ICERAY2000 Posted December 18, 2011 Share Posted December 18, 2011 1. FO3NV's skill menu - no slidy-mouse cuteness, no I-can't see-anything problems, just a text list, ok?2. Quick-start - absurd to sit through the long and tepid and boring and needless intro - build and go.3. Removal of the "empty" area on the left menu side.4. Sorting in all menus.5. Completely re-configurable keys; i.e., whatever you replace "E" with still picks up books!6. A good old flat map that you can actually see roads on, and drop the insane "it's dark, you can't read the map now"7. Consistency in commands - let the right-mouse select the right hand, and let "R" (or its replacement either remove all or one, independent of whether you are in a container, or in your inventory.8. THIS one will never be fixed, but... say you've found the golden widget, and the journal says give it to Joe; have the JOURNAL TELL YOU WHERE THE HECK JOE LIVES! Being able to add comments to a personal diary would help, at least I could write down, in-game, where Joe lives. As is, the Journal is all but useless.9. More hot-keys - didn't anyone at Bethesda ever here of SHIFT-1, ALT-1, CTRL-1?10. The Construction Set - yesterday!Thanks; that's my top ten desperately needed fixes; how about you?(BTW - I do not think Skyrim needs a single graphic mod; it's a great stylistic success, but that's just me; I think there are so many graphic mods because the CS is not released) Link to comment Share on other sites More sharing options...
Linsolv Posted December 18, 2011 Share Posted December 18, 2011 No, the textures needed a few fixes, and the HD texture work I'm seeing is just wonderful. It would've happened even with the CS. You're not seeing other types of mods, though, because the CS isn't out, I'd agree with you there. Link to comment Share on other sites More sharing options...
StephanePare Posted December 18, 2011 Share Posted December 18, 2011 there's a few mods out there with better menus and itnerface, including sortable collumns, very first thing i installed. There's also some hotkey mods Link to comment Share on other sites More sharing options...
ICERAY2000 Posted December 19, 2011 Author Share Posted December 19, 2011 Yes, I use a couple UI modifications, I'd like it all in one package. In Oblivion, I used many texture mods and liked them; I'm sure there will be some I'll try, but as I have said before, I love this game except when I have to interact with it. Combat, dialog, movement are all wonderful, just don't make me have to use the interface to get my items! Link to comment Share on other sites More sharing options...
davidlallen Posted December 19, 2011 Share Posted December 19, 2011 For #8, you do know that when you hover the mouse over a quest step and click "m", it shows you the map and zooms to that spot? Also, if you select the quest as your active quest, then there is a marker on the map for it. I never have any problem finding where Joe lives. Link to comment Share on other sites More sharing options...
Ghogiel Posted December 19, 2011 Share Posted December 19, 2011 if you make it active quest, not only can you do that and just follow the marker, you could cast clairvoyance and get a glowing path to lead the way... Link to comment Share on other sites More sharing options...
ICERAY2000 Posted December 19, 2011 Author Share Posted December 19, 2011 Regarding quest locations, I am aware of the J/M function, and clairvoyance, however it does not always work; I will post specific examples when I encounter them, as I know many exist. Yes, sometimes it tells you, but we all remember the richness of the Oblivion journal, and that is sadly missing here. Clairvoyance does not always work outdoors, especially when multiple paths are available at reasonably similar distances. Link to comment Share on other sites More sharing options...
triangleman26 Posted December 19, 2011 Share Posted December 19, 2011 (edited) 1. Better enemy variety. When I visit a ruin, I'd like to fight something other than draugr or spiders.2. A New Vegas-style Hardcore mode to justify cooking.3. Werewolves randomly attacking you outdoors during a full moon.4. The ability to disable pressure plates with lockpicks so that your companion won't trigger them.5. Mounted combat (a tall order I know).6. Smithing progression based on value of item crafted.7. Tweaks to the werewolf beastform so it's not a liability.8. Open lock and waterwalk spells. Have no idea why these were omitted in the first place.9. Lock bashing so warrior types can stay in character.10. A vampire faction with its own questline.11. A better questline for warriors on par with the Thieves Guild and Dark Brotherhood.12. Borrow the addiction system from Fallout 3/NV for skooma and sleeping tree sap. Edited December 19, 2011 by triangleman26 Link to comment Share on other sites More sharing options...
ICERAY2000 Posted December 20, 2011 Author Share Posted December 20, 2011 Great suggestions! I've never played a werewolf, even after all this time, so good to know. Variety in opponents should definitely come after the CS is released, we've had them in all the others, so I hope it continues. Having said that, there is, with the new combat system, at least an interesting variety of ways for dealing death to Draugrs! My favorite is getting them to run into the traps, swinging axes, etc, or get a bunch chasing you and then run them through oil and smash a lamp on them; there's a lot of ways to deal with a Draugr! Link to comment Share on other sites More sharing options...
kidduffah Posted January 11, 2012 Share Posted January 11, 2012 12. Borrow the addiction system from Fallout 3/NV for skooma and sleeping tree sap. It might be a while before modders can import an addiction system - there was a decent one for Oblivion if I remember correctly - but till then at the very least we can have a craftable, interesting Skooma: http://www.skyrimnexus.com/downloads/file.php?id=5902 Link to comment Share on other sites More sharing options...
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