jimmybob Posted November 18, 2011 Share Posted November 18, 2011 (edited) I am aware that many of these will require the construction set to be released, but I figure it would be good to put together some Ideas for a UOFP, as each Bethesda game has seemed to have one. Being followed by corpses:- I have noticed this occurs with the first dragon you slay, the Giant you see fighting the companions at the farm outside of Whiterun, and any followers you may have killed. (which results in failed marriages, for whatever reason. Can a script be set to disable these actors after a certain amount of time?) Followers/horses:- They don't follow you closely enough.- Can't keep up with you when sprinting.- Do not move out of your way (IE block doorways)- Set off obvious traps, and ones that have been already revealed repeatedly.- Even if you own two horses, they will not ride one.- like to jump in the line of fire (AI should flank them if the target is attacking you, if possible.)- Die easily and often inadvertently due to the above, and any ranged ability (melee has been mostly fixed from oblivion thanks to magnetism.) but they cannot be killed by anything an enemy does, but 1 of the slightest taps from you once they are on their knees, and they are dead.- only one horse will fast travel with you if you own more than one.- Horses can be aggressive against enemies, when they should avoid combat unless attacked directly. Physics/Death:- Dead Bunnies seem to weigh as much as bears, if attempting to drag them.- Dead dragons can't be dragged, but can be propelled hugely by the slightest projectile, or bump from an actor.- Walking thru a pile of bones hurts your character slightly, and makes them groan in pain. (projectiles should hurt IE house of horrors quest, but not ones you cause)- So many enemies die on their knees leaning backwards and don't fall down. The center of gravity is correct in the physics, but not the leverage applied by the upper body to make it fall.- Beheaded people's eyes remain open, and blink and look around for a minute after they die, then close their eyes after a while to indicate they are dead. Why do they close at all? (this is especially noticeable when entering solitude for the first time) Rebalance the opening intro:- It can be impossible to complete the tutorial with both heavy armor, and 2 handed weapons, if you choose to go with Ralof, you get heavy armor, if you choose to go with Hadvar, you get 2 handed weapons. (this could be easily remedied by adding a fallen imperial with heavy armor in Hadvar's case, or a fallen Stormcloak with a 2 hander in Ralof's case. Its possible to get both if you let one of the two Stormcloaks from the torture room die in either of the two fights, but this does not occur often as I have found that even if not participating in either battle, they can still survive)- Mages shouldn't have to lockpick the cages to get the equipment they need (either Ralof or Hadvar could do this for you if you wait for example, or leave the gold there, and move the mage to another unlocked cage, and replace him with the Nord from the small cage in the room shortly before the second battle large mentioned above)(someone would need to be in that cage for the torturer dialog to make sense, since he mentioned losing the key, and the person yelling for days.))- You don't need to start with flames if there is a sparks book there, especially with the number of this book already present in the game. A healing book could be added as well, so that warriors can go without any spells.- Pickpocketing is not represented. (i don't even know why they made this an entirely seperate skill from sneak)- Spellcasting is not represented (though this makes more sense, since Nords frown on magic use) Riverwood:- Alvor does not give you a key to his house, like Gerdur does if you choose to go with Hadvar.- Gerdur and Hod sleep in seperate beds. (Do NPCs yet again just sleep in any bed they choose?)- Gerdur will not always give you the key to her house depending on if you talk to her before or after Ralof arrives.- If you are told by both Gerdur, and Alvor that you can make yourself at home, at their houses respecively to your chose in the tutorial, then why do the containers reset? Actors spawning/doorways:- When returning to Dragonsreach with the Dragonstone, you hear Iroleth rush in, and if you react, to turn and look, you will see her actor spawn. (she should spawn earlier when the sound is played, and away from the doorway, so her actor spawning cannot be witnessed.- NPC actors should be able to pass thru doorways, and only begin to despawn as they do, rather than despawning outside the door, and do the same when entering the same cell as the player.- If an NPC is talking to you as you go in your house, they will follow you in. (This occurs frequently with passer-bys at you house in Whiterun) Animations/models: (see attachment)- is it just me or does it look like any character sneaking has broken and extended their neck?- underwear seams.- Female shoulder muscles seem to grow unnaturally when a bow is drawn in third person. (issue with the skelton?) Winterhold College:- Hall of attainment/arch mage's quarters do not count as a house for marriage, though both have containers (that can be) owned by the player. Bard's College:- After completing the quests for all 3 of the instruments to recover, nothing happens, other than you receiving your rewards.- These instruments stay in your inventory after completing the quests. Dual wielding:- It doesn't make much sense that you can't block while dual wielding. Traditionally dual wielding stances were made for parrying blows with one hand, and countering with the other. (Incorperating this, and making it balanced would be difficult, but would make combat more interesting for dual wielding, rather than simply being all offense, with some dodging) Dual casting:- dual casting a spell seems to be overly sensetive about when you click, and if not timed perfectly often results in both hands casting seperately, it shouldn't require such persicion, especially in the heat of battle, when for example the impact perk can make or break you when you fail to dualcast.- Impact is OP, and should be reduced to a percentage (ie 50% like powershot. "but with a bow you have virtually unlimited shots, a mage only has so much mana!" power shot is much higher in the perk tree than impact, and in that respect, it would be balanced) as it is, all single humanoids I have encountered are helpless to it (not including those who cast wards) Bow issues:- Bow Poisoning seems inconsistent when the arrow is already notched. Even if the arrow hits the poison isn't applied to the target, and there is no message that it was resisted. And the next arrow doesn't seem to be poisoned either.- Quivers can be visible on your character without having any arrows in your inventory to equip.- Arrows can sometimes be used infinitely, and the incorrect value is shown in the bottom right. This can result in no arrow being loaded onto the bow in first person, but an arrow being fired when released. Dialog inconsistencies: (some of these can be corrected without voice acting, others cannot)- As your carriage is being pulled into Helgen at the beginning, a child is told to go into the house. But the child goes in to what appears to be the inn instead. The child could easily go to the house, on the right as you enter the city instead (near the Thalmor you see) which is also closer to where he is found later.- Ralof says to split up at the end of the tutorial, though isn't bothered by you following him, and is happy to give you more tutorialish dialog if you do.- Ralof says helgen will be crawling with Imperials soon, but if you go there afterwards its completely abandon, and if you wait later, only bandits are there. (shouldn't there be a scene where you can see the Ulfrich escape perhaps on horseback? or some imperial survivors? the dragon only just leaves as you exit the cave, if anyone was hiding till it left, then would be the time to come out.)- If you arrive in Riverwood around the same time as Ralof you will hear Hod responding to Gerdur from the mill saying he will be right down, even if he is not at the mill, and Gerdur will say she will need to return to work before she is missed, and will proceed to going to bed, if it is late enough. (Time of day should be Set when you exit the cave to a specific time so that hod will be at the mill, and Gerdur will not immediately go to bed after the conversation, and /or set hod to be working in the mill permenantly until Ralof arrives, if Ralof's path is chosen then resume normal behavior afterwards)- Alvor's wife will tell Female PCs to stay away from Alvor even if she welcomes you to stay at their house. Lack of sighing in Dialog:- Ralof seems to sigh at the Rokir (horse-thief) during the opening, but there is no audible sigh.- When returning to Dragonsreach after slaying your first dragon the dialog between the "warrior" (can't remember his name) and the Jarl's Steward seems to censor itself, and if it were to do so there should be a sigh, or interruption, but there is just a pause, which makes it sound very forced. Also he could finish his sentence with the Steward's race (presumably imperial) which would sound fine.- No sighs are heard when the nameless abbrasive stormcloak before you on the chopping block at the beginning are heard, no one reacts to it, for a second or two. Random encounter issues:- Maiq the Liar seems to be too common of a random encounter on the roads, and does not seem to move on very quickly when he does occur.- Some "traveling" people encounters do not make sense. IE the encountering someone near solitude going to join the stormcloaks, and telling you this openly, encountering the Rich man, and wife going to a wedding in solitude near whiterun, and then again near riften (your going the wrong way)- I had two random encounters of dead sabre tooths in the same location twice in a row when visiting it (why are they dead and not looted? why are they even in this area? this encounter should be removed, and the randomizer made streakproof)- When traveling by a certain area more than once, these random encounter areas become very obvious where they will occur.- Fugative/hunter enounter often occurs at inoppertune times, often during combat.- Fugative/hunter encounter frequently does not occur properly - ie the hunter never arrives. Other:- Actors frequently teleport a few feet if you are near them and an object. This also occurs frequently during scenes, for seemingly no reason. (try pushing someone against a wall, and you will see it occur Post any other ideas you might have :) Edited November 18, 2011 by jimmybob Link to comment Share on other sites More sharing options...
Recommended Posts