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Elder Scrolls 6 wishlist


stebbinsd

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Skyrim Perk Star Chart Explained.

 

1.Perks are related to their skill/lv usage & players should know the perk menus nothing more than a fancy list which shows what abilities you can unlock.

 

2.Theres a clear dissociation between the player knowing what the perk menu is vs the idea that the character has any clue that this external force exists.

 

Following on the ideas of 1 & 2 the reason behind why stars being using is to give the player the sense they are a/the divine force guiding this character.

 

The perk tree itself follow a mastery setup the idea that you need to master ability/perk A to learn B a skill further down a line, a few exceptions are noted.

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Learning things from...what? A star? A constellation?

 

Okay, I was going to say this a few posts ago, but could we stop getting stuck on the symbolism of the stars and constellations? I said that ^ particular part half-joking. I mean, really now.

 

I don't mean to be curt, I just though it needed to be addressed, if you were saying this for the sake of the argument, then that's fine.

 

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If they destroy any towns have them slowly over time go back to normal. All it would take is using a dozen xmarkers to enable/disable stuff instead of just one so the town is either untouched or a total wreck. That's just lazy.

 

Killed named merchants replaced by generic ones like the guards. And more generic, respawned wanderers in and out of towns for more life.

 

Clutter that when you pick it up doesn't turn upside down so you could decorate your place more easily. and doesn't fly all over for no cause. Pay attention to center of gravity when making your meshes people.

 

Would it be possible to make windows in an interior cell that could show what would be visible in the exterior or some other cell?

 

Spell creation. Enchanting.I liked making fun spells like a dagger that healed on hit.

 

Spells that tame creatures making them into followers.

 

Much more random conversations between NPC's and spoken to the player.

 

Instead of a list (usually a short list) of conversational topics being able with a keyboard or mike go up to a NPC and say things that you type or speak like "Ask where someone is", "Where's the Inn?", "Tell me about Whoever", and things like that and get a response to what you say. I like text parsers in games and trying to find the right question to ask the right NPC..

The clutter mechanics could be taken directly from Fallout 4. Things tend to stay put and only usually glitch out if there's a whole bunch of stuff in the same spot, like it you drop your whole inventory on the ground to scrap it all

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I cannot fathom how people can run so many mods. Even at my heaviest modding, i haven't hit 100. That said, it should be a relatively simple fix, now that they've upgraded to 64 bit. They just need to go in and change the ID tagging the engine uses for plugins, allowing for more than 255 IDs.

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As I've been rebuilding a modlist for a new playthrough this past few days, I realize that whatever else they do, what would probably make me most happy is raising the plugin limit from 255 to something considerably higher, like 500+.

Afaik, that's a Gamebryo engine limitation so, unless they implement a new engine rather than stick some more duct tape and bubblegum on the old one, we're stuck with the limit.

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THey

 

 

that's a Gamebryo engine limitation so

 

 

They aren't using Gamebryo though. They're using an engine based on some of Gamebryo's code, but it is it's self something distinct and entirely under Bethesda's control.

I meant the Gamebryo-based engine that Bethesda's used for FO3, F04 and Skyrim as may have been modified for each of those games. I know there were more substantive changes after FO3 and it was moved in-house and called the Creation Engine but, call it what you want and no matter if it's your property or not, it's still an evolved version of the old Gamebryo engine.

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