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Three possible mods I'll make for Skyrim


PaladinRider

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I'm still playing with some ideas for Skyrim, obviously until it's released nothing can be set in stone.

 

1. One idea is adding a Guild Wars-esque colour dye. I'll add several poitions of coloured dye that you can use to 'paint' your armour. Until I get to use the Creation Set, I think it will be limited to unenchanted, unmodified vanilla armour pieces. It's likely that I'll have to make copies of the vanilla pieces of armour (I've read that they are all one piece, so that will be much less work!), of each colour.

You will be able to mix the primary coloured dyes to make new colours, and apply them to the armour, maybe weapons as well.

Hopefully you will be able to craft dyes, and occasionally find them. Some colours will be much more rare then others.

 

2. Another idea is to bring back the silt strider per se. I will disallow fast-travel but will make a horse 'taxi' at every major city. Simply pay the fare and the traveller will take you to the other major cities, for those old morrowind players before the days of fast travel (makes for a much more immersive game imo).

 

3.. Husbandry farm (and other assorted businesses). There will be a series of small businesses across Skyrim where you can take the reins and build it. IE. There will be an empty plot of land outside one of the cities and you will be allowed to build a simple stable. From there you must purchase a small colt or a foal for a small fee and sustain it until it grows into a stallion or pony. Maybe different breeds will be sold for different purposes, raised slightly differently. For example if you buy a cheaper breed of horse, and buy the cheaper variation of feed, and your stable is a small shack, you'll only be able to raise a poorer quality steed. Buying a superior breed of horse and feeding it with higher quality food, upgrading the stable to have more amenities will allow you to raise and sell war stallions or large farm horses.

A similar implementation for other small businesses, such as taverns, bank, fishery(I know, there are no boats :( ), vineyard, farm, etc

 

 

Thoughts ?

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1. Dyes are always good. As in always.

 

2.That is also always good for the RP feel. Would be cool if someone tryied to work on durability for equipment and need for eat, drink and sleep (I understand that is not implemended in the game). Kind of a Wanderer's edition of FO3 would be cool, hunger, thirst, sleep deprivation, no fast travel without "taxi" ... Yes, that would be cool...

 

3. Wonder how doable or not that will be but investing money into a bsyness would be nice :D

Edited by elvinkun
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Idea number 2 is already in the game in the form of carriages.

However, I wouldn't mind a disable fast travel mod. Nehrim didn't allow fast travel, which I liked, except for the fact there was no transportation between major locations. I modded fast travel back in because of that.

Edited by jhardingame
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Good news.

 

I probably wouldn't have gone with #2 anyway,, I'm hoping that #1 won't take that much time debugging and troubleshooting so I may start with that and I'm kind of partial to the business mod. I started modding for oblivion but never really went in depth. I don't even know the popular mods for Oblivion. When New Vegas came along, I released "Run the Lucky 38" which was a business-like mod. So using what I learned from that I will hopefully have a very clean, sophisticated mod to open a variety of businesses.

 

I'm not sure how in-depth I will make it. I'm a business + computer science double major student so I can make it very intricate, actually make it a realistic business for the player. I'd like to pose a challenge and make it very possible for the business to go bankrupt. I wouldn't want to 'lose' anybody in the process though, by making it over complicated. There is the younger audience that may not understand some of the more technical aspects.

 

Thinking about making them intertwined, as well. Say you opened yourself a bank. You'll need to keep a variable amount of coin inside the safe so that NPCs will be able to take out loans. You will be able to set interest rates, inflation, in a small extent. Some NPCs may default on their loans as well so you have to decide whether to spend the money to collect.

 

Say you have a successful bank. You can take out a loan so that you can open your trading business. You must hire traders and buy horses (a discount if you buy from your own husbandry stable you built!) and set up the trade routes to major cities. You also can set what type of trade you'd like to do. (Ores, metal, coin, commodities) and a good mercentile (whatever skill it is in skyrim now) will be able to train the traders to make better deals.

 

Now when you build your farm you will be looking to sell your crop. The tavern you opened will require the supplies to brew ale and mead; supplies which your farm has a large amount of. With your trading business you can save money transporting the crops to the brewery! Without the trading business you'd have to pay a premium to transport and buy those goods.

 

Opening a mercenary-for-hire businesses you may choose to equip your men with the expensive armoury/weaponsmith in the town, or you can buy from your own armoury/weaponsmith business you started a while back.

 

That's one hell of a business smart dovakiin eh?

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Hmm, This is really cool. :D I was trying to think of ways for it to relate and work with my "Forces of Takarn" mod idea, but I believe it's just not similar enough. I mean I would love for one of the shops you can run to be inside of my camp (That turns into a town/village), but I would need someone who can construct towns and villages.

 

I'll be excited to see what you do with this idea though! Keep us posted!

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Idea number 2 is already in the game in the form of carriages.

However, I wouldn't mind a disable fast travel mod. Nehrim didn't allow fast travel, which I liked, except for the fact there was no transportation between major locations. I modded fast travel back in because of that.

Other than the teleport spells of course. Which there were many of, and even more runes to make it work. I thought that was a neat way to deal with it.

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I am all for bring silt striders into the game! I dont care that there are already carriages... or that most people would say "why the hell is a morrowind silt strider, in the middle of Skyrim?" i mean, its not a regional creature. Having it animated would be even cooler- see Skyrim from the tops of a silt strider!
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