Top 5-10 Mods devs should consider

Post » Mon Mar 14, 2011 7:23 pm

One mod I really loved from Morrowind was Vampire Embrace. You were able to actually turn other npcs into vampires. It would show an animation of you going in for the bite in first person, puncture marks appearing in the throat of the npc. You could also enslave other npcs without turning them into vampires.

I think the devs should have really implemented this. I know what some people will say. "If you want mods, go buy a computer." Well, many people, including myself, do not want to spend money on a gaming machine that needs to be updated annually or every 2 years to keep up with the newer games. A computer is a very expensive piece of gaming equipment because of all the money you end up spending not only making your pc purchase, but upgrading it as well. That is why I am a 360 gamer.
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Jason King
 
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Post » Mon Mar 14, 2011 4:31 pm

1: estrus

2: female body eyecandy mods

3: bouncing brests

4: animated six



Fxed.

Sha-Zam !!
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Jay Baby
 
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Post » Tue Mar 15, 2011 2:39 am

Galahaut's Atmospheric Loading Screens Mod with the random quotes by famous and wise people to add even more class to the classy Elder Scrolls.
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Jon O
 
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Post » Mon Mar 14, 2011 8:21 pm

Cats and Rats. Illuminated Windows.
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megan gleeson
 
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Post » Tue Mar 15, 2011 2:16 am

1. book placement
2. decorator assistant (or something similar)
3. mannequins (Morrowind version - fully wooden)
4. more hair, more clothing better facial sliders... You get my drift :D
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Amy Cooper
 
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Post » Mon Mar 14, 2011 2:41 pm

alternative start by ship
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RUby DIaz
 
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Post » Mon Mar 14, 2011 2:17 pm

5-10.excetera

????????? :stupid:
I can only hope you mean "et cetera". For one, the phrase is not spelled with an x. At least you didn't use a Y though, since they don't exist in Latin. Two, as I just said, "phrase" is the key word. Et = and; Cetera = others. Three, saying "5-10 and others" doesn't really make sense.

Natural environments would most certainly be my top pick. That and an anti-psychic guard mod.

4: animated six

There is an Animated Prostitution mod for Fallout: New Vegas. You should ask him to port it. :celebration:
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Amelia Pritchard
 
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Post » Tue Mar 15, 2011 4:41 am

1. Crowded Roads
2. Reneer's Guard Overhaul (I never used it, but the regional bounties I've heard about seem like they'd work great in Skyrim, seeing as how everyone's in a civil war)
3. Real Hunger
4. Real Sleep
5. Realistic Fatigue (3, 4 and 5 could be packaged into some kind of hardcoe mode, along with the need to drink and not freeze to death)

That's all I got.
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Nina Mccormick
 
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Post » Mon Mar 14, 2011 7:52 pm

It's VERY difficult to narrow it down to 10. My list of finalists is about twice that size. But here's my top 10.
Judging from the screenshots, it looks as though characters have eyelashes now. This makes the characters look a lot more human, so it's nice that such a mod is no longer necessary.


== MISC ==
1) Not a mod, but within the topic: My #1 "mod" request for devs to consider is to eliminate the need for external applications such as Oblivion Mod Manager, Wrye Bash, TES4LODGen, etc. Mod management should be a part of the shipped product.

== UI MODS ==
2) http://www.tesnexus.com/downloads/file.php?id=10763
3) http://www.tesnexus.com/downloads/file.php?id=10812 or http://www.tesnexus.com/downloads/file.php?id=20476
4) http://www.tesnexus.com/downloads/file.php?id=22984
5) http://www.tesnexus.com/downloads/file.php?id=14794 (Nominated here for its feature allowing one to quickly switch between user-defined, full outfits. I don't use its other features.)

== GAME PLAY MODS ==
6) http://www.tesnexus.com/downloads/file.php?id=23862. (Nominated here for its option to punish the player for dieing (stat loss.))
7) http://www.tesnexus.com/downloads/file.php?id=9562. (Nominated here for the variety, utility, and creativity of its spells. Although the last version I tried had mechanics which were easy to exploit. But then, so does Oblivion.)
8) http://www.tesnexus.com/downloads/file.php?id=9655 (mmmm, vine arrows)

== VISUAL MODS ==
9) http://www.tesnexus.com/downloads/file.php?id=2536 (Packaged as part of "Natural Environments". This adds insects and birds to the world, making it more alive and pleasant.)
10) Anti-gender-role mods like http://www.tesnexus.com/downloads/file.php?id=15349 and whatever mods unlock all hairstyles for all genders (I forget which mod I use for this.)

(Edited for spelling.)
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Gavin Roberts
 
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Post » Tue Mar 15, 2011 12:50 am

1. NEHRIM, NEHRIM, NEHRIM

2. Armamentarium (sp?)

3. Lost Spires

4. Thieves Arsenal

5. Oscuro's Oblivion Overhaul

6. Martigen's Monster Mod

7. Natural Environments

8. Natural Faces
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Brian Newman
 
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Post » Mon Mar 14, 2011 10:13 pm

Children removal mod. :P



*points* This person hates kids!!! Kid Hater!!! lol
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Robert DeLarosa
 
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Post » Mon Mar 14, 2011 3:39 pm

1) FCOM Convergence (FCOM/uFCOM/OOO/MMM/Fran's/Warcry/Cobl/etc)
2) Nehrim - for the environment design and story more than anything else.
3) Crowded roads/cities
4) Children of Morrowind - seriously, it is perfect
5) RAEVWD - Distance mod
6) Armamentarium (Hopefully Skyrim will have this kind of weapon and armor diversity even if it's just reskins)
7) Better Cities
8) Unique landscapes
9) Open Cities
10) Reneer's Guard Overhaul

Despite all the people mentioning it good TODD PLEASE do NOT look at DEADLY REFLEXES it is asinine and god-awful when the lowliest housemaid becomes a badly-animated, awkwardly-posed ninja master after being punched in the face. Having a bunch of flippy, ninja bandits coming after you is just laughably stupid looking and totally breaks immersion. This is TES not the Matrix, please Todd no. It has some interesting aspects I'll grant you but the result is just ridiculous. If you want to see good first-person melee combat look at Dark Messiah.

(Also, based on new Vegas, I'm assuming Sleeping/Eating/Drinking stuff will be included as an option so no need to mention those...my finger's are tightly crossed for this)
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Heather M
 
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Post » Mon Mar 14, 2011 5:08 pm

I second this. It would be nice to not have to make skyrim scrip extender.


One more vote for OBSE (and its plugins).

In addition, a version of UDK's http://udn.epicgames.com/Three/DLLBind.html script command would be damn nice. What it allows you is basically to write your own script commands, functions, and even object types and then let the game include them and handle them as if they were native to the game engine.
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Anna Beattie
 
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Post » Mon Mar 14, 2011 1:38 pm

Anyone who wants Nehrim shouldn′t be making suggestions, they even say it on their web-page that Nehrim is 100% independent and has nothing to do with TES, so why do people want it in TES ? The environment may be nice and the story good but the environments are not the environments of TES and the story has nothing to do with TES.
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Lynne Hinton
 
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Post » Mon Mar 14, 2011 5:08 pm

1. Natural Enviroments
2. Deadly Reflexes
3. FCOM
4. Midas Magic
5. Immersive Interiors
6. Unique Landscapes
7. CURSE OF HIRCINE!!!
8. Keyring
9. Darnified UI
10. Elven Maps Redux
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Kim Bradley
 
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Post » Mon Mar 14, 2011 2:36 pm

-Companion Share
-Deadly reflex
-Supreme magicka
-Real sleep, real hunger
-
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Nice one
 
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Post » Mon Mar 14, 2011 6:02 pm

Anyone who wants Nehrim shouldn′t be making suggestions, they even say it on their web-page that Nehrim is 100% independent and has nothing to do with TES, so why do people want it in TES ? The environment may be nice and the story good but the environments are not the environments of TES and the story has nothing to do with TES.


You misunderstand, the environments are much more well-thought-out than Oblivion's, with diversity and scope that made it feel enormous, even though it was slightly smaller than Cyrodiil. The story had nothing to do with TES lore, but the way the story was told and how it involved the player was much more authentic and intriguing than that of Oblivion's main quest. If you played through Nehrim you saw things that one couldn't even dream of seeing in Oblivion even after modding it to hell and back; truly hand-crafted environments with an enormous but simultaneously claustrophobic feel. The interiors were also incredible, far beyond anything that Bethesda has ever attempted, and yet they still felt believable. Cyrodiil never dwarfed the player because it was too open and flat. From what we've seen of Skyrim I think that we'll see some very similar environmental awesomeness as Nehrim had, whether it was directly inspired or not.
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Kat Stewart
 
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Post » Mon Mar 14, 2011 2:24 pm

1. Obscuro`s Oblivion Overhaul
2. Martigans Monster Mod
3.Crowded Roads
4. Qarls Texture Pack 3
5. Illuminated Windows (or whatever it`s called)
6. Imperial Furniture store
7.Bank mod
8. Weather Inside (think that`s the name)
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Anthony Diaz
 
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Post » Mon Mar 14, 2011 3:41 pm

Wow, this was harder than I thought. I figured that most of the mods I use added something to the game, rather than modified it. I've narrowed the list down to mods that actually change the atmosphere or game play. These are mods which would best be done by the Bethesda, rather than a player doing it after the game came out. They tend to be labor/time intensive mods, or mods that require specific engine support.

  • Enable Free Look - While in first person, allow you to look in a direction other than the direction you are traveling in.
  • DarNified UI - Nothing more really needs to be said.
  • Real Lights - This is how dark and atmospheric dungeons should be. Get rid of all ambient light. If this is too much work, then at least implement something like the Darker Dungeons mod.
  • Darker Nights - Nothing more really needs to be said.
  • Dungeon Actors have Torches - If dungeons and nights are darker, then NPCs should carry torches as well. Naturally, Drop Lit Torches would have to be implemented too for when they go into battle.
  • Illumination Within - Specifically, this illuminated windows at night mod. This mod did it right. Not all windows illuminate at night. Each room in a house can have the windows turn on and off at various times. To make it even better, the light coming out of the windows should have different intensities.
  • Cities Alive at Night - Illuminates buildings with they are distant.
  • Immersive Caves - Get rid of those silly doors on caves. If Fallout New Vegas can do it, Skyrim should be able to do it.
  • Alive Waters - Put actual vegetation, fish, and items in the water again.
  • Almost Everything Visible When Distant (AEVWD) - Makes many more things visible in the distance.

There were of course the obvious ones, like Harvest Flora, but seeing as Fallout 3 had something similar, I have to believe that they will already implement something like that. I was also going to pick Tamriel NPCs Revamped (TNR) - All Faces, but again, they have already said that there will be more diversification in the way NPCs look, making them look more like their respective race.
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Isabell Hoffmann
 
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Post » Tue Mar 15, 2011 1:32 am

FCOM, Midas Magic, Supreme Magicka, nGCD/Tejon's Progress, Tamriel Travellers, Kragenir's death quest (though this one could use some improving), Enhanced Economy
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RUby DIaz
 
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Post » Mon Mar 14, 2011 10:35 pm

== MISC ==
1) Not a mod, but within the topic: My #1 "mod" request for devs to consider is to eliminate the need for external applications such as Oblivion Mod Manager, Wyre Bash, etc. Mod management should be a part of the shipped product.


No, leave this in the hands of the fans! Neither OBMM nor Wrye Bash are either finished products, or simple mod activators. If they're reduced to a static, closed source internal mod manager you'd never be able to adapt them as new mods come out - great ideas like Filter mods (Which, when merged into the bashed patch, only merge the bits appropriate to your load order) or supporting other third party applications would be almost impossible.

Modding is an end-user thing, so only the end-users can tell you what they want from their tools. They can't do that before the game has released.
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Rinceoir
 
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Post » Tue Mar 15, 2011 3:09 am

No, leave this in the hands of the fans! Neither OBMM nor Wrye Bash are either finished products, or simple mod activators. If they're reduced to a static, closed source internal mod manager you'd never be able to adapt them as new mods come out - great ideas like Filter mods (Which, when merged into the bashed patch, only merge the bits appropriate to your load order) or supporting other third party applications would be almost impossible.

Modding is an end-user thing, so only the end-users can tell you what they want from their tools. They can't do that before the game has released.


Good point, one would certainly want the system left flexible enough to still allow mod organization to be modified by 3rd party software.
Although, assuming such flexibility is retained, I still would like to see some features of mod management tools come with Skyrim. At the very least, the ability to rearrange the load order of mods.
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Naazhe Perezz
 
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Post » Mon Mar 14, 2011 5:54 pm

inb4userinterface

Damn.

I definitely hope to see more unique landscapes.

Kragenir's death quest (though this one could use some improving)

Good to know. :D
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michael flanigan
 
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Post » Mon Mar 14, 2011 3:06 pm

1. Unique Landscapes
2. Unique Landscapes
3. Unique Landscapes
4. Unique Landscapes
5. Unique Landscapes
6. Unique Landscapes
7. Unique Landscapes
8. Unique Landscapes
9. Unique Landscapes
10. Unique Landscapes
11. Unique Landscapes
12. Unique Landscapes
13. Unique Landscapes
14. Unique Landscapes
15. Unique Landscapes
16. Unique Landscapes
17. Unique Landscapes
18. Unique Landscapes
19. Unique Landscapes
20. Unique Landscapes
21. Unique Landscapes
22. Unique Landscapes
23. Unique Landscapes
24. Unique Landscapes
25. Unique Landscapes
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Lily Something
 
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Post » Mon Mar 14, 2011 2:07 pm

The colored map, shows snow ect...
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Alexandra Ryan
 
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