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What kinds of changes would you like to see happen?


15samurai

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I would like to see a " Goblin In A Box: Waffle & Pancake House " with a ride through window for those on horseback. Every rider through the ride through window would get a saddle tray for the eat and go experience. Skyrim needs a medieval fast food dinning experience. I mean who doesn't like eating waffles and pancakes on horseback, it's a great idea.

 

 

P.s. An enchanted fountain beverage dispenser that gives you a free beverage with proof of purchase would be very cool as well.

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  • 2 weeks later...
What I dig are the mods that are practically DLCs, for example: Wyrmstooth, Moonpath to Elsweyr, Pit Fighter Faction quest line, Thirteenoranges quests, and Falskaar. I would like to see a mod quest line that delves into the lore of the forsworn and introduces an interesting and intimidating. From what we have played the forsworn are either annoying to deal or so cool that you wish you could join them, but their history is not really delved into. It would be interesting to have a battle over the reach with an army forsworn. Their leader is a mysterious, intelligent, and powerful briar heart warrior. He is more than a match for your character (think Bane from Dark Knight Rises). In one version of this mod the forsworn have a grudge against you for killing so many of their people and plan to take everything you have and destroy all you have achieved. You will rise like you did so long ago. In another version you can join the forsworn faction and take the Reach. This version will make all forsworn friendly to you. In order to do this quest you will have to have done quests for Jarl Igmund, The Forsworn Consiracy, and the Main quest line. Edited by 15samurai
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  • 6 months later...

It been a while so I have a few ideas that I have thought up of and would like made I will start with the vanilla game content and move on from there.

1st: check out the mod "World Eater Beater" I think it did the alduin boss fight justice. The only thing I think that needs to be worked on is the second stage of the fight.

 

2nd: the cure vampirism in Rise at Dawn quest should be edited. There is this huge stone tablet that you have to stand on while a guy chants at you and no cool effects take place ...at all. For something as big as removing your vampirism it should definitely seem like a struggle. First as he chants your character bgins to float in the air and and yelling in pain. 2nd the stone tablets' design begins to glow either red or a purple-blue color. 3rd an entity that looks like a vampire like creature is removed from you and before it can do anything it dissipates.

 

3rd. For The Lord Harkon boss fight it was short in terms of a climactic battle. Like the mod World eater beater Harkons' fight should be extended and have more story.

1st Isran joins the fight with you. 2nd When Harkon first goes for the Blood Well it is after the player has taken about a third of his health. 3rd when he does he transports you, serana, and Isran to his master Molag Bal's realm: Coldharbour, there a quest begin to find Harkon in the sinister castle. You fight through gargoyle hordes and find dozens of Soul Shriven in the castle and you learn of Harkon's origin or at least more of it. Harkon is more powerful in this realm so the fight will be tough. Take out 3/4 of his health and then he will take you all back to Nirn. 4th in Nirn where the final fight happens.

 

4th. Miraaks fight and quest all together felt rather lacking (look up Badassified Miraak for harder Miraak fights)

 

after you talk to Hermaeus mora about the deal for the final word of power and defeat the dragon a dark elf lad approaches you and tells you that there is an army of Miraak's cultists heading for Raven Rock and that you are the only one that can stop them. Head to Raven Rock, as soon as you enter town the front gate closes and the guards circle up and get ready for a fight. The head cultist approaches the gate and demands entry, and the guards argue for a little bit, and the cultist summons two Lurkers to kill everyone (since they can't get in). Defeat the Lukers only to find that the dark elf you talked to before let them in, it was a trap for you all along. Defeat the cultists only to find out that they sent out forces to destroy the skaal village. Go there kill the enemies and continue with the normal Dragonborn Questline.

 

Miraak boss fight. Only a couple of changes to the fight. First, you must go to Miraak's temple where the corrupted tree stone is, to read the book and enter Apocrypha. Second, Miraak is harder. Third, when he regenerates his health he sends high seekers and/or lurkers from the poisonous pools that surround you and his dragons (except for Sahrotaar) to kill you. Fourth, when you leave Apocrypha after absorbing Miraak's soul you will have one final fight as he uses the tree stone ( his last influence ) and his soul to posses your body. "Let us see who truly has the soul of the Dov". your setting is within you as dragon souls circle around as you and miraak battle for your life, literally.

Edited by 15samurai
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