How The Elder Scrolls V: Skyrim Could Be Better

Race Menu

You are presented with racial descriptions to help you choose your race/character. However, the descriptions aren't as good as they could be in that endeavor. To learn what skills races are good at, players have to go on the internet to find out, or play part of the intro before they can view the skill tree.

The description for Bretons doesn't mention that they are particularly skilled in conjuration and more so than other races. The in-game description mentioned that kind of thing in The Elder Scrolls IV: Oblivion. In this game, Bretons also start with a +5 bonus to alchemy, alteration, illusion, restoration and speech. None of that is shown in the description. Mention of their speech skill could've been interesting and realistic because Bretons have a reputation for politics, beyond what you see in other places. (it's mentioned in-game) The description could say that Bretons are somewhat gifted as alchemists (they all start with a +5 bonus to that skill) and that they are somewhat gifted at Alteration, Illusion, and restoration magic.

The description for Imperials points out that imperials have a reputation for being diplomats and traders, yet they don't have any speech bonus in this game. They did in The Elder Scrolls IV. The description mentions that they are skilled with combat and magic. To be more specific/better than the description, they are most skilled with restoration magic, (+10) and somewhat naturally skilled (+5) at physically blocking, destruction magic, enchanting, and using heavy armor and 1 handed weapons.

The description for Argonians doesn't mention that their claws do (extra) damage in unarmed combat (The description mentioned that kind of thing for Khajiit) and it doesn't mention that they are somewhat naturally skilled at Alteration and restoration magic.

The Argonian Account, Book III shows that Argonians are accomplished illusionists. (after they used a paralysis spell. That is because paralysis used to be an illusion spell in The Elder Scrolls IV. So the book should be changed to reflect that they are accomplished at alteration)

The description for High Elves doesn't mention that they are particularly gifted at illusion magic and more so than others.

The description for Dark Elves mentions that they 'are noted for their stealth and magic skills'. It doesn't mention that they are more skilled in destruction magic than other races, and it doesn't mention that they are somewhat gifted at alteration and illusion magic. They don't receive a bonus to restoration or conjuration magic, or enchanting. Therefore they are gifted at 3 out of 6 magic types/schools, yet it claims they are noted for their magic skills, which can give the wrong impression. Dunmer are also slightly gifted alchemists, slightly naturally skilled with light armor and somewhat naturally gifted at sneaking.

The Redguard description claims that they are 'the most naturally gifted warriors in Tamriel', yet they don't have any natural skill bonus in light or heavy armor. They have +10 to 1 handed, and +5 each to Alteration, Archery, Block, Destruction, and Smithing. So the description could say something like: “They are the best with 1 handed weapons. They are gifted at archery, blocking, Alteration and Destruction magic”. Orcs are the most naturally gifted warriors. [+10 to heavy armor and +5 each to block, 1 handed and 2 handed weapons. They also are somewhat (+5) naturally gifted at blacksmithing and enchanting. The latter would be a surprise to at least some players]

Nords are somewhat naturally gifted at speech/with words, (+5) which you wouldn't know from their description. (Nords have some skilled bards and the Bards College) It isn't mentioned that Nords are most skilled with 2 handed weapons (+10, which is also more than any other race) or that they are somewhat (+5) naturally gifted with blocking, 1 handed weapons, light armor, and smithing.

The Nord power Battle Cry is only used by you and not used by Nord Stormcloaks in civil war battles. An in-game book mentioned only strong Nords doing the Battle Cry. Not every player reads every book, and they can forget stuff. i.e. if they read the book in a previous playthrough. The descriptions for Nords at the start of the game makes it sound like all Nords can do Battlecry.

You wouldn't know it from the description, but Wood Elves are somewhat (+5) naturally gifted at alchemy.

The description for the Khajiit race could state that the player is the Cathay type of Khajiit with that form due to Masser waxing and Secunda being full. Many Khajiit player characters could know what moon stages gave them their appearance.

Early Game

A backpack could be put in Helgen, so the player could carry stuff from there in the beginning. (at the moment you can put hundreds of pounds of items, including large items, in your pockets) It could be an imperial legion backpack (which doesn't exist. Realistically, they could have a backpack to carry food, water and potions) in the storage room.

Hadvar pulls a shield out of nowhere in Helgen.

Ralof gives you a bow when you already have one. Later a bow can appear out of nowhere if he wants to shoot at a Cave Bear or wolves. The bow on his back disappears after you leave a cave.

You can see a bow going through a quiver when they are stored on Ralof's back.

Ralof walks directly through a tree branch when entering Riverwood. It's overhanging the road/could be removed.

When following Hod and Ralof on the road to Hod's house, their heads move directly through an overhanging bush.

There is grass growing through the wooden livestock watering trough next to Hod and Gerdur's house.

Whiterun

The mead cost at Honningbrew Meadery is the same as elsewhere and it's expensive. I went inside the building to look for a cheaper source of that high/best praised mead, but my time was wasted. Guards would be paid to escort a carriage carrying Honningbrew Mead to places like Solitude, so it would cost more there. The player could stock up on it while in Whiterun if it cost less there. You'd get more out of the Meadery location/existence in-game.

A guard at the main entrance to the city had an iron warhammer - for a long time too. I think it's based on the player's level, in case they want to fight the guard... It makes more sense that they would give a steel weapon to an important guard like that. That could also make their city look better.

The scabbards of guards have a metal imperial legion symbol on them, despite Whiterun being neutral and the cost of the metal. Whiterun likely would make their own swords. The current situation can be immersion breaking.

There was a bush overhanging the road near the city main entrance. It's travelled daily by characters and realistically wouldn't be hanging over the road, as people would have to walk around it/less directly to the city. It also takes the player's time if they walk around it. I've done that. And the stone path isn't all that direct.

There is no cover on a watchtower near the city.

An outer watchtower is never manned, defeating its purpose/existence.

A watchtower roof has spaces that would let loads of rain through.

Elrindir sells bows, arrows and hunting supplies. He says "take a good look around. I'm sure you'll find what you're looking for. If not, let me know, I might have it stored away". He only had 1 pair of leather boots, 2 iron daggers, 1 iron arrow, and 2 cabbages on display. He was selling 5 bows, but not 1 was on display. There were no steel, elven, dwarven, or orcish arrows or quivers on display, despite them being for sale. He could've had more armor on display. He sells other armor.

A guard outside Arcadia's Cauldron (in an often viewed location) had his fists on his hips, and 1 was going through the handle to his sword.

Lucia will ask for 1 gold coin after you gave her 1 earlier in the day, yet you can't give her 1 more.

If Belethor is talking when you leave his shop, he follows you outside and his door remains locked during the day. So you can’t do business with him later that day.

Sometimes followers enter Belethor's shop through the door on the other side of the building when they were behind you when you entered the shop. It is immersion breaking.

The water flow in the city in 1 area seemed too quick when it moved in the same direction from 2 sides.

There is a dead bush overhanging a walkway in the city. My follower and npc's literally walked right through it.

Carlotta told someone she raised her prices because farmers were charging her double for the produce she sells, and: "Road patrols were cut in half because the Jarl needed soldiers. Now the bandits are bolder than ever. They've been raiding the farms for food, and supplies are scarcer than ever". That conversation can be heard before Whiterun joins a side in the war. It can be immersion breaking.

The bare legs of Idolaf Battle-Born go right through the front of his imperial skirt when he walks up the steps to Dragonsreach and when he walks up a little bridge.

A shield moved through a guard's leg as he walked around.

Adrianne Avenicci wears a steel mace while she kneels to rub a dagger against some leather. The mace moves through her foot and rubs against the ground.

You can be a low enough level to only get an iron battleaxe as the badge of office as a thane. (a hero/noble) That is pathetic. A steel battleaxe isn't much of an upgrade, price wise, or damage wise, so a steel weapon would work. The enchantment on the weapon I got was only good for dealing with undead, which would be a less useful enchantment for a thane. Fire damage would be better.

The Alik'r prisoner in the jail doesn't approach the player/cell door quick enough. It's unrealistic (the player character could at least realistically call him) and wastes time.

It would be cool if the player, as a Thane, could say that he wanted the Alik'r prisoner released without the player having to pay 100 gold to get the prisoner released. The player was told that he could tell guards to "look the other way" as thane. You never get a cool use of that ability if you're a good character. It was disappointing that you don't get a cool/good use of that ability - using the power/reward for good.

You have to scroll down to ask Eorlund Gray-Mane what he has for sale. You visit him more often to see what he has for sale, than for any other reason. Therefore the dialogue choice to ask him what he has for sale should be at the top.

When you ask what Farengar has for sale, he says 'I had you figured for a mage' even when you look like a common warrior. He sometimes says ‘so you wish to master the arcane arts’ when you ask him what he has for sale. Your character could be looking for enchanted gear, so it is immersion breaking.

The dialogue to trade items with Uthgerd should be moved up in the dialogue list.

Sabjorn's dresser was called a 'desk' by someone and it was locked without a visible keyhole.

The dead bodies of cultists remained in the city after I revisited more than once.

There was 1 candle, unrealistically high up on a wall in Swindler's Den.

Riften

The carriage driver's ax goes through his seat.

There was a barrel on its side right inside an entrance. It didn't look good/wouldn't be there long.

Brand-Shei advertises ‘specialty goods from Morrowind’, and having the finest goods from Morrowind, but it is disappointing to see nothing in his stock that looks unique to Morrowind. It is just stuff you see all over Skyrim. He advertises 'rare trinkets' for sale. It is disappointing that he doesn't sell anything rare/unique/cool. He could be made to sell 1 piece of jewelry that had a Morrowind style. He advertises “everything on display” for sale, yet it is only wine on display (which is never for sale/always there) and there is room to display more on his stand. He advertised having exotic ingredients for sale, yet he had no exotic ingredients. He could be made to sell ingredients from Morrowind/the Dragonborn DLC.

Madesi mentions he is 1 of the few traditional Saxhleel jewelers remaining in Tamriel, how it's becoming a lost art, and he advertises jewelry with 'legendary argonian craftsmanship'. It is disappointing he doesn't sell at least 1 unique piece of jewelry.

Two imperial soldiers standing guard had their arms crossed, each with one hand going through his bracer/arm. It was disappointing/immersion breaking.

Vulwulf Snow-Shod's sheathed sword was going through the inn floor when he was sitting on a chair. He can be in there a lot/you might see it a lot.

Keerava tells her husband that selling a competitor's alcohol would be a bad idea (because of the bad character Maven Black-Briar who owns 1 type of mead they sell) yet she will sell any player Honningbrew Mead.

When I entered the temple of Mara to get married, I was forced to watch my character automatically walk in third person. It was immersion breaking.

Windhelm

There is a bush at the top of steps leading into the inn. It was more than a little bad/unrealistic.

Some stone steps in the main path/close to the palace wouldn't take long to fix, or take many people.

There is an ugly weed/bush by the main palace doors, which would take like 2 seconds to cut down.

The pile of stones to the right of the palace front doors likely wouldn't be there.

Gort's boat has no oars. (there are in-game oars) His boat should be able to drop you off near Winterhold. He advertises how it's quicker than walking. Therefore the player may want to use the boat to travel to Winterhold.

The "Aretino Family Heirloom" the player gets as a reward looks the same as any other silver plate. It's worth 100 gold, whereas a silver plate is worth 5 gold. If the heirloom was made unique in appearance, the evil/selfish player could have it as a collectible in their home.

Dawnstar

This old city doesn't have walls. Because of that, I saw a beast attack and/or kill a civilian on the steps to the inn. (perhaps they were realistically drunk)

There is no temple. A cool looking temple would add to the city, which can feel small/lacking. A temple to Kynareth would probably be there, as it's a big port city. Favorable winds/weather would be appreciated. There is no general merchant at what is supposed to be a big port city. (only a blacksmith and an alchemist)

There would be an East Empire warehouse. That was seen from the mod Hold Capitals: Dawnstar.

There would be a temple of Talos. For 1 reason: pleasing Talos seems important to the Jarl. A statue of Talos could be there.

Jarl Skald's sword goes directly through his chair.

Solitude

There is long grass growing through the stone road nearby, despite travel on it every day.

There was a bush blocking a guard's view of the road at the gate.

Dorian’s ax handle was going through the bench he was sitting on at the Winking Skeever.

The Fletcher's shop had 2 swords and a shield on his sign. It was weird. There could've been a bow and/or arrow and/or quiver on the sign. He sells bows and arrows.

Narzulbur

The watchtower out front was always unmanned, and it had a book on it, exposed to the elements. There was no one watching the wall/entrance, (I'm not talking about that previous watchtower) except the very first time the player approached the stronghold.

There was long grass that a gate in the stronghold opened over, on a commonly used path, so that long grass wouldn't exist.

There were raw and fresh cooking ingredients inside available for the player if they helped the stronghold, yet the type of cooking pot inside didn't allow the player to use them.

It would be cool to see some orcs with some ebony weapons and/or armor at the stronghold as there is an ebony mine there. Perhaps having some orcish style gear made of ebony would be cool. I think an orcish Greatsword would be cool, as a black/ebony weapon. Chief Mauhulakh mentions ebony ore for sale, yet none was. Also, if that orc stronghold had some to spare to sell, they'd have ebony gear of their own. An orc at that stronghold mentions that good ore brings strength to their people.

Chief Mauhulakh's ax on his back was visible going through his clothes…

The chief bet me he could beat me in a fist fight, so I accepted. Uthgerd had her weapon drawn (despite fistfighting being a common enough thing in Skyrim. The orc chief told me to pray to Stendarr, yet my character was an Orc, and the chief was supposed to be a servant of Malacath. It seems that his dialogue was standard orc bandit dialogue. What he said was unrealistic/immersion breaking.

Other Stuff

Bronze or silver coins would exist.

If Septims were made more valuable/rare, the player wouldn’t need to carry sums like 20,000, which would realistically weigh something and take up space.

Your map shows the gray of stones/mountains and the green of vegetation where gray stone roads and bridges should be on the map. There are no roads on the map.

Quivers in this game only show 6 arrows in them. The quivers are small/oval shaped, instead of circular. I read that broadly speaking a quiver could hold 25-30 arrows, but some could hold more (in this game, you'd want to carry more than 6 arrows, even on the easiest difficulty): https://www.reddit.com/r/AskHistorians/comments/amim1z/how_many_arrows_did_foot_archers_and_horse/#:~:text=Broadly%20speaking%2C%20a%20single%20quiver,in%20which%20arrows%20were%20carried.

At the base of waterfalls there can be a green glow, which is weird/immersion breaking. It is a bug due to Skyrim Special Edition.

Soldiers on the road don't have visible shields. (you often see groups of 3. Soldiers will pull a shield out of nowhere if you attack them) The front 1 might have 1 in their hand and the other 2 might have them on their backs.

The water in blacksmiths' troughs doesn't move/looks fake, unlike the water in 1 or more troughs elsewhere.

Gemstones look fake, which is disappointing.

Guards have black eye holes, which can stand out/be a pity.

NPC's stand out in the rain at the market without head cover. (this was altered by the mods: 'Immersive Citizens - AI Overhaul' and 'Wet and Cold') This applies to the selfish Redguard Nazeem who didn't need to buy food. Children always run around outside in the rain.

Wet And Cold mod - water drips from the body in the rain and after swimming. Snow accumulates on hair and armor.

The Stormcloaks likely would not have as many full faced helmets, due to the cost. Some Stormcloak guards in Windhelm likely wouldn't have helmets, partially as there would be less need there.

NPC's can unrealistically interrupt conversations.

Guards say 'I've heard about you and your honeyed words' to players that only raised their speech skill from selling items, which isn't cool for some characters in a role playing game.

Followers (with stuff you gave them to hold) don't stand close to you when you go to sell loot to a merchant/store. (why else are you there?) It's unrealistic, annoying and time consuming.

The bigger alchemy lab is fake looking/disappointing. (also in load screens) The contents in the first glass bottle would immediately leave it/not be heated by the flame below it. There needs to be a round bottom part in the first part of the set up, so that as the liquid inside boiled, the upper portions of the liquid would leave the bottle into the next part. Also, how would the contents get into the first bottle, as there is no thing (i.e. a little metal bar) at the top to open it. The smaller alchemy lab is OK/better.

During snowfall, city guards can have a torch in 1 hand, but then their equipped weapon isn't visible.

Corundum veins look totally non-green, (one had some green on it when I stood at a certain angle) yet after you get the ore in your inventory the veins are only green.

Sometimes followers can get stuck in certain locations.

Two handed weapons on the back of people without scabbards can be immersion breaking.

There are no full steel shields, despite full iron shields. Aela, a Companion, has a steel shield with wood on it. (she even uses it in a quest involving fights) That's not cool.

No critical hit messages could be an optional setting to prevent immersion breaks.

A message told me more than once that my weapon's magic charge was out. It was immersion breaking.

When going to the skills menu to level up, it shows up in the magic area (unless you've moved it earlier since starting that gaming session) even when you are a race that is usually a warrior. It can be annoying having to go to the warrior section. The skill menu could start in the warrior section if the player is a Nord, Orc, Redguard, or Imperial.

Orcish weapons and shields are green and orcish armor is gray. (can’t take credit) The armor would need more iron in it to make it gray, which would affect an orc's survival.

There are no visible key holes on chests. It is immersion breaking and a pity.

Daggers sheathed at people's waists can often be seen going through people's clothing.

Innkeepers mention having warm drinks, but it is not clear to the player what type of drink would be warm in this role playing game. Was Bethesda leaving out content? i.e. lavender tea. I got the tea idea from a mod.

The tails of Khajiit and Argonian corpses can float/sway.

Merchants didn't have gloves for sale, which was unrealistic. Having gloves would help in Survival Mode.

Draugr ruins contain Septim coins. I saw that that was unrealistic from someone. The dragon cult would likely have their own coins from before the time of Tiber Septim and the coins would likely have an image of a dragon on them, since the dragon cult worshiped dragons. An image of a dragon priest could be on 1 side of draugr coins. An image of 1 is on walls. NPC collectors would like those coins. The coins could be worth the same as Septims, so the player wouldn't get easily rich.

When you ask what different alchemist merchants have for sale, (the only way to enable purchases) they often say 'ah, so you're an alchemist then' even to non-alchemist players, only there to buy potions. i.e. healing potions, magic resist, invisibility, and cure disease or poison.

When you ask merchants what they have for sale, they can say 'trinkets, odds and ends', despite that not being true. i.e. they only sell food/drink at a tavern.

There are no Dwemer coins. I saw that idea. Collectors would want them. A lord's image might be on 1 side. Dwemer coins could be worth the same as Septims, so the player wouldn't get easily rich.

Dwemer chests don't have visible key holes. When you go to pick the lock a detached lock pops up on screen. It's gray/iron looking, instead of yellow like Dwemer metal/other parts of the chest. The keyhole would be on the top of the chest. (which would realistically require the player to stand/not be sneaking/crouching to pick the lock, except when the chest is mounted to the wall. Some players might not think of that)

There isn't any Dwemer style jewelry. You loot modern Nord jewelry from Dwarven chests.

I saw an amulet of the imperial god Zenithar in a Dwemer chest...

You can't loot Falmer circlets. i.e. for your home/collection.

Different times, an enemy said 'we are routed. Fall back' when it was clear there was only 1 of them left.

Lydia goes down to her knees (the state when she’s almost dead, since she can't die) a lot in the easiest difficulty. (The easiest difficulty is good for a more realistic playthrough. i.e. so that you don't need to drink healing potions while being hit) It is immersion breaking/unrealistic to see her like that a lot. On a harder difficulty, followers don't go down to their knees so much. Followers probably shouldn't go down to their knees so often on the easiest difficulty, which is supposed to be easy.

Uthgerd says 'what do you need to take' when you ask her to trade items. (realistically, you would word it differently sometimes/only want to give her items to carry. i.e. You'd say 'Can you carry this for me?') Role players improvise their own dialogue sometimes, instead of using the default/limited choices. Having Uthgerd saying that over and over is annoying and not cool in a role playing game, especially since you can marry her/have her with you permanently.

Kill cams involving destruction spells in Legendary difficulty trigger often despite the enemy not dying. That can be annoying, time wasting and immersion breaking. Kill cams are a big part of the game. The problem probably came about because Bethesda came out with Legendary difficulty after the game was released.

My character always 1 shots black wolves, yet when the kill cam triggers, it makes my character 2 shot them.

The kill cam takes away from player choice/can be immersion breaking. (maybe more so for 2 handed weapons) The ability to turn it off should be in the settings.

You can't remove quests from your quest list that you never would want to do. So currently you end up reading the same thing a number of times throughout a playthrough/having your time wasted/being annoyed. It's too bad you couldn't move quests you don't want to do into their own list.

You can't remove some quest items, which can be annoying. You have to keep reading its name and it has weight.

Every player can get non-stolen Unusual Gems, and yet non-thief characters can never remove them from their inventory, (i.e. to put in their house) which is annoying.

Elven arrows all have silver colored heads, despite elven weapon and armor material being golden. Making the tips golden and in the shape of glass arrows would probably be cool and probably look Elven.

A glass bow looks like an Elven bow/material with a tiny bit of glass. It would look better/cooler with more parts of it as green glass.

There was poor/unrealistic pathfinding for Delphine when I traveled with her. She literally ran through branches, instead of staying on the nearby road, and took a left towards Windhelm on the main path leading directly into the city, before totally turning back the other way.

Dragons flying nearby don't come for me/become aggressive when I use Shouts near them. It's unrealistic and not nice.

The civil war has been going on for years, but Stormcloaks don't have their own version of coins. I got the idea from a mod. Stormcloaks use Septims with the imperial symbol on them. Septims also say 'THE EMPIRE IS LAW'. Stormcloaks hate the empire. The Stormcloak symbol could be on 1 side (which might look cool on a gold coin) and an image of Ulfric could be on the other. There wouldn't have to be a lot of Stormcloak coins.

There are unkillable Stormcloak officers in Stormcloak camps. At the very least, until whatever quest begins involving them/that camp, there should be some other killable Stormcloak officer there.

On different visits to the same inn, there can be the same food in your room that is not for you. That can be immersion breaking.

Delphine and Esbern stopped to look at a dead animal for a long/unrealistic time.

Jarl Elisif traveled alone on the road to a peace council. She realistically would've went with General Tullius and they would've had imperial guards with them. There are lots of bandits in Skyrim, due to the war/less patrols.

Lydia switched to wearing her default steel/less good armor after I sent her back home. (she can guard it) That was unrealistic.

You get a quest to retrieve a “moon” amulet for a Khajiit, but it is a normal amulet/doesn't resemble a moon. It is a pity.

An imperial soldier complained about his armor being heavy, yet he was not wearing imperial heavy armor.

Some guards - including in Whiterun - talked about how they would never be able to understand releasing a captured dragon. It was the only possible way to stop Alduin. Surely the Jarl, or the guards (i.e. Irileth, who can't be killed) with him would've told people that.

Ahkari was sitting with legs crossed, and the handle of her ax was going through her dress because she had it equipped instead of laying beside her, which would be more realistic.

You get a quest to find 'Mammoth Tusk Powder' for the quest Repairing The Phial. If the player purchases 'Powdered Mammoth Tusk' from an alchemist, it doesn't let the player know if that would work for the quest. (so my character had to go to a giant camp to steal Mammoth Tusk Powder from a giant...)

Inside the orc stronghold Largashbur, Atub told me to follow her. Then she walked through a bush, instead of like 2 steps away on the path in the stronghold. It was immersion breaking. The stronghold had no orcs on the wall/watching after I returned and the gate was open. Both seemed unrealistic and not cool.

The Frightened Woman was near Knifepoint Ridge in Falkreath, yet she described being kidnapped by bandits near Mistwatch. (a ways away where she escaped from) It was extremely doubtful. I've found it weird on other playthroughs when she was encountered elsewhere. It would be better if she was only encountered closer to Mistwatch.

I've found the Misty Grove (a realm of a party god) disappointing at different times. It's only a little "party"/8 men wearing not great clothing, yummy food is sparse, (you don’t see any sweet rolls or boiled creme treats) there is no music, and there is no interesting dialogue from the guests. The chairs are wooden/non-colorful and they don't have cushions and the table has no colorful tablecloth. There are no colored lanterns or lights - just normal lanterns. There maybe could be a female there with that 1 outfit you sometimes see at inns. You can take wine from there for later, but not a stronger drink like brandy. (which is in-game) During the drinking contest with Sanguine, outside his realm, he gives you a drink that is stronger than anywhere else. The guests could be wearing better clothing, given to them by the god. That would be cool. A guest could comment how the food tastes better there than elsewhere. Mead tastes better in Sovngarde. Bethesda could make Sanguine's realm (that he chooses to take the player to. He's trying to influence the player in his ways) more of a party/party place. i.e. where you can "meet" people. There might be a male server without a shirt and skooma. In this game, we got to see a realm of a god of pleasure/partying, but it was...

There is 1 ore vein location in the tundra area right next to/visible from the road. There were no small rocks indicating a rockslide had uncovered it. So that location would've been mined.

Queen Freydis' sword was in a spider egg sack. I wasn't looking at my compass, (role players don't look at the compass, at least sometimes) so I didn't realize it was there, which meant my time was wasted going back to get it. That had to have happened to others. Sometimes that sword can be in a different location/cave, so they should remove the spider egg sack as a location for that sword/quest.

Aela said something that seemed racist/out of character when I was an orc and fighting with her against the Silver Hand. (she said it to a Silver Hand member/a non-Nord) Considering her views on werewolves/beasts, it seemed weird/could be immersion breaking to people.

Seeing the travelling Khajiit merchants wearing a knapsack or backpack could be cool and it would be more realistic. I might’ve got that idea from elsewhere.

Depending on the direction the player approaches Bannermist Tower, the bandit leader may remain behind a locked gate, which means the player can't complete the bounty quest, unless they have lockpicking skills. (which also means the quest may remain stuck in their list)

In the Jagged Crown quest, Stormcloaks that were about to enter the subterranean place Korvanjund, drew their weapons before entering, and then sheathed them before entering. It was very unrealistic/immersion breaking.

A hunting bow kept respawning on Uthgerd. i.e. when she was temporarily dismissed from being my follower, so that a person from the Companions could be with me for a quest. The same thing happened when we got married. I had to spend the time to drop the bow on the ground, as it was unrealistic for her to have it.

The companion Lydia says ‘Skyrim belongs to the Nords’ when fighting bandits and such, when the player - their thane/a Whiterun resident - is not a Nord. And she says 'long life to you'.

Uthgerd said 'Skyrim belongs to the Nords' when fighting non-Nord enemies, despite being married to me, an Orc who had a house/property in Skyrim, which Uthgerd knew about.

Your dog doesn't move quickly enough out of your way when it’s in a doorway.

A ‘Supple Ancient Nord Bow’ does more damage than the 1/rare Nightingale Bow, unless you get the Nightingale Bow at a higher player level. I had a Supple Ancient Nord Bow when I was given the Nightingale Bow from Karliah, yet that Nord bow did 2 more base damage. The Nightingale Bow also had a frost damage enchantment on it, but that type of enchantment isn't very useful in Skyrim. (It also had a small lightning enchantment on it. If you gain the Nightingale Bow at a higher player level, it gains a new enchantment) I stashed the Nightingale Bow in my house, rather than using/carrying its weight.

When I saved in Raldbthar and loaded that save, the game sound was gone, and a static sound played. (this carried over to other character saves as well) A solution (found online) was to go out of the ruin, save, and load that save. That sound thing occurred again on another character playthrough in that same ruin.

Alchemy makes the player easily rich. The player can make over 100 potions in 1 non-long session - maybe just 2 hours in game time if you have a bunch of certain types of ingredients at least… The glass bottles for all those potions appear out of thin air. If more in-game time passed for making potions, some players would choose not to make certain potions (which would add to the role playing experience/realism. That would also mean less glass bottles needed. I am pretty sure that alchemy levels easily with the Thief stone at least. (a 20% increase) If players made less potions, that would slow the rate at which alchemy leveled. Players could buy glass bottles. (maybe 5 for 1 gold. You make money from selling potions, so it wouldn’t be bad) They could come filled with the water that you would need to make/drink each potion. You could fill the bottles with water at a town well, or by a body of water.

If you sprint until you're out of stamina, your character will breathe hard for a second or so. If you consume beef stew and sprint until you're out of stamina, your character will breathe hard until their stamina is completely restored. Before I discovered that last part, I thought it was a bug that wouldn't go away, so I reloaded a save more than once.

The player can pick master level locks with a low lock picking skill level. (Requiem likely got me thinking of this) It was mentioned in-game that some people could pick a lock beyond their skill if they are given luck by Nocturnal or whatnot, however she was not blessing people until later in the game.

Different perks in the lockpicking tree seem pointless to me. If the player couldn't pick master level locks without the master level perk, that would make perks like that more useful. And then merchants could have their inventory in chests. (Requiem had it that way) Currently, some of their stock can't be found/looted. If the loot was in a master level chest, the player would likely be rich anyway by the time they got to a master lockpicking skill level.

Commander Maro's sword on his back goes through his clothing.

Angi said 'Be careful!' and another time 'Hey watch it!' when I hit the wooden post right below/attached to the small archery target. Npc's say stuff like that if you shoot near them. I didn't shoot near her. So Angi shouldn't say those things in that situation.

A steel plate helmet on a follower or others has black eye spaces, so you don't see their eyes.

Hitting the neck of an enemy with an arrow could do more damage.

In third person, bows and quivers don't touch your back.

Sometimes when your arrows switch from 1 type to another (perhaps more so when it's an auto switch) your next fired arrow will flop/land close by in front of you.

I sold all my iron arrows, yet they were still visible in my quiver.

Players could wear more than 1 ring with only one giving an enchantment bonus.

Skyking Unique Signs adds good signs for merchants, instead of the same type of signs for different general merchants and the same type for every alchemist.

First person horseback riding should've existed.

The Morthal mod by Arthmoor shows: Anska and Eisa Blackthorn are supposed to live in the Morthal area, but they each have no house. They also don’t go home after the quests involving them are finished.

Morrowloot Ultimate 2 showed that ebony weapons were too common with draugr Deathlords. They gave them ancient Nord Hero weapons with the vanilla stats of ebony and they made ebony stronger.

Animals shouldn’t report crimes.

The courier shouldn’t interrupt fighting to talk to you.

Followers don’t use certain potions. (which you might want them to use in a boss fight) Instead you sell some of them. It is easy to get rich.

There could be a chance of weapons colliding when both parties swing at the same time. I got the idea from a mod, but they made it all the time.

Realistic Water Two - lakes, ponds/marsh water and ocean water no longer flow in any particular direction. Icebergs and ice chunks will crackle and gurgle. Floating rowboats will gently bob around. Rain ripples no longer slide across the water surface.

Imperial player characters find more Septims, yet it’s easy to get rich.

There are only 4 beds at High Hrothgar, but sometimes people go to train there. Ulfric did.

I gave a statue of Dibella to Degaine for a reward, while we were in his room. I killed him soon after for the statue, but he didn't have it on him.

Nordic armors and weapons only exist on Solstheim/not in Skyrim.

Items that you place in your house move all over when the area reloads, so you can't permanently set things on surfaces like tables, night stands and in little open boxes. i.e. gems, ore, and ingots.

Selfish characters can't pay someone to build them a house. A house is the way to get the most mannequins/armor on display in a structure of yours.

I built Wall Sconces to brighten my Lakeview Manor armory, but it didn't get brighter.

The Lakeview Manor single guest beds are a cheap version. The player should be able to hire a cook. (they can hire a steward, a bard and a carriage driver) You can't have an oven in your manor, unless you choose to get a full kitchen addition, yet you have room for a forge and a smelter in the cellar. The player should be able to get an oven, instead of a forge or smelter in the cellar. (not every player blacksmiths. Also, you can get a smelter right outside your house)

Sometimes my follower appears in front of me after I enter Windstad Manor when I was leading the way.

If you use the ethereal shout (immunity to physical harm) and then jump down a mountain (saving time) a sound indicating you were hurt will play.

A dragon wouldn't wait a tiny bit on the ground, nearby me after I gained command of it via a Shout. So I had to wait for it, which wasn't nice.

I saw the idea for more music.

Realistic Mode

Realistic mode could exist.

Long hair and beards could help keep you warm. That would be cool. Someone in-game even mentions the cold growing the beards thicker. Someone in-game mentions that mead can warm you. I also saw that idea in the mod Frostfall. It would've been cool if drinking alcohol warms you for a time and if Frostbite Spiders made you colder when they spat poison on you. (the poison affects you when it gets on you, and also drains your stamina like a frost spell) I might’ve given the Frostbite poison idea to the author of Frostfall.

Currently your follower will unlock any level of lock. Housecarls shouldn't be able to unlock adept, expert, or master level locks. Some young players wouldn't think of that.

You can collect Frostbite Spider venom without a glass bottle, yet after you collect it, it is in a glass bottle. The first time you come across Frostbite Spider venom without an empty bottle, a message could say "you need an empty bottle to collect this". An empty bottle would take up bag space and carry weight.

You can collect ice wraith essence without a bottle. A bottle is shown when you collect it.

The mod Cutting Room Floor makes the Vigilants of Stendarr ask the player to surrender their equipped/visible daedric artifacts. (they said the artifacts should be guarded or destroyed. It's part of their doctrine) This could be implemented in a realistic mode.

Forsworn could use poison against the player.

Vampires

At 5:00 AM, with stars still out, a message tells the player that sunlight is affecting their vampire character, yet there is no visible sunlight. More night time would be appreciated as a vampire. They only have from 7 PM until 5 AM. (less than daytime hours)

When you get to the last stage of vampirism, a message says 'as a blood starved vampire you are hated and feared'. However npc's won't yell, attack or run. Sometimes you would get a mix.

Vampires often wear light armor, yet they never have any light helmets, which is not realistic. Adding a helmet to some would add to the game, and could look cool if done right.

Dawnguard DLC

The Dawnguard have their own unique style of weapons and armor, except there are no Dawnguard (2 handed) Battleaxes or swords. (I probably got this idea from a mod) There are more than a few 1 handed Dawnguard axes. There are some Dawnguard 2 handed warhammers. The leader wields one. Warhammers are best for dealing with heavy armor. All Skyrim vampires that use armor use light armor. (it makes sense that a lot would use it, as Nords favor light armor more often/start more skilled in it) Internal bleeding, which is caused by warhammers, probably wouldn't be as much of an issue for vampires. There should be 2 handed battleaxes, as Nords favor 2 handed weapons (and axes according to the book Children of the Sky)/start more skilled with 2 handed weapons. It would be cool to see a 2 handed Dawnguard Battleaxe. They wouldn't have to use the same design as the 1 handed axe.

The Reaper in the Soul Cairn had an iron battleaxe. His appearance was (mostly) unique, but his axe was far from it. Perhaps giving him the Headsman's Axe would be better. Although, since the Reaper appeared to be a special servant of the Ideal Masters, perhaps an ebony battleaxe, or a unique axe made of ebony would be better/more realistic. (balance wise you wouldn't want to give a daedric weapon as loot to the player at a lower level) Perhaps the Headsman's axe made of ebony would work. Players might like to collect the weapon.

A finger goes through an Elder Scroll when Dexion reads it.

Sorine Jurard asks the player to find her bag of Dwemer gyros. After the player gets the bag, the player only has the option to give her 1 gyro from the bag, leaving the rest in the player's inventory, which is unrealistic/stealing, and the player then has to drop the rest, or whatever. (they aren't worth much/are probably usually dropped)

I looted Death Hound collars, but the collars remained visible on their corpses.

Serana sometimes gets stuck in combat mode (with her hands raised/spells at the ready) and then she won't follow the player. Sometimes she is stuck casting the vampire drain spell on the ground. To remedy the situation, you have to hurt her until she goes to her knees. It can be annoying.

Serana sometimes mentions it being lonely exploring by herself and "where have you been?" despite the fact that you weren't separated.

I saw in a mod that Snow Elf coins should be in the Snow Elf temple. There are Septims in there instead.

Solstheim

Fethis Alor says he sells everything on display, (many of the same type of alcohol) yet he didn't sell any of that type.

The Retching Netch inn/tavern didn't sell alcohol or food. It was a glitch that didn't go away for a long time/occurred often. Geldis Sadri (when he does sell stuff) doesn't sell sujamma (which he advertises) or his custom variety of sujamma - apparently due to a bug.

A slain Redoran guard had Septims on him instead of Drakes. Adril Arano mentioned paying the East Empire company in Drakes. There could be an exchange person in Solstheim that would convert a certain amount of your Septims into Drakes, so you could pay merchants there. There could perhaps be dialogue options for the player like 'I'd like 1000 Drakes (cost 1000 Septims)' and 'I'd like 5000 Drakes'.

There is no rope attached to a bucket at the Raven Rock town well.

There were always 4 fire salts/piles at an alchemist's in Raven Rock, yet she never sold any.

The body of a Redoran guard that was killed by a farm nearby Raven Rock remained there for a while, despite the guard captain knowing about it.

Lydia said 'For Whiterun!' when battling an ash hopper. (insect)

Ancarion's chin went through his robes because he was standing a certain way.

Miraak's sword remained visible on the ground after I looted it from him.

The College of Winterhold

Due to a bug, I had to falsely tell Tolfdir I didn't know any ward spells.

Enthir advertises having hard to find items and being able to get goods from all over Tamriel. His stock is disappointing, as the only hard to find item was a black soul gem, and there was nothing evident from other places in Tamriel. Bethesda could make him sell human hearts, Moon Sugar, (for alchemy. He advertises selling illicit goods… He sells a black soul gem already) Welkynd stone/s, Varla stone/s, some alchemy ingredients from Cyrodiil and Morrowind, 1 or more pieces of enchanted Elven armor (perhaps from the war with the elves) and perhaps a wooden staff from Cyrodiil.

The bridge to the College would be a slip/death risk. (Faralda also mentions the way being dangerous) That can cause doubt to the player. The mod Immersive College of Winterhold gave the player the cool/better idea that it was just an illusion to protect the College from Nords that didn't like the College.

The Thieves Guild

New Thieves Guild banners have holes in them. At least some of them look bad.

A quest I got from Vex wasn't voiced/was non-immersive. (I had to read an onscreen message) She could have said something like: "So and so has a jeweled goblet. I want you to steal it".

When you are walking through the base with Karliah, characters draw their weapons and quickly put them away. It doesn't make sense for them to draw their weapons.

When Brynjolf offers you Thieves Guild leadership, your only dialogue options are ‘I don't know what to say’ or to tell him that it isn't right. The player can't say ‘I'll look after the guild’, which would make sense as an option, since the player can be selfish and attached to the guild.

The Dark Brotherhood

Babette, a merchant, had the same prices as elsewhere. She charged the same price for a cure disease potion. That potion would help her ally. She thought of the Brotherhood as a family. Her potion/poison stock was not as good as elsewhere, making her inventory useless. Realistically, she should've had better potions and poisons, as she was a master level alchemy trainer. (which makes sense as she is an immortal vampire/had time to hone her craft)

The Shrouded Armor main piece has an enchantment to resist poison, rather than something more universally useful to an assassin or anyone. i.e. more health.

The Shrouded Cowl is the same as The Shrouded Cowl Maskless on male characters.

When Veezara is sitting on the ground in the sanctuary, his sword/scabbard, equipped at his side, goes through the ground. Realistically, the sword would need to lay beside him, or on his lap. Npc's can pick up weapons from the ground in combat, so Bethesda could've at least had the sword next to him.

Shadowmere would look better black, rather than brownish. It would be more fitting for the name, the Void, and the pool that it came out of.

When I first used the secret tunnel to access the base, it was not immersive, as it plopped me in the base without seeing any of the tunnel, which I was expecting to see. They could've made it a short tunnel at least. (even though it would be long) You could start part way down the tunnel after you load into the area/tunnel.

Castle Volkihar

There are no oars in the row boat used to travel to the castle.

When I entered the castle, I was met with boring/only brown banners. (also seen elsewhere in the castle) The Volkihar clan could have their own cool banner. Maybe Molag Bal would be on it.

There were flower designs on the vampire coffins. It was weird/more than a little bad. (vibe and culture wise) There could've been something cool on them.

After you become lord of the clan, you can't get mannequins in the castle to decorate with armor. i.e. Dawnguard trophies. There are limited plaques/places to place shields (if any) or weapons. What is a castle without an armory to display your weapons and armor? I might’ve got that idea from a mod.

Food/Drink

Half a loaf of bread weighs 0.2, is worth 2 gold, and restores 2 health. That is the same as a full loaf. Half a loaf should be 0.1 weight, 1 gold value, and restore 1 health.

You can't only drink a portion of a wine bottle. (i.e. the equivalent of 1 glass with supper) That is not cool in a role playing game.

There could be a drunk visual effect. There is a visual effect for Sleeping Tree Sap, (which people can still manage to fight with) which could be used.

You can only eat big cheese wheels all at once, yet you can eat individual slices if they are already cut. The mod iNeed enabled you to cut a cheese wheel into slices at a cooking pot/station.

Potatoes aren’t sold by inns/taverns much, which is not cool, considering how many potatoes are in Skyrim. The player can't make baked potatoes, which is a big role play fail. Baked potatoes would be good with eggs for breakfast, or good with meat for another meal. Potato soup heals 10 points and restores 10 stamina. Baked potatoes only restore 5 health. So the player should've been able to make them. They could require salt.

Inns could sell cooked carrots for 2 gold and raw carrots for 1 gold. (like potatoes)

There is no recipe to make beef stew with potatoes, despite soups with potatoes. Stew wouldn’t be great without potatoes.

A loading screen saying that gourds are preferred cooked with supper would be good. The player can be unsure about gourds, which is uncool in a role playing game. People grow more than a little of them.

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