance of the game. This will also allow us to better optimize many of the mesh replacers currently available, as higher polycounts will no longer be necessary, since normalmaps will be able to fill in the missing detail.
  8. Worldspaces:
    This is more of a feature than an idea for an actual mod, but worldspaces will make mods that include landmasses which aren't exterior cells be much more functional. We will be able to create planes of Oblivion with actual distant landscapes, port landmass mods which have compatibility issues with each other to their own spaces, and do a lot that will just make modding a lot easier.
  9. New/Better particles:
    Morrowind's particle system is old, very old. What's even worse is that it is extremely difficult to get new particles in the game, or to edit existing ones. With OpenMw, we will likely be able to use Blender's Particle system, or other particle systems instead of the old, outdated one that Morrowind uses. This way we'll finally be able to have magic effects that are up to par with games like Skyrim, improved weather, explosions, and many other new things.
  10. Better AI:
    Again, more of a feature than an actual mod, but better AI will allow us to recreate some of the "radiant AI" seen in Skyrim and Oblivion, where NPCs have daily schedules, travel across the gameworld, talk to each other, interact with objects in the gameworld, and generally be more interesting and do more than just stand in one place or wander around aimlessly like they do now.
  11. Sitting/Sleeping/Interactive Objects:
    One thing I've wanted since Oblivion, is chairs and benches the player, and NPCs will actually sit on. Sure, we've made mods to make this possible before, but they've required ugly hacks such as "sitting pants", or made NPCs loop an animation of them in one place, and do nothing other than interact with the one object, until you initiate combat with them, or make them follow you. Objects which are interactive will allow us to have NPCs that will sit on chairs, lean on walls and other things, use items such as alchemy sets, eat and drink food and beverages, and sleep on beds without needing crude and bulky scripts to get them to do so.
  12. Native versions of mods such as GCD:
    GCD is a great mod that many enjoy. With OpenMw, one could potentially make a patch that seamlessly integrates GCD into the game engine without the need of it's plugin at all. It wouldn't even need the fortify based uncapping scripts anymore. Other such mods could be seamlessly integrated into the engine as well, which would potentially make the game more stable and be an interesting and seamless way of approaching gameplay based mods.

I've probably forgotten some, but that's all I can think of at the moment, and seeing as it's a pretty long list, I think that's okay for now. :smile: Feel free to discuss or add your own ideas, I'm interested in hearing what people have to say and what ideas they have! :D

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le GraiN
 
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Post » Fri Aug 30, 2013 4:19 am

Dynamic animation packages + Worldspaces = Color-me-happy

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FABIAN RUIZ
 
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Post » Fri Aug 30, 2013 7:05 am

Feats and keywords. While Skyrim's implementation is somewhat lackluster, they open up a ton of possibilities.

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Felix Walde
 
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Post » Thu Aug 29, 2013 11:50 pm

-No Terrain height limit
-Physics
-Multiple water levels
-Dynamic snow with foot prints
-water dripping off when coming out of water
-Seasons
-more than 2 textures seaming
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Jordyn Youngman
 
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Post » Fri Aug 30, 2013 1:22 am

Purge cell buffer - so the game no longer keeps loading tons of useless data resulting in spectacular CTD and occasional BSoD in my case.

Physics. No more scripted death plz kthnxbai. Also, bounding boxes - begone.

Chargen system that supports sliders. A TON of work, but oh boy...that would be sweet.

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Andrew Perry
 
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Post » Fri Aug 30, 2013 12:44 pm

All that with a map that can be dragged as far as you want. And also a fix for the "shaking" that occurs when you are too far away from 0,0.

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Robert Garcia
 
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Post » Fri Aug 30, 2013 7:15 am

Non-hacky ways to ride a creature. And sit down, etc. Here's some http://imgur.com/gGg84af http://imgur.com/XWfYVFO I took while exploring Mournhold Expanded.

More dialogue filters.

You know the "region paint" thing? Well, I'd like the same thing extended to additional cell metadata. Like a "faction paint" for political influence, and a "district paint" etc. Then, dialogue filters for "cell controlled by *faction*" and "cell in *district*". That would allow to have province mods work well without getting the Vvardenfell dialogue as a baseline everytime.

A mixed facegen approach: you can tweak various sliders to change the head shape like in Oblivion, but each race/six combination can have several different base head meshes like in Morrowind. This gives great flexibility to fine-tune details, but at the same time it's still possible to have heads with very different shapes (like the freaky Bosmer males with horns for example) instead of shoehorning every non-beast race of either six into the same round head base.

Fast travel service: give better control over travel speed and cost from the NPC's service tab, instead of going "interior cell? => instantaneous teleport; otherwise takes time, boats and silt strider go at the same speed BTW". So the ability to specify a travel time for each destination (or leave it as "automatically computed" would be useful. Especially for fake-exteriors like Mournhold, or travel between separate worldspaces.

Race variants. Ability to define "new" races that will be considered by the game (for things like dialogue filters and so on) like another already-existing race. Could be used to good effect with Khajiits, Argonians, as well as when using separate races to create children and elderly.

http://www.awkwardzombie.com/index.php?page=0&comic=031912 :tongue:
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Richus Dude
 
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Post » Fri Aug 30, 2013 2:21 am

I think the ability to have different body types with the game. would be awesome.

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Amber Hubbard
 
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Post » Fri Aug 30, 2013 10:48 am

New battle system - like in Oblivion, where you have to dodge and hit enemies by yourself. Also with using shields and better AI.

Improved inventory - display on icon how much item weights and costs. Option to switch from tiles to list (but without this Morrowind still has the best TES inventory :) ).

Quest mark... NO, I don't want quest markers >: (

Did you see The Sims 4 sim creation? I want this in Morrowind too.

Oculus Rift and Windows Kinect support for virtual reality (it is possible now, but we need better support).

These mod will be hard to create, but possible. I can't wait for final OpenMW release!

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Amy Smith
 
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Post » Fri Aug 30, 2013 3:41 am

Dialogue filter functions: PC Magicka Percent and PC Fatigue Percent.
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Guy Pearce
 
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Post » Fri Aug 30, 2013 8:43 am

I have a couple more ideas: a way to allow the Multiple Teleport/Marking mod to seamlessly work with any cell added by mods, save player direction on mark, and show the mark icon on the map for each mark. Additionally, water currents.

Oh, lighting zones, like in Assassin's Creed. So one could make say, an exterior cave, and define a "lighting zone" where the ambient light would be darker inside the cave.

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Natalie Harvey
 
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Post » Fri Aug 30, 2013 6:37 am

I can assure you that this is already in OpenMW. I have tested it pretty extensively with Stirk and The Reach loaded, and can see them on the map just fine, with no character shaking while out there.

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Nick Tyler
 
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Post » Fri Aug 30, 2013 1:03 am

Custom water planes. Swimming in lava or acid with an invincibility spell could be nice :)

Different footstep sounds for each material, including statics.

More skills such as cooking.
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Francesca
 
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Post » Fri Aug 30, 2013 9:42 am

Oh, I forgot to mention adding new spell types/effects/schools. Real Necromancers, Shadowmancers, etc. Not this hijacking nonsense we script in now.

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Jesus Sanchez
 
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