Tes4Mod:Mod Ideas/Hardcore RPG Player Mods
The UESPWiki – Your source for The Elder Scrolls since 1995
This is a heavily-edited article and it is not always possible to ensure changes are of the highest quality. Please bear this in mind when relying on information contained herein.
For more information, please see this article's talk page.
- This article provides Hardcore RPG Player Mods ideas, as part of the Gameplay section of the Mod Ideas article.
(Realism, difficulty, freedom)
[edit] No Quest Compass
Remove the quest compass. Edit dialogues to provide enough meaningful information about locations so that the compass is never necessary. The actual compass removal has already been covered by [BTmod]. (As long as they mark it on the map. I'd think your character would pull out a map and ask them to show him where it was. I remember in Morrowind people telling me that the cave was the second left after the two rocks, and I'd wander around for five hours before finding it.)
[edit] More realistic monsters & treasure generation
(partially) remove the dependency of game world toughness on player level (monsters gets stronger and treasure better as the player levels up). Players will have to explore certain areas later, when they will be strong enough to handle the challenge.
[edit] No minigames
The Lockpicking and the Speechcraft minigames are fun. The first 400 times you play them. (plus with enough reflex you can pick a Very Hard lock with a single lockpick with security skill at 1.)
- There is a mod (Persuasion Overhaul) which improves the Speechcraft game greatly (instead of the stupid wedges). I agree that lockpicking is unbalanced (I never go with Security as a major skill, not even on thieves, I just don't need it. I rarely break a lockpick, and I always can get Nocturnal's Key.)
[edit] Cities in world map
This is difficult and challenging, but currently cities are 'interior cells'. Means no climbing the walls, no sneaking through routes other than main gates, disallowing horses inside etc.
- I believe a mod called Open Cities has done this, making the cities exterior cells just like the rest of the world.
[edit] Allow horse riding in the cities
It may be a crime, but it should be physically possible.
- I tried to do this, I'm not a good modder, but there are bugs that come with this. For example: you can get your horse into the city. But you must be back on your horse when you're leaving the city. Or your horse STAYS right there. Fast travel won't bring your horse with you to other towns. Which is a pain. I've also been getting corrupted saved games from this. Soooo. This might not happen.)
- Use the Open Cities mod. Problem solved (unless you want to ride horses in the imperial city.)
[edit] No respawning dungeons
If I killed it, I want it to remain dead or at best undead. (exception: Oblivion)
- Wouldn't this kill the replayability a bit? I suppose it would be more realistic. Hmm...Oh! Obviously the dwellers of these dungeons are coming from somewhere... Maybe if you had to kill the 'source' to stop the flow of respawned creatures..
- I dont think it would be too realistic, if there is a good hideout bandits will natually find it and make it a new base.
- Maybe implement it differently. Like if you cleaned out a bandit hideout maybe necromancers show up because the corpses the can use for undead. Or you clean out an ayeleid ruin and marauders come to take whats left.
- Remove unnecessary quest triggers.
Especially requirements to talk with certain characters before you're allowed to proceed, even if information they provide is worthless and you already know it (even guessed it). Allow reordering of quest tasks where order isn't essential. Some quests are nauseatingly linear while they wouldn't have to if not artificial limits.
[edit] Make aggression dependent on disposition
Don't allow a NPC who just declared to like you very very much to attack you with a sword because you took her apple. Misdirected hits in battle happen, so perhaps NPCs that like you shouldn't attack attack immediately if you are engaged in battle with another character nearby. This is redundant to a degree however, due to the Yield command (chance to yield is dependant on disposition).
- Hehe, I wonder if there'd be a way to implement a sort of "May I?" system, in which you could target an item (maybe with a spell), such as said apple, and then something which, in effect, would set off an effect asking permission to take it. Depending on disposition (and item worth), they'd agree or not. If they agree, then it becomes neutral-owned, allowing you to take it without penalty. However, if they say no, it stays theirs and they will attack you if you persist in taking it. Merchants would be immune, lest we want to let players bribe shop keeps to max disposition and ask permission to take everything from the store..
- Yes, this should change. Many times I accidentally taken some item from table right to merchant. This should be counted as stealing if you try to walking out. And of course if you take needed items, you can pay for it right away - as a dialog option like "I would like to pay for these". Then merchant answers "This will be xxx gold". Default option - "[Pay for it]". If this is too much ("I do not have that kind of money!") or player changes mind ("Oh, nevermind."), items automatically returns to their places in shop. Last but not least "Let me see more...", if you want throw away a few items or pick up more before paying. Obviously, haggling slider should be accesible always (not only in shopping screen).
[edit] Unrepairable item wear
repaired is never as good as new. Make the maximum condition of an item degrade a little bit each time it's repaired.
- That would kill the Deadric Armor and the very rare items like the Fim Helm. Plus you got the console command don't you?
- If you talking about console commands, you miss point of modding. And unique items could be immune to that. For rest of wear... tough luck.
- You could have it based on your Armorer skill. Like each time you try to repair something, you degrade its max health by a certain amount. That way, you'd want to have your important equipment repaired by a professional forger rather than doing it yourself. Something like this:
- Novice: Each time you repair an item, you permanently damage it's max health by 2%.
- Apprentice: Same as novice, but permanent damage rate is only 1% per repair attempt.
- Journeyman: No longer causes permanent damage, but can't fix permanent damage, either.
- Expert: Can repair permanent damage 1% at a time, but can't go past 100%.
- Master: Repairs permanent damage 2% at a time, and can go beyond 100% (like Expert level can in vanilla Oblivion).
[edit] No gold carrying
Carrying millions of gold coins does not seem very realistic. Gold must be stored in a bank or player owned house.
- you should at least be able to make a big pile of coins instead of putting them in a chest.
[edit] No "Active quest"
Kill that monster, it's a crime against immersion. (Better idea, instead of an 'active' quest, you have a quest that you are 'focusing on.' Because if in real life, someone was told that a) the Don of a mafia was looking for a new hitman, b) there's rumors of sunken treasure in Hudson Bay, and c) a group of people need a party to take on some hippies out in the woods, it's highly unlikely that a person would NOT focus on them one at a time.)
[edit] Navigation Arrows
I think more quests should make you think and look around more to find out about something. Either I get a red arrow at the start of a quest or the first person in the town I go to knows exactly where the people are. Always if you're doing a mission they know where they're close to or exactly where they are. If somebody has been robbing other people and living in a cave...And they know about it. Why haven’t they either told somebody else or done something about it themselves?
- I totally agree with this, which ties into what I was going to suggest: less map marking. Sometimes it is prudent for a quest-giver to tell you exactly where to go, but I think sometimes it would be interesting if say Martin said, "I don't know where you'll find "item X", but you could try asking around..." and have the person that knows actually be someone that would know, such as a mage or bookstore owner, ect. Perhaps a few people could say, "I don't know." and then ask you ask, eventually you may run into someone that says, "Oh, I heard "Joe-Shmoe" over in Skingrad has an interest in those. You might ask him." Having to actually search for things would make the game that much more immersive and interesting. -AngelRuse
[edit] Detailed Journal Entries (In addition to Navigation Arrows idea)
I've noticed mods that remove the compass arrow, however the NPCs in Oblivion do not neccessarily give the player enough information on where to go for a quest. To counter this without involving the worry of extra voice acting, ect., perhaps the journal entries themselves could be altered to give a better idea of where to go to find your quest. It could be assumed the NPC explained this "off-screen", or perhaps the player could be given a scroll with the directions if they desire a more pure role-playing experience.
[edit] Enemies sometimes get back up
Wouldn't it be wonderful if sometimes enemies got back up such as zombies, vampires and skeletons (just like the flood? can I kill them twice? What happened to the little heath semicircle?) Make it like, say u killed it, but it gets one last chance to make a ditch kill. Its strength increases but it has enough health that one swing could end its chance
- I'm pretty sure Martigen's Monster Mod sometimes resurrects undead monsters.
[edit] Freedom
Not enough freedom....one way story lines...invincible NPC's that make failing quests impossible and which makes killing random (which is ideal for a mass murderer) impossible.
Only Major quest NPC's are invincible. A lot of minor ones can die, like for example, Agarmir.
[edit] End Game Optimizing Test (Place like arena, but harder and unlimited)
After maxing out your skillz and fitting perfect armour, oblivion has no FINAL TEST!. Basically an arena, with attached equipment room, which contains infinite potions and arrows. The arena has options of different tests, such as magic, combat, limited encumberance, leveled enemies, non-leveled super tuff ememies etc. In each arena monsters/NPC's enter 1 at a time until you are fighting say 5 enemies, then you can finally test yourself as the game currently has no way of doing this (other than putting it on v-hard and seeing how many cities you can wipe out without buying more potions! I have done this and wipped out the whole of imperial city). The arenas will test gamer skill because you will have to think about which items and spells to use to last the longest in the arena. Lastly when you die you respawn in the equipment room. (If this has already been made please post)
|
Up: Gameplay | Next: Gameplay - Transportation |

![[Content is available under Attribution-ShareAlike]](http://www.uesp.net/w/images/Somerights.png)