I have started identifying areas of the game that need work and areas of the game that work fine and have outlined them in my Blog below.
I wish to mention that the problem finding places to sell goods too makes shops a good first mod for many players because not only has bethesda done all the hard work and providing smithy, alchemly, cooking, enchanting and other functional items. But it means any shop mod is going to be a primative quest mod with lots of eye candy and that should make these perfect noobie mods. I'll be looking at the quest stuff when we get the editing and will write a tutorial on it after that. This may well be the first tutorial I write as I master the new system.
The other things I have noticed that will be my own pet projects is the lack of depth to most of the Guilds, so I will attempt to fix that. After I have played them all of course. Also the Civil War quest line is a bit of joke.
Thankfully the core gameplay includes many features for mods for oblivion, including a few thousand features from my own oblivion mods so I do not have to remake those again, I can focus on brand new mod ideas this time around and add to whats already there.
If you have any thoughts on what the game is lacking and want to share them with me, please do so below.
I can make full sized kvatch mod in 3 months on my own, so nothing you suggest here is going to phase me, you can think as big or as small as you like but I will only make mods I personally find exciting and interesting so do not be shocked if I show little interest in some ideas, its part of the process I am afraid.
Well, I posted in my idea's thread that I'd like to see a new improved merchant "guild" as such, with the ability to buy a cart (like the ones you can use to travel to other cities), along with this you should have the ability to drive them, full them with goods and hire guards to help you protect them.
"Faithless is he who says fairwell when the road darkens" Gimli in The Fellowship of the Ring
I made a similar feature for Oblivion but it was scattered across several mods, unlike normal mods my mods talked to each other, communicated information with other mods of mine so once installed they acted like a single mod. Something that was not possible according to all the rules of modding but I did it. That feature especially worked out very well indeed.
There is a lot more support for it in Skyrim already by default too.
it would be helpful if u could find out how to introduce new currencies and/or a point system so that we can have new dungeons in a mod and then keep score of how you did in it. for example a stealth course where each kill gives u 100 points, but if at any point u are detected u get 500 points taken off. At the end u and ur friends who play oblivion can see who did the best on the course.
That is the core game there, probably global vars for the detection part which means a quest running in the background checking the state of the global var, the kill thing is a script too. Nothing to hard to do but it makes stealth in to a sport, like a Dark Brotherhood Olypics lol.
While we're at it, inplimenting a time sensor would also be great for doing speed runs once you get it perfect.
i would love to see something that explains the dissapearance of the dwemer(dwarfs) in skyrim. It should also have a whole new world were they went, plus some miniquests. There should also be dwemers.
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