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What Mods do you want to see for the Remasterd Version?


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I would love to see a cape/cloak mod revamped from Old-blivion maybe with physics. I'd love to see new quests if it's even possible, different areas to explore or even revamping some of the same looking caves/forts for new quest mods. Adding in artifacts from older scrolls games.

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i would like to have 2-3 improvements on the AI

1- better prey (this is not normal for a deer to just stand idle as you shoot 2-3 arrows at it)
2- alerted enemy (too often I clash with a bandit while his friends are just a few meters away and do not hear the shouting and the blade closing)
3- better sandboxing (to be honest, it feels like most NPCs do not know what to do. I would like to see them have some place to go and do something, even just chilling is good for me)

To be honest, I feel like the AI is just a copy-paste of Oblivion from 2006. It really needs a remaster.
I would like to see the NPC look busy, going to the market, sitting on some crate, shopping, reading, or relaxing. Right now, what I see when I go to the imperial city is NPCs just wandering around, sometimes doing nothing but looking at the empty street doing nothing for a few seconds, just to go look at another street later, i feel like all the resident of the imperial city are jobless and without hoby, if they could be working at something, or gathering in a back alley to play dice once a while, or taking flowers to the tombstone, carry basket with fruit after going to the market, that would be much better. The deer are just standing in the forest, doing nothing until you come close. If they could just eat grass and slowly walk around, or sometimes raise their head to look out for predators, and most importantly, all run away if one is hit by an arrow. That would be perfect.

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  • 2 weeks later...

It would be nice to have some Kvatch rebuild mode. But not just the city magically rebuild overnight. a mod where YOU, the Hero of Kvatch, become the new count of Kvatch and rebuild the city bit by bit. The survivors of Kvatch move in, you rebuilt their homes, give them jobs, trade with the other city, and recruit some guards. not like Fallout 4, but more like each building can be restored and the castle becomes a new player home.

Let me explain what would be the perfect asset of this mod

  • Rebuilt the city - each building would be costly to repair and would need some hard work, maybe some quest related to getting the goods, such as clearing a nearby mine (like Belletor's Folly) to get iron for the smith, or re-settling someone at Shetcombe Farm.
  • upgradable player home - technically, the whole city is yours, but the castle will attract as a true player home. At first, the castle will be in ruin, but as you rebuild the city, an upgrade will be unlockable. such as decorations, the great hall, dormitory, nothing too fancy at first and as it expend, it will start to look awesome
  • expend your influence — while the other city isn't your enemy, the other count will not hesitate to take the opportunity of Kvatch's fall to expand their influence and take over your county. As such, you will have to fight off their attempt to take over your country, sometimes by violent skirmishes with the other city's militia.

 

  • Diplomacy - another lord will first see you as a commoner, then will start to see you as some kind of warlord, only through some diplomacy and demonstration of strength, they will start to see you as an equal. Some agreement would need to be made, such as paying tribute or recognising another count as your overlord, or even completely giving up and giving away the city to another county. It would be up to you, and all have some advantage. Some more benefits to you. Regardless if what you do, you have to pay tribute to the empire, or you revolt against them, and that would permanently make you a criminal and have a regular attack on your settlement (and you can't take over the cities). If you are tired of fighting against the empire, you can always surrender the city to the Empire, in which case, the guard will be replaced by imperial guards, and you will have lost it permanently. Unless you are winning the war and you make peace by giving up a lot of your territory, in which case, you remain lord by pay a tribute once again.
  • new income - with each new citizen moving in, you get new income. A simple resident gives a bit of coin, a merchant gives more. Soldiers are reducing this income (they aren't working for free)
  • Dynamic Trading - you agree to use diplomacy to get more goods to be sold by your merchants. Having agreement with Anvil will give you access to seafood, Skingrad give access to wine, Imperial City gives access to spells, and Bruma give access to better armour. You can see the concept. Each adds some income, and the materials are actually sold in your merchant's inventory.
  • Control your county - besides the city, there are other territories you rule, such as the nearby mine, fort, inn, and farm. Each provides you with more income and goods, but some might occasionally have trouble with the local bandit. A bit more like radiant quest, but not as annoying as Preston's. This can be countered by increasing the patrol and manning the fort in your county or making an agreement with another county. if you do not do anything, other lords might take over some of your territory. And to some extent, you can also take over a bit of theirs if you are aggressive enough.

 

  • Travellers - while they might not be coming for you, Kvatch is in a key position between the largest port and the largest city of the province. meaning you have a lot of travellers and goods transiting through your territory. You might impose a tax, block the supplies or just let things go freely. But depending on your decision, you might anger the other lords who might occasionally take hostile action against you.
  • Criminality - the Thieves Guild and Dark Brotherhood might see interest in getting involved with your city. You might secretly make a deal with them, or straight up fight them. if you are the leader of either of their faction, you can simply decide that Kvatch is off-limits.
  • Inviting other minor factions - the Mage guild and the fighter guild, as well as the arena- might be settling in your city. Each will give benefits to your county. The fighter's guild will reduce the "bandit and wildlife" radiant quest as they will often deal with it themself. The Mage guild will give you extra income and special spells, such as conjuring a unique Kvatch's lord armour at will or give you soul games, depending on how their business goes. Both guilds would have multiple upgrades, making them more influential. But those upgrades will require the city to a certain level. such as the fighter guild asking for a steady supply of weapons through trade or a smith producing. And the mage guild will ask for a chapel and a library and such.
  • Gear up your militia - you are now the new lord of a county, and you have to build a militia to provide your city with protection. of course, the Kvatch survivor will give you some basic soldiers; they will, in fact, be your first city guard. And they will only guard the gate. But you will need to recruit a dozen more to completely secure your city and prevent another oblivion gate from destroying the city or having another lord take over your town. You are responsible for gearing up your militia at a cost. Starting from a simple leather tunic, to imperial guards like armour, their weapons are also going to upgrade to a different tier. Iron steel  silver  elven  ebony. Those upgrades have a real impact on your city, such as the reduction of the bandit attack and the chance that the other lord tries to take over you. But this comes at a price.
     

 

 

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Deffo a Newblivion version of Hunterborn, ideally with a cannibalism option.

Or, maybe a horror questline themed around flesh atronachs and the element of flesh? Something where Relmyna opens a portal to an Oblivion plane of Flesh, maybe composed of a retextured set of root tunnels with bone claws and Dermis Membrane flowers everywhere?

As for Oldblivion ports, idk how difficult it would be to port The Lost Spires or Heart of the Dead, Amozabael or Gates to Aesgaard…

Edited by LizzieAddams
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