I hope to do some of these myself. I've never modded a TES game before (only Total War), but I'm a game designer by trade, so I'm looking to expand my skillset while making Skyrim more immersive for my own experience. The genre I work in (sports) doesn't allow a ton of creativity beyond making complex fiscal issues (salary caps, free agency) simple enough for a layman to handle. I'll never get to everything I want to do (nor do I have the disciplines necessary to do much of what I'd like), so I'm hoping maybe someone will be inspired to do a few of these. * A "single life" character death replacement. I've always hated the lack of immersion in the death system. I die, but yet I just reload and voila! I'm right back where I was. I'd like to replace "death" with something else. Imagine if you will, you enter a cavern and are killed by a gang of bandits. Rather than simply reloading at the entrance, you awaken, perhaps days later, in a cage, stripped of your belongings, on a cart bound for Gods know where, having been sold into slavery. Just one possibility. This would likely start small, having you simply wake in a sneaking position where you were left, stripped of your cash and down (permanently) 10 Health. * "basic needs" I'm sure someone's worked on this. I've never been totally happy with the ones I've seen. I'd like to see some stamina/health consequences for going without food/water/sleep over a long period of time. This would also include portable bedrolls and camp fires for cooking, and, hopefully, random encounters while sleeping (as well as the ability to 'set watch' when travelling with a companion). * Reworking economy and equipment. Why do so many bandits have such outstanding armor? Why is it I can put an axe through a guy's chest, but the armor I just pierced is worth just as much as if I made it from scratch. I want to rework the economy and the equipment found to make survival more of a struggle... something to push you to pick up those extra quests just to stay fed and keep a roof over your head. Homes should have upkeep (by the same token, paying said upkeep should replenish food in that home). * Immersive Inns. There is no reason to drink. There are plenty of wonderful spirits available in the game, but no reason to make use of them, nor any real consequence. Time spent an Inn should be at least purposeful. The wait option here would become a sort of "socialize" option. This is how you'd pick up the quests from the innkeep. Rather than simply asking for work, you'd have to mingle, have a few drinks, to pick it up. It would face like a normal wait option, but gold would be lost, you'd be made drunk, and you'd hear rumors and such. There are probably better ways to present this, rather than just waiting, but it'd be fun to have the inns actually be a center of social activity. * Fast Travel random encounters. Personally, I'd eliminate fast travel except through the use of the Carters at each city (which I'd rather work like they do in Red Dead Redemption, but that seems a bit overzealous for a modding project). However, I'd like to see those wagons attacked by bandits now and then. * Injuries and recovery- If I lose a massive amount of blood, I should be hold up in an inn for a good month... assuming I get a healing potion and stop the bleeding on time. Perhaps bandages and wraps to help with that sort of thing. I'd like to see injuries that you must recover from, forcing you to put money into these things. * Slower healing from potions- Potion use shouldn't be instant. It should heal over time. It's too much of a fix-all during combat as it is. Anyways, I'll add to this. There's a lot more I've made notes on. In time, I'll post these in GDD form so a detailed formulation of the system is available, but I want to get a much closer look at the construction set before I do that. Get an idea what's possible and what's simply too daunting and I need to scale back.