My Suggestions For Skyblivion

Things from Elsweyr could be sold in the Imperial City since they would trade with each other via ship. There could be jewelry from Elsweyr sold there. i.e. a moon amulet for Khajiit living in the Imperial City. The moon is sacred to Khajiit. (There is a moon amulet belonging to a Khajiit in The Elder Scrolls V: Skyrim, but it looks like a normal necklace with no moon) A moon earring might be worn by a Khajiit. Perhaps the player could choose to have a moon earring at character creation. There could be 1 Khajiit outfit for sale in the Imperial City - maybe some robes from the desert part of Elsweyr. The robes could have moon designs on them.


Saxhleel jewelry from Black Marsh could be sold in the Imperial City. There could be a silver amulet in the shape of a leaf, representing the Hist tree.


It would be cool if Stros M'Kai Rum was sold in the Imperial City.


Bruma and Skyrim would trade. Jewelry and an ax from Skyrim could be sold in Bruma. You could design new jewelry with a Nordic design. (maybe a swirl on an amulet) An npc in Bruma could wear a Nordic amulet. Lots of Nords live there. The clothing merchant at Nord Winds could sell some Nord style clothing. Some Nords in Bruma could wear an amulet of Talos. There is a Great Chapel of Talos in Bruma.


Priests and others in each city could wear an amulet for the Divine that their Chapel is devoted to.


Blacksmiths could have enchanted apparel (i.e. Blacksmith's Apron, gloves) and jewelry that helps them make better armor and weapons. It could be a low level fortify effect if it might make it too easy for players that pickpocket. It would be cool for a player that pickpockets to see blacksmiths wearing that type of jewelry. A blacksmith might have a copper (cheaper) necklace that they created themself.

Quivers (at least the iron ones) only have 10 arrows in them in Skyblivion. 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 Skyrim, you'd want to carry more arrows then the maximum that could be seen in a quiver, 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.


In Skyrim, when you get to the last stage of vampirism, a message says 'as a blood starved vampire you are hated and feared'. However there is no change to your character's facial appearance, (unlike The Elder Scrolls IV: Oblivion) and npc's won't yell, attack or run.

In Skyrim, vampire player characters aren't light sensitive, except for a few seconds when the sun arrives. In the previous game, your character got more light sensitive at each stage. In Skyblivion you could make it so that if you fed, you wouldn’t be light sensitive until you needed to feed again.

In Skyrim, 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)


You could only drink a portion of a wine bottle at a time. i.e. equivalent to 1 glass with supper.


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.


In Skyrim, 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.


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


Elder Scrolls Online has Cabbage soup in Skingrad. Cabbage soup in Skyrim only contains cabbage and salt. One cabbage soup recipe in Skyblivion could have carrots and onions in it. Onions were in The Elder Scrolls IV: Oblivion.


Vegetable soup could be in Skyblivion/Cyrodiil. Salt and carrots could be added to the recipe and onions could replace leeks in it.


Beef Noodle Soup exists in Elder Scrolls Online in Colovia. Beef Stew could exist in the time of The Elder Scrolls IV: Oblivion. It could have potatoes and onions in it, and perhaps no garlic. Stew wouldn’t be great without potatoes.


In Skyrim, 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't make baked potatoes in Skyrim, which is a big role play fail. Baked potatoes would be good with eggs for breakfast, or good with meat for another meal. In Skyrim, 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.


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.


Apple trees should exist. It is mentioned that apple orchards exist in Whiterun in The Elder Scrolls V: Skyrim.


Gourds could exist in the area with colored trees, like in Riften. A loading screen could say gourds are preferred cooked for supper.


Goat milk could exist. There was lots of goat cheese in Skyrim.


A backpack could exist, so you don’t put large items and hundreds of pounds in your pockets. There could be an imperial legion backpack. (they could have it to carry food, water and potions)


The bigger alchemy lab in Skyrim 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.


In Skyrim, the glass bottles for all the potions that the player makes appear out of thin air. Players could buy glass bottles for the cheap price of 1 gold each. (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.


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.


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 in Skyrim. It was immersion breaking.


The book 'Varieties of Daedra' has a shield on the cover. A picture of some daedra (perhaps a scamp, Clannfear, and/or Daedroth, and Spider Daedra) would make more sense.


The Book of Daedra should be renamed “Daedric Princes”.


There are 3 of the same painting (with a chapel) in the Bruma Mages Guild. There are two of the same painting (the White Gold Tower and buildings) in the same room. A painting of a mage casting a spell could be used.


The Shivering Isles


It would be nice if there was more strange stuff. The island could be bigger.


There could be:

- trees and/or rocks with faces on them

- A river/waterfall flowing backwards

- a giant fish in a body of water too small for it to have enough food

- strange sized objects and people. There could be a village where they are all small. (in more than 1 sense - small/insignificant)

- The Jester's Spine Mountains, or somewhere else could be actual spine mountains.

- Someone could walk on all fours.

- The concept art for the Shivering Isles shows someone alive partially split in half.

- a strange shaped building, with stairs and doors leading nowhere

- Sheogorath could have a room full of cheese.

- Someone with eyes in the back of their head

- Someone could be faceless.

- more colorful flowers

- strange looking fish and plants in the sea

- A Loch Ness Monster

- Since there are 2 seas, each could have different stuff. The northern waters could have more Mania themed fish/creatures and plants. The south could be the opposite. A Spawn Mother (from Legends) could exist. One sea could be foggy. (representing brain fog) One sea could be called the Angry Sea.

- Some mushroom trees are a different color in Legends.

- A cloud settlement with rainbows accessed from a mountain


Mania Region


More color should be added to the Mania region. Fireflies could light up different colors. Sheogorath could like that. A mushroom could glow different colors.


There could be:

  • Clouds shaped like bunnies, etc. If Sheogorath was walking around in his realm, he could be like "oh that cloud looks like..." such and such, and therefore he could bring that into existence.

  • Unicorns. Sheogorath could be like "come to my realm. We have unicorns".

  • rainbows

  • More than slightly yellow, red, (instead of brown) orange, and perhaps other colored trees


Dementia


There could be:

- black grass

- thorns

- sickly trees with dark leaves instead of green

- A scream in the wind. Crazy people can hear screams in their head. It’s the Madgod’s realm. Whispers could be heard in the wind. (paranoia)

- some black liquid pools. (perhaps some of the water areas) Standing in them could slow the player down and cause them some slow damage. (darkness/depression can slow and cause pain)

- an invisible paranoia (made manifest) spirit. It wouldn't need to do much damage per hit.

- A “pool” of blood


Here is stuff I made about how the race menu could be better in Skyrim (ideas from there could be used in Skyblivion):


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.


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, somewhat 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.

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