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Concepts/Mods that I think will fix Skyrim's Density Issue Part 1


lstfresh

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Alright modders and players still alive in this era, after spending 100s and 100s of hours playing skyrim, I wish to put some reflection into my experience so far. With over 120 mods focused on immersion and gameplay enhancement/difficulty, I still have to say that there are things that are lacking that makes skyrim seem so artificial despite the many modifications. I went through Bethesda's Skyrim Mod Jam, and am surprised that by 2014 some of these ideas still haven't been covered (or so I thought). The following are just suggestions of my own opinion so don't get offended at my remarks and claims (please).

 

Like the title says, regardless of the amount of mods I shove into my data folder, Skyrim still lacks density. I believe that if this issue is addressed even at the slightest amount, the Skyrim experience will become exponentially organic and fresh with each play-through.

 

Idea 1: Thieves and Violent Drunks during the Nightlife in Towns/Cities

  • I don't know if there are mods that address this, but the atmosphere of the towns/cities during the day are not that much different in the night. I mean yes, there is the occasional 2-vampire ambush but that is not in the slightest impressive or really threatening. My suggestion, a suggestion that addresses density, should be to have a mod that randomly generates thieves and violent drunks under a configurable probability in sensible but also random locations within a town/city. So a maximum of two thieves should randomly spawn in dark places and walkways waiting to rob a civilian or even the Dragonborn. However, they should act spontaneous so that the scene does not look sketchy. A thief could even walk normally amongst civilians and then suddenly attack/loot a random civilian(or the Dragonborn) once out of a guard/mercenary's vision. The armor should be random and compatible with other armor mods as a way to disguise themselves from the Dragonborn. They should be weak defensively but strong offensively. A quest could even be produced from this: if a thief assaults a civilian, the civilian will cry for help in which the Dragonborn (who at the scene will find the respective civilian accompanied by a guard or two) responds to cry and can either help capture/kill(where at low health the thief will submit and you can either escort the thief to a guard or kill the thief but face the probability of facing a murder fine depending on the heart of the guard) the thief and report back to the civilian.
  • As for the drunks, there should be a configurable spawn probabilty of spawning 1-4 drunks in or near an inn or foods store/winery. Upon contact, the Dragonborn should be forced into dialogue with the drunk(or the drunk leader of the drunk group) where every dialogue choice will either calm down the drunk or set him off in a violent brawl/fight. The weapons for the drunk(s) should be either a knife or bare fists(unless the drunk(s) is(are) warriors/fighters). If the Dragonborn ends up fighting the drunk (the the drunken group) he/she can lower the drunk's health until they end up submitting or run to a nearby guard for assistance(the guard can tell you to either help him kill the drunk or capture the drunk). If you end up killing the drunk, criminal charges can be applied towards your character. If through your initial dialogue that the drunk calms down, you can be rewarded with a wine or two.
  • Note that on the task of capturing victims, once the quest is completed, the victims should disappear and the guards resume back to their patroling duties. The civilian should resume to his/her original AI path.

Idea 2: Outside Entertainment Depending on City/Town Atmosphere

  • This one should slightly easier to accomplish than the first idea. Basically, during a sunny day, a town/city (based on its reputation) will be visited, based on a configurable probability, by a musical performer/band who will play lore music and/or celtic tunes for the pre-existing children of the respective town/city. Skyrim kids are like drones in that all they do is run around with jerky remarks. Yes many will find this idea unattractive because it has no significance to Skyrim's action-life but it certainly makes the atmosphere more organic and natural. Children should not be added but rather existing children should be attracted to the npc through a detection radius. The process should be natural; not attracting children like a magnet thus making a large node of fps destruction. on conditional weather/events the performer should not appear. On days that the performer does appear, the performer should only play for a few skyrim hours and then leave. When the performer opens the city gates he/she should de-spawn. In towns, the performer should de-spawn after a short distance from the town's opening. The children should resume back to their AI pathways after the performer starts to leave. If for some reason you kill the performer, the performer should have a random amount of gold depending on the size of his audience but also face criminal charges of the respective town/city.
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