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.
So, I'll start my listing mine.
- 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. - 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. - 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. - 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. - 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... - 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. - 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. - 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. - 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. - 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. - 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. - 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. Feel free to discuss or add your own ideas, I'm interested in hearing what people have to say and what ideas they have!