Your first mod?

Post » Wed Aug 18, 2010 8:14 pm

When Skyrim ships and you've had your fill of the vanilla, what kind of flavor will you add? In other words, what will your first mod be?

Mine is sort of outrageous but my first mod will consist of a leprechaun who will run throughout the Skyrim woodlands. He will most likely be a scaled down Wood Elf with a custom green outfit complete with top hat. If the player spots him while adventuring, they will have a chance to stalk him until he returns to a spot in the forest where he hides his pot of gold. Then the player could forcefully take it from him or persuade him to give the player a portion, either option won't be easy.
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Wayne Cole
 
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Post » Wed Aug 18, 2010 1:12 pm

Mine is sort of outrageous but my first mod will consist of a leprechaun who will run throughout the Skyrim woodlands. He will most likely be a scaled down Wood Elf with a custom green outfit complete with top hat. If the player spots him while adventuring, they will have a chance to stalk him until he returns to a spot in the forest where he hides his pot of gold. Then the player could forcefully take it from him or persuade him to give the player a portion, either option won't be easy.

:thumbsdown:

You wouldn't need to force anything, anyway. They grant three wishes in return for their release. One such wish could simply be for X amount of gold. Anyway; :thumbsdown:

Were I getting the game on PC and were I a modder, I would probably make one or two NPC companions to my liking complete with backstories and all that good stuff. ^_^
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lolly13
 
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Post » Wed Aug 18, 2010 12:46 pm

mine is gonna add a "finish him" whenever you pull off a kill animation
also I am gonna make a wicked awesome dungeon
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gary lee
 
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Post » Wed Aug 18, 2010 4:20 pm

I have a bunch of very extravagant quest and dungeons mod planned for Skyrim, but I'll need to get familiar with the Construction Set first. I plan to do this by making a quest mod based around the Tome of Unlife from Oblivion, as well as the former owner of Benirus Manor and how she turned herself into a lich, much like the original owner.
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Bird
 
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Post » Wed Aug 18, 2010 12:58 pm

Hopefully help with a Morrowind transportation system mod.
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Sammi Jones
 
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Post » Wed Aug 18, 2010 4:44 pm

I'm going to have a dabble in building houses and as I feel we may not be needing a Unique Landscapes type mod, I will instead go about adding the odd little touch to make the world seem more lived in. For example the odd campfire, wolf dens, maybe even create some scripted events all to make the world that much more fun to explore.
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Carolyne Bolt
 
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Post » Wed Aug 18, 2010 4:41 pm

Ski lifts and parachutes for me.
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benjamin corsini
 
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Post » Thu Aug 19, 2010 2:54 am

Move the third person camera behind my avatar. Maybe a UI tweak.
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FITTAS
 
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Post » Wed Aug 18, 2010 7:46 pm

Resource mod for a total conversion I want to help make.
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Jack Moves
 
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Post » Thu Aug 19, 2010 2:00 am

* Darker nights and dungeons.
* Dark and enhanced GUI (tradition).
* Probably harder hard core and rebalancing mods.
* Mod that enables me to take game notes, in game.
* Travel services that makes sense.

Which will be first? Whatever comes first ;)
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Darren
 
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Post » Wed Aug 18, 2010 6:01 pm

Once I get all the necessary mods I require to optimize my basic gaming experience (I have faith that vanilla will accomplish this for the most part...but still, I'm talking stuff like more hotkeys and body replacers) then I will download quests, towns, dungeons, new weapons and armor, added NPCs, that sort of thing...
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joseluis perez
 
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Post » Thu Aug 19, 2010 2:32 am

First things first, a bunch of small, optional tweaks. Like how fast skills level and weapon damage, how fast time goes, essential NPCs, respawning dragons, just all of that stuff. I figure it is the best way to get familiar with the CK.
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Marguerite Dabrin
 
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Post » Wed Aug 18, 2010 11:57 pm

My first mod is almost ALWAYS disabling the quest markers and compass. That will usually be made and implemented shortly after the first day of play, before it spoils all the exploration. Then because I am exploring everything, I usually have to quickly add in something that slows down level advancment dramatically.
My first playthrough in Oblivion found me at lvl 8 before I even delivered the amulet to the monks. That was disheartening. I had to cut xp gain WAY back.
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Erin S
 
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Post » Thu Aug 19, 2010 12:20 am

after i figure out the specifics of the whole Radiant Story system, i intend to make a QUEST BOARD mod with class-related quests for guilds ("kill this!" and "find this in this dungeon!" for fighters, "enchant this!" and "find this ingredient for me!" for mages, "steal this!" for thieves) and random generic quests for inn/tavern boards ("find me this!" and "deliver this!" and whatever), maybe with a couple self-contained story arcs that develop over multiple quests.

depending on how guild advancement is handled in vanilla, i may make an add-on that requires x amount of these quests to be fulfilled in order to advance in a guild, to balance the interesting questlines of Oblivion's guilds with the sort of random tedious quests that filled Morrowind's guilds.
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ImmaTakeYour
 
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Post » Wed Aug 18, 2010 4:44 pm

I"m going to make Scales:

http://www.youtube.com/watch?v=HomAZcKm3Jo

You will see a firey ball streak across the sky and leave a smoking crater on a distant mountain top. Upon closer examination you find amongst the debris a softly glowing dragon egg...

The baby dragon will increase in size as it levels up, begining probably with stolen wolf animations, then perhaps horse and eventually you will have a very dangerous pet indeed. You might even need to bring it animals every week to sate its enormous appetite...
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Enny Labinjo
 
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Post » Wed Aug 18, 2010 3:14 pm

Would say a forge, alchemy workbench and alchemy altar you can move and place at your house, but I'm sure other will beat me to it.
Port my moveable alchemy chest from Oblivion is a worthwhile plan, it's a chest you can buy drop on the floor and then you activate it you get a menu, open, pick up or store alchemy ingredients, last one moves all your alchemy ingredients to the chest so you don't have to move one and one stack.
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Niisha
 
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Post » Thu Aug 19, 2010 1:33 am

Puzzled voice "What are mods?", tilts head.

Honestly I don't know, if I like the game maybe none.
If something bugs me I'll tweak it, if I have a specific role I may try modding some outfits.
If the game world or magic is not to my tastes that.

If nothing I'll look on Nexus and see what brilliant stuff the great modders over there have to offer.
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Alex [AK]
 
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Post » Wed Aug 18, 2010 11:44 am

More than likely a port of my custom weapons over to the new game XD
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Astargoth Rockin' Design
 
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Post » Wed Aug 18, 2010 12:52 pm

Nudity mod :biggrin:
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Andrea P
 
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Post » Thu Aug 19, 2010 2:20 am

The first thing I generally do whenever I get one of these games (Morrowind, Oblivion, FO3) is make a quick mod that reduces the amount that health increases with level, gives every NPC a base health of around 100 + xyz according to their Endurance and race, make the damage higher, and reliant on the weapon and/or your strength more than skill (skill still has some effect), and then hop into the game. This makes it much more immersive, gets rid of what I think is the most [censored] aspect of RPGs (how could one person be able to get stabbed twice in the heart and another person thirteen times? makes no sense...), and makes the game a lot more intense/scary to play as far as combat goes.
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Nany Smith
 
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Post » Thu Aug 19, 2010 12:32 am

2nd mod: Arena of the Dovahkin!

A new arena where you can test your mettle against other PC's (you'd have to download their characters but the mod would have mine pre-installed).
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stevie critchley
 
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Post » Wed Aug 18, 2010 9:31 pm

It depends on what, if anything, bugs me in the game. Maybe I'll try making a house of my very own, or a companion/pet type thing. Who knows? I'll have to play the game first and find out. xP
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Kelvin
 
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Post » Wed Aug 18, 2010 11:02 pm

likely small tweaks and "fixes" then on to dynamic AI schedules
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joseluis perez
 
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Post » Thu Aug 19, 2010 2:29 am

I'm already working on creating a bunch of unique high quality Spear and Pole-arm models ready to be added to the game the second the tools are available for integration. once I can import the skeleton.. I'll have the animations ready as well.

I have these forums to thank for the idea.

[EDIT] after I'm done that.. probably start on some other weapons and armour.
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Add Meeh
 
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Post » Wed Aug 18, 2010 8:54 pm

Hopefully help with a Morrowind transportation system mod.

I will help you with that
so people would finally shut up about it
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carley moss
 
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