Fus Ro Mod! Skyrim’s Creation Kit In Action

Eek, lists!

Bethesda is soon to release the Creation Kit for Skyrim, that’ll allow official modding to begin, along with some really powerful-looking tools. It will also plug directly into the Steam Workshop, which will make adding user-created mods to your game over 39024% easier. You can see a video giving an overview of those features below.

It is my constant lament how unnecessarily complicated installing a mod can be, so I’m pleased by the combination of Bethesda and Steam’s magics to make that a simple one-click option.

And for people cleverer, taller and better looking than me, the tools for creating mods look pretty swishy. Take a look:

What are you planning to create? And what are you hoping someone else will create for you?


  1. Cryptoshrimp says:

    I am so excited for this thing to come out. More dungeons! Economy mods! Archaeology! Everything is possible! Note the exclamation marks, that’s how excited I am.

    • Lev Astov says:

      You don’t sound very excited about being excited, though. I am!!!

    • Gnoupi says:


    • Blackcompany says:

      Balancing the economy is much needed. Gold is too plentiful (rebalancing this day one.) Also, too many smithing and enchanting items readily available, which unbalances the game in general. So many plans, many of which I know are viable, and looking forward to it. Expect long loading times for modding web sites soon.

    • mjig says:

      Looking forward to survival mods and economy mods, myself. The game is far too easy and all challenge in surviving or getting gold fizzles out within the first 5 hours or so. So far I’ve had to make do with A Humble Start and Deadly Combat, but once the CK comes out I can get hunger, thirst, sleep. All that stuff.

    • Icarus says:

      @Mjig above, I found that I kept spending a lot of gold on arrows, a necessary evil for an archery-based character. A melee character would probably have less expense of that sort, so would stack up money quicker.

    • Necroscope says:

      A mod to stop spamming smithing a dagger all the way upto 100 for everyone, or die. Also one to add more varied wildlife and more flying creatures like teradactyls big enough to fight the dragons. Maybe one so that puzzles are chosen from an infinite variation of codes to avoid players resorting to looking up online for answers. Weapons the size of the average J-RPG. Flaming arrows. Psionist class.

    • ffordesoon says:


      “A mod to stop spamming smithing a dagger all the way upto 100 for everyone, or die.”

      I’d like to see a blacksmith-y version of the way they stop you (well, try to stop you) from spamming magic spells. You know, some guy walks up to you and goes, “So you think you’re a smith, eh?”

      And then you have to have a smith-off.

    • sPOONz says:

      “teradactyls big enough to fight the dragons.” Great idea! Epic sky fights would be great to watch.

      “puzzles are chosen from an infinite variation of codes to avoid players resorting to looking up online for answers.” Rubbish idea! What other players do is irrelevant.

      Personaly Im going to stick to Morrowind/Oblivion until someone cooks up an ‘overhual mod’ for skyrim. Mods are really what makes pc gaming the best. Love it!

    • Smashbox says:

      Don’t forget Cold.

    • neolith says:

      1st thing to do? Make Lydia keep her pie-hole shut. Oh the joy. :)

    • Universal Quitter says:

      Maybe I’m being trolled by a close knit community (I would have no way of knowing), but why are most of the ideas I’m reading suggestions to remove or stymy content in a SINGLE PLAYER GAME because of balancing issues? I saw it with minecraft, and I didn’t understand it then. Just because you think a game mechanic is dumb, doesn’t mean that you need to remove or restrict it. No one is forcing you to exploit skyrim’s crafting rules, or any other rule in that game.

    • Hidden_7 says:

      Because you want to try to do your best within the system presented to you. Tying your hands, and remembering to tie your hands, for everything you feel is unbalanced can really ruin the sense of just playing the game and dealing with challenges.

      For example, if you think the game gives you too much gold too easily, and you’d like to to have to hoard a bit more, conserve your gold, pick and choose resources to buy, how would you do that in game? Simply refuse to pick up gold? But surely getting some gold in loot is probably acceptable, so which gold aren’t you going to pick up? Every other chest? Now you’ve got to remember whether the last chest you looted you took gold from or not? It’s a layer of arbitrary rules you’ve got to follow, and that you’ve got to remember to follow, and that nothing in game will remind you if you haven’t followed, and that can really sap the enjoyment out of the game for some people.

      One of the first mods I’m going to make is one that factors in some forced werewolf transformations if you are a werewolf, say at full moons. True, I could just transform whenever I see a full moon, but obviously there are problems with that. What if I’m inside? What if it’s cloudy? What if I get so distracted doing something I forget to notice it’s a full moon?

      It’s a restriction I want to have to play against and overcome, and that becomes difficult to do when I’m also the one enforcing it. Say I’m in town, and I notice the sun is going down and it’s a full moon. I’ve got to rush out of town away from populated areas before the sun goes down. If I’m in charge of deciding when I transform because I’m the one enforcing this rule, then I’ve got to constantly be checking the in-game time while I run from town to make sure I fairly change when I’m supposed to, and don’t cheat. How fun or immersive is that?

      Point being, there are lots of reasons to change balance mechanics for a single player game. It can add to your personal enjoyment to not have to simply “ignore” unbalanced elements, but to be able to play with them without watching your back all the time to make sure you are being fair.

    • cafe says:

      I think the issue here isnt that Skyrim is broken because of the things that don’t work. I don’t even think the issue here is Skyrim at all! I think its that nowadays you have to expect a game to have some broken features on release. I think the issue is that the developers today think they can sell you something that doesn’t work! You wouldn’t buy a broken car, even if you could drive with it for 10 hours! You buy a game because the features may sound appealing to you. If you buy that game and some of the features are broken you got scammed!

      See if a game has broken parts, the devs either have to fix them before release or take them out of the game. Is skyrim as much appealing to you if only half the features were offered? No! You probably wouldnt even buy it. If a dev sells you something that is broken or doesn’t work ITS A SCAM! And this doesn’t change because skyrim has some working features too!

    • Lynchbread says:

      I’m looking forward to seeing a cliff racer mod.

  2. Impale says:

    Does anyone know if the integration with Steam will mean that mods created with the Creation Kit are incompatible with the Nexus? I hope not, and can’t see it myself.

    • Unaco says:

      I highly doubt it. The Construction Kit will still spit out an .ESP (which is the Bethesda format for ‘mods’) which you’ll be able to upload to the Nexus. With the Steam integration, it’ll probably either have a new button (“Send to Steam”) or Steam will have a function whereby you can upload your .ESP and a mod description. They’ve said they don’t want to damage/disrupt the old channels for mods (Nexus or other private hosting), just add in this new one.

    • Blackcompany says:

      Bethesda has made no changes to how mods are installed. The Nexus, for those who wish to use it, is still viable according to Bethesda.

    • Impale says:

      Cheers. Just had a little panic is all – as I can’t access Steam at Uni.

    • Cooper says:

      Good. For anything remotely interesting (beyond ‘this adds a supercool sword’ (and not that we don’t all lvoe super cool swords) a decent mod-manager is going to be essential.

      Steam are not going to put in the effort required to do that. ESPs from the workshop are just gonna get dumped in the data folder and players are gonna have to keep their fingers crossed…

    • slick_101 says:

      the guys that do the Nexus Mod Manager will probably come up with something

  3. Serge says:

    Now THIS is developer supporting mod scene.
    Steam workshop sounds and looks good.

    • Gnoupi says:

      Now this is a developer which understood that they shouldn’t bother making things right, they have countless players who want to fix them. As observed from all their previous creations.

      Not that this is a stupid thing in itself. If you know that you have such large base of modders ready to make your game perfect, you’d better use them and polish your tools so that they can use them (as they finally understood at Mojang recently).

      Though it’s a shame that such “perfection” has to come from unpaid people, instead of the actual makers of the game. If only they were at least learning from previous games… (see the X series, for example, you will usually have the most successful mechanics from mods included in the next iteration)

    • Advanced Assault Hippo says:

      Either that, or the game’s issues are somewhat exaggerated and vanilla Skyrim is in fact rather well done, barring the user interface.

      I predict the vast majority of mods will be cosmetic (to make use of ultra powerful rigs) or minor tinkering.

    • Stevostin says:

      Yes sure, Skyrim isn’t right out from the box because… well because you can mod it. Ok, that’s a sound reason.

      Let’s be serious, this is arguabily the best RPG on PC, and probably the one with the hugest average playtime per buyer (that’s the most objective way to measure how much content of interest there actually is in the game). Saying that “they’re is not enough, they rely on people to do they job” is clearly trolling.

    • pakoito says:

      >Either that, or the game’s issues are somewhat exaggerated and vanilla Skyrim is in fact rather well done, barring the user interface.

      Enchanting, alchemy and high level magic make a pretty good case against the game.

    • Advanced Assault Hippo says:

      Actual impact of slightly unbalanced high level alchemy and stuff on my 120+ hours of playing Skyrim? It’s pretty minimal tbh, when it comes to the overall experience.

      We’re talking niggles in the big scheme of things. It’s certainly not the “broken terrible pointless crap that needs mods to stop it being completely shit!” that it’s made out to be.

      It’s going way overboard.

    • pakoito says:

      >Actual impact of slightly unbalanced high level alchemy and stuff on my 120+ hours of playing Skyrim?

      Who cares about your save? Start a new game, cheat the alchemy system and before lvl 5 you will oneshot the final boss.

      Remember the almighty final ultimate superunique weapon you picked 100 hours ago? Now it is useless. “But it was the best in history”. Well now you can buy a better one off a merchant.

      Oh hai I’m the most powerful mage of this era -> Still only uses weapons because they have better dps.

    • Advanced Assault Hippo says:

      But why would I want to deliberately cheat the alchemy system anyway? Just playing the game naturally, many of these issues never really come up.

    • Deston says:

      So wait, your complaint is that you can cheat in the game? That’s a bit odd isn’t it, given gaming’s long history with cheats and exploits. You don’t have to use them you know.

    • skinlo says:

      You can also ‘cheat the system’ by opening the console and typing cheats. Makes play a lot easier!

      Alternatively, don’t cheat the system.

    • ffordesoon says:

      Yeah, my experience has generally been that, if you’re just playing the game like a player and not looking to break it, it generally doesn’t feel broken.

      Also, some people like being able to make themselves crazy unbalanced, but are playing on consoles. For those people, balance would make the game demonstrably less fun. Bethesda knows this, and so they take it into account. For the people who do want everything balanced realistically, there are mods. Everyone ends up satisfied.

    • Zelius says:

      When you say things like “this game is broken, because you can make everything trivial with alchemy”, what you actually sound like is this:

      “This game is broken! You can just type IDDQD and win!”

    • Fiatil says:

      I remember how terrible Morrowind was because you could exploit the alchemy system and get 5 million intelligence and then infinite values of any bonus just by talking to a merchant.

      Oh wait no, they’re both still really fun games that are breakable if you want to. Or you could not, and then have a lot of fun. It’s not an MMO, you don’t have to cheese the game just because some people do it.

  4. PeopleLikeFrank says:

    Within as short a time possible once this thing releases, I plan on being able to enchant a clothes iron and hit things with it.

    • Ushao says:

      I fully intend to mod the Shiv to be improvable and enchantable (not sure if it’s enchantable already, hadn’t tried). I want to be able to say I shanked a dragon.

    • FunkyBadger3 says:

      Lets call it the Oz mod – battering someone unconscious with a sweetroll, here we come.

  5. Khemm says:

    Huuzah, gamers will fix this broken walking sim/grindy hack&slash, just like they made Oblivion (a 10/10 game according to reviewers, rotfl) playable. Too bad they won’t be paid a dime, while Bethesda will sell more copies of their POS RPG wannabe.

    • Calneon says:

      “POS RPG wannabe”


    • Khemm says:

      Awwww, now, now, calm down… It’s not your fault you started playing RPGs when you got your xbox in 2006.

    • Brun says:

      For all of their flaws, both Oblivion and Skyrim got a LOT of things right that other RPGs get wrong, particularly Skyrim. Unfortunately most of those things are intangible or qualitative and thus they fly outside the scope of objective discussion.

    • Neurotic says:

      Dude please, that’s the funniest shit I’ve heard in weeks. You should be on the radio with this kind of thing. :D

    • Stevostin says:

      “For all of their flaws, both Oblivion and Skyrim got a LOT of things right that other RPGs get wrong, particularly Skyrim. ”

      Thank you for stating this. I’d love to criticize harshly every wrong bit of Skyrim (and god knows there are some) but the fact is they’re more or less just the only one doing RPG right, ie open, do what you want, huge content, various approaches to problems. Gothic to a certain extent tried to do that – unfortunately gothic’s just not the thing for me.

      So as long as Bethesda is the only dealer for decent RPG drug, we have to eat what they provide, end of the story. Good news is, with TES V success, there’s hope for competitors.

    • Kent says:

      I agree with Mr. Troll.

      Skyrim is actually NOT a real RPG. There’s no roleplaying like trying to be someone else than yourself for a second and there’s no real consequences that the engine can handle that truly develops a threaded plotline. Also, the only real rewards are only to be had in dungeons and I am really sick of dungeon crawling. The magic is also severely underpowered and the stealth while okay in comparison to oblivion is still very badly implemented in comparison to assassins creed or splinter cell. What is left? Well bashing skulls in and looking in awe at this empty open world where everything seem to happen in restricted bubbles.

      Also there’s plenty of options as far as RPG goes, such as Deus Ex HR, Dragon Age 2 or even playing an actual roleplaying game such as D&D. Even Mount & Blade is more RPGlike than Skyrim, and it plays better and its even more open ended and have even more and better gameplay features. I’ve probably spent more time playing that than I have spent playing all my Bethesda games together.

    • Joshua says:

      What is an POS RPG?

    • Ushao says:

      @Joshua Clerks: The Game

    • RandomGameR says:

      @Kent: virtually everything you say is false. The story has multiple threads that have huge effects on the world. There is no other single player game that supports role-playing better than this one on the market. For instance I was just watching a video of somebody successfully playing the game as a pacifist.

      I, myself, have role-played all my characters differently. My psychotic murderer likes to kill people and leave their bodies in odd poses where their loved ones can find them (and I love watching their loved ones get upset about it). My thief tried not to kill too many people if he could help it, but he loves relying on poisons when he has to… etc. I think I have 5 characters.

      But if you actually like games like Dragon Age then perhaps there’s no reaching you. Quality isn’t really your thing.

    • Highstorm says:

      “Skyrim is actually NOT a real RPG. There’s no roleplaying like trying to be someone else than yourself for a second…”

      Really? I mean, is this sarcasm, or are you actually an axe-and-spell wielding alchemist smithing enchanter dude/chick that can (and frequently does) set bears on fire by shouting at them really loudly? If so, we should hang out. You sound awesome.

      Most of my fun in Skyrim stems specifically from actively roleplaying. The only thing that’d make it better is multiplayer for dynamic interactions from like-minded RP’ers. Someday… someday…

    • Kent says:

      The roleplaying aspects isn’t exactly what you do in the world and start pretending that it makes up your character. It’s what you do within the narrative of your character. Skyrim becomes an roleplaying game for you, and you only because you want to make believe that what you do makes your character, a character and that might be because you have a narrative of your own in the same way as a five year old child plays batman in his parents backyard with nothing but a cape.
      My point is that Skyrim isn’t a RPG by default because the game doesn’t actually give you any real choices in the quests – which are essentially what really makes up your character. Going around not punching people in the face isn’t such a huge characteristic as you might think, it’s just a preference towards a specific way of dealing with violent issues and in a game where everything is resolved with violence, that is kind of stupid way to play. BioWares games does at least have a narrative and coherent characters and actual character development within a narrative for all of those characters and that makes it more of a RPG than Skyrim ever will.
      “Everything you say is false” is the sentence of the ignorant. Don’t be that guy.

    • PodX140 says:

      Hm… Khemm has multiplied into Khemm and now Kent! We need to take affirmative action, ban all the K users! :P

      Seriously though, Khemm has long been on my list of “read with bemusement at the tunnelvision and hate” I’m shocked anyone still takes him seriously.

    • Brun says:

      Skyrim becomes an roleplaying game for you, and you only because you want to make believe that what you do makes your character, a character and that might be because you have a narrative of your own in the same way as a five year old child plays batman in his parents backyard with nothing but a cape.

      Playing Batman in the backyard is EXACTLY what roleplaying is. How do you think those old tabletop RPGs worked – you know, those games to which EVERY MODERN RPG VIDEO GAME CAN TRACE ITS LINEAGE? Tabletop RPGs like Dungeons and Dragons were very freeform, there was no fixed narrative beyond what the players and dungeon master could come up with while operating within the rules of the game.

      My point is that Skyrim isn’t a RPG by default because the game doesn’t actually give you any real choices in the quests – which are essentially what really makes up your character

      What an incredibly shallow view of RPGs and character development in general.

      BioWares games does at least have a narrative and coherent characters and actual character development within a narrative for all of those characters and that makes it more of a RPG than Skyrim ever will.

      BioWare’s games (outside of SWTOR) have devolved into nothing more than interactive movies with three possible story paths (good, neutral, evil) grafted onto the barest semblance of a video game and set in linear, re-used corridors. SWTOR is the only recent exception because the content requirements of an MMORPG and their design decision to copy WoW’s formula demanded that they give that game more substance. Don’t get me wrong, the stories BioWare writes ARE good, but to call them more of an RPG than Skyrim, or of ANY Elder Scrolls or Fallout (3+) game is just laughable.

    • ffordesoon says:

      The game as it stands is a Mary Sue/Marty Stu simulator, and a damn good one. Choice and consequence is thin on the ground, but you can do pretty much everything you want to do gameplay-wise. No, it’s probably not the best traditional stat-heavy choice-and-consequence-driven narrative RPG ever made. Why exactly anyone seems to think that’s what Bethesda have ever even aimed for with the TES series is rather baffling to me. They make Mary Sue simulator sandbox RPGs, and they’re the best in the world at that. Other people make better narrative RPGs, and always will. Why can’t Bethesda continue to hone their skill at the thing they’re good at, rather than trying to do something they can’t do as well?

      For alleged RPG nuts, some of you folks sure don’t seem to understand the benefits of specialization.

      And, look, I’d always love more stuff, more choices, more consequences, yada yada yada. I fully agree that I should be able to talk to the bandits instead of kill them if I like, and that all the followers should be more distinct, and yada yada yada. But to hear some people tell it, Skyrim is uniformly bad at doing what it’s trying to do, and that’s just a lie. It’s one of the best at doing what it tries to do, and maybe the best, for all its faults. No game’s perfect.

    • NathanH says:

      I’m not sure when this “RPGs are about choice and consequence!” bullshit appeared, but I wish it would go away. I judge it Dangerous And Wrong, which is the harshest judgement this side of Fundamentally Flawed.

    • MSJ says:

      Maybe people should realise that there several varieties of RPGs that exists. I have seen someone try to argue that Diablo isn’t an RPG because you don’t have dialogue options and branching storylines in them, which is about as silly as calling Skyrim not an RPG.

      People who play Skyrim and similar games make up their own stories, which is even more flexible than any Bioware games. One of my friends did a quest where he gave on old skooma addict a health potion to help cure her addiction. She gave him a gold necklace worth 1000 gold to him, and he felt bad about it because the old lady is poor. Despite her feeling a lot better, he came back later and pickpocketed the necklace back into her.

      And let us not forget the story posted in RPS not long ago, about Lydia’s mountain burial.

    • Kent says:

      You forget that in the tabletop RPG you actually have consequences for your actions. Which is an important aspect of RPGing. What you do in Elder Scrolls is entirely different because there you don’t suffer any consequences for your actions other than you miss out on a quest at worst. Bethesda games are little else than masturbation because there’s no risk of failure, no consequences other than death of your character whereas real tabletop RPGs can have far more abstract and far reaching consequences that could require far more abilities from players and DMs alike to overcome. RPGing is sort of like playing Batman in your backyard but you also get to experience many of the hard choices that the person goes through and you will get to do so within a different role than you would normally be accustomed to. Skyrim doesn’t offer that. Everything exists there whenever you do or not and that’s not a RPG to me, nor should it be to anyone else.

      You will have to excuse me that I’m not so insecure to believe the accusation of me being shallow for thinking that.

    • NathanH says:

      If you require that from CRPGs then there have been about 2 CRPGs ever made. So it’s a pretty silly definition.

    • Jimbo says:

      Consequences which are only imagined in your own mind are not equivalent to those imposed by a game developer or a DM. The player may be roleplaying by pickpocketing a necklace back to a poor old lady, but if the game makes no recognition of it, then I don’t think something like that is grounds to call the game itself a roleplaying game. You could choose to roleplay exclusively in your own mind in practically any game – you could drive around the track backwards in a driving game and tell yourself you’re roleplaying a crazy person, or never throw a punch in Street Fighter and tell yourself you’re roleplaying a mugging victim – but that won’t make them RPGs.

      I would agree that Diablo isn’t an RPG. It’s an ‘Action RPG’, which is a misleading genre name, because the ‘RPG’ part in that context just means it has levels, stats, loot etc. – mechanics which though traditionally associated with RPGs, are not the elements for which that genre is named. Same deal with most JRPGs.

      I know language changes and that at this point ‘RPG’ has become synonymous with ‘levels, stats, loot etc.’, but considering how prevalent those mechanics are now, I think this change has only succeeded in rendering the term ‘RPG’ virtually worthless. If it still meant ‘roleplaying’ then it would still be worthwhile, because there aren’t many games like that, but now that it’s read as ‘this game has some mechanics traditionally associated with roleplaying games’ it’s worthless, because that describes most games nowadays.

    • NathanH says:

      But Choice’n’Consequence is mostly a modern phenomenon, and CRPGs are mostly not a modern phenomenon…

    • Jimbo says:

      You could make the same case for CRPG as for ARPG and JRPG. They’re called that because they have mechanics/rulesets lifted from RPGs. It’s choice and consequence / collaborative storytelling (between player and developer or player/s and DM) which best reflects the roleplaying those games were originally named for however, and the ‘Choice N’ Consequence’ mechanic is just the best thing gaming has come up with so far for replicating that. At least short of having an AI or another human to can act as DM and dynamically create story and the necessary content on the fly.

      I don’t think these games attempting to replicate narrative roleplaying / choices & consequences is a particularly modern phenomenon, but I think the games which just lifted mechanics/rules from RPGs (but made no attempt to replicate the roleplaying aspects those games were named for) probably shouldn’t have been called CRPGs in the first place. I don’t think deciding whether you want to kill everything with a sword or with a spell really counts as roleplaying.

      If the only impact you can have on the world is ‘progress the fixed story’ or ‘don’t progress the fixed story’ then you’re no more roleplaying than if you choose to read (or not read) a book.

    • Ninja Foodstuff says:

      Is wizardry on holiday or something?

      This game is amazing. The fact that it’s moddable makes it doubly so. Are people really trying to send the message to developers: don’t make games where you are free to roam around doing whatever you want, we don’t like. Really, you guys should play more Microsoft Excel. I hear the pivot table dlc is awesome.

  6. Blackcompany says:

    0. Tougher. Dragons. Because, well, you know why because.
    1. Race rebalance. No more “cosmetic only” races.
    2. Perk Rebalance. No more taking essentially the same perks 5 times as a mage.
    3. Magic rebalance. Some spells need to do more damage early on, & beginning mages who actually want to role play need more magic early to do it. Otherwise, it removes an RP option from the game.
    4. Rare items. Really rare. No more magic-laden vendors. No more Dwarven goods at vendors, since there isn’t anyone around to craft them, or even bring them the goods, any longer.
    5. Rare ingredients. No more stacks and stacks of ingots at smith shops. Making these more scarce will slow down smithing.
    6. Rare soul gems. No more merchants packed with filled gems.
    7. Rare magic. Too many bandit mages littered all over the world.
    8. Melee rebalance. Because blocking, well, should.
    9. Classes. Because we should be able to specialize early on and earn rewards/get drawbacks for specializing. You know, role play options again.
    10. Realistic wildlife. No more uber aggressive Wolves. No more Bears that could take down dragons.
    11. Stronger Werewolves. Because it isn’t even fun right now. Werewolf destroyed by two bandits with claymores? Really?
    12. Rare item rebalance. Because Dawnbringer and the Nightingale sword are very underwhelming.
    After these requisits, maybe some quest mods. I have some ideas, but am unsure of what the CK can accomplish right now. Better to wait and see than to make big plans which no one can realize due to limitations with the tools.

    • Apples says:

      “1. Race rebalance. No more “cosmetic only” races.
      9. Classes. Because we should be able to specialize early on and earn rewards/get drawbacks for specializing. You know, role play options again.”
      I’m not sure those increase ‘role play options’ at all. How is it less of a role-play option to gain skills by using them than to choose some skills at the start of the game and then never use anything else because the drawbacks would be too great? Similarly, giving races certain bonuses just means you get a stupid simplistic world where you sort of have to play as a Khajiit if you want to be a thief or an Altmer if you want to use magic – no room for RPing Khajiits who grew up using magic rather than sneaking about, and borderline fantasy racism where all Khajiits really ARE inclined to be thieves.

      I agree that items need to be more rare, though. I leave a breadcrumb trail of swords, flowers and bracers wherever I go. No point keeping them if there’s going to be fifty more around the next corner. And the perks are indeed basically all terrible and boring.

      Edit: rarer magic? Too many bandit mages? I suppose Nords have a bit of a thing about magic, but overall magic is incredibly common in Tamriel and everyone has the ability to do at least some. Even in Skyrim they have alchemy shops and court mages all over the place. It’s not strange at all that bandits would use it and it’s not even bothersome in a gameplay sense.

    • CaptainCasey says:

      Well said…very well said.

    • Blackcompany says:

      You know apples…those are darn good points. Sure an Orc might be stronger than a Redguard. But if the Orc “grew up” using magic (SHaman) as opposed to the Redguard who held his father’s sword before he could walk…well, who is going to be the better warrior? Good point.
      On the other hand..my concern is this: A base magicka of 100 is hardly enough to role play as someone familiar with magic. Starting mages could use a very slight boost. Only slight, though, and probably with a little drawback involved.

      Actually could look forward to thoughts on this idea.

      As for loot…ever Draugr has a rare gem and 10 gold. Gold is everywhere, as are soul gems and magic items. Too much magic, too much wealth. I envisioned Skyrim as a rough place, cold and unfriendly, where magic is rare and gold even more so. I want to ensure this vision for myself and those interested who share it.

    • Impale says:

      I’d like to see a system whereby rather than just picking your race at the start of the game and that deciding what stats are boosted, you have some input into the origin of your character. I’m not talking about writing a bio – more that you get to pick from a (long) list of archetypes that denote your character’s upbringing. I realise that a similar system was present in past Elder Scrolls games, but that didn’t change your race bonuses.

      For example.

      You pick a Nord. You pick that you grew up as a pickpocket living on the streets of some city somewhere. You’ll gain +10 sneak, +10 pickpocket, +5 security and some other stats. Alternatively you choose that you were a mercenary. +10 one-handed, +5 block…whatever.

      Then you can include a few clear racial differences. On the whole, an Altmer will be better at magic than an Orc – and a Bosmer more stealthy than a Nord. I don’t like the current system of “Bretons are better at magic than Orcs because of stereotype”. I think it would be a nice workaround without changing the fundamentals of the series too much and giving the player more freedom in race choice.

    • PeteC says:

      A lot of those are already available on the nexus. I already have the tougher dragons mod installed.

    • Stevostin says:

      ” Classes. Because we should be able to specialize early on and earn rewards/get drawbacks for specializing. You know, role play options again.”

      This is like asking for the ability to shoot things in Doom. I really don’t see where that one come from. I play in difficult a guy with a specialisation in assassination (archery, one handed, stealth, alchemy, light armor). At level 42, I only have one of those 100, miss the latest 2 tier in every other at least, and if I play it honcho and attack a 2 handed warrior with my top gear, he’ll still chop my head in one or two blows quit easily. OTOH, I can kill a full fort with no quicksave if I play it right and stealthy. I never found specialisation so rewarding in any game, I think. It’s clear that there are at least 5 strongly different way to deal with encounter in the game that are largely mutually exclusive as you need the talent, hence the specialisation, to make a difference.

    • Brun says:

      Classes. Because we should be able to specialize early on and earn rewards/get drawbacks for specializing. You know, role play options again.

      Nothing in Skyrim currently prevents you from specializing. The difference is that most RPGs make that choice at a higher level of skill abstraction than Skyrim does (namely, they ask you to choose your class). The disadvantage to the traditional RPG system of choosing your class is that there is almost no player agency involved in defining your class – it’s simply an option you pick from a list.

      Skyrim’s system is a curious animal because while it lowers skill abstraction, it does so by increasing player agency. Skyrim forces you to take action and make multiple decisions to define and refine your “class.” That is player agency, and it’s a good thing.

    • Blackcompany says:

      Impale nailed it. I was thinking along these lines with race/class bonuses. This is likely how I will go: You choose race as normal. Too many mods will interfere with/alter races and I tend to aim for compatibility anyway.

      I will likely place books/items in the game and you choose one. When you “equip” it you will gain a “class/background/backstory” type bonus. Grew up picking pockets, like Impale suggested? You get corresponding bonuses and maybe a balancing drawback or two. Likewise, if you grew up fighting or as a mercenary, you get warrior type bonuses. Something to enhance role play.
      As far as Deadly Combat mod….checked Nexus and this is exactly, and I mean exactly, what I had planned to do, or at least pretty darned close. Love it. Just as I love modding sites like the Nexus. Although, to be honest, finding gameplay-enhancing mods there is getting to be a chore and a half. Just so much to wade through.
      Baines also has a good point, however. Too much RPG in my action combat. Just…let me decide how well I fight, please. Either make it real time, player skill based, or an RPG with turned based combat using stats. Stop the hybrid stuff.
      I intend to test Deadly combat by this weekend and see what its about. Looks solid. But I cannot wait to overhaul the magic system, make role playing a mage from the beginning possible.

    • dysphemism says:

      You know what game did this, actually? Arcanum: Of Steamworks and Magick Obscura. I thought it was a great feature and am surprised I haven’t seen it used in games since.
      … Man, just thinking about that game brings a smile to my face. It was pretty flawed in some ways, but it really doesn’t get nearly enough recognition for what it did right.

    • MSJ says:

      I would like to add that each race in Skyrim has bonuses to certain skills, where they start with 20 instead of 15. One skill is also boosted to 25 for each race. This is in addition to the bonus resistances some of them have.

    • Outright Villainy says:

      “Too much magic, too much wealth. I envisioned Skyrim as a rough place, cold and unfriendly, where magic is rare and gold even more so.”

      This is my bones with Skyrim too. Even being the clueless/can’t-be-bothered-to-game-the-system nit that I am, I’m still inundated with gold, rare gems, rare enchanted weapons, and about a billion potions. It’s gotten to the point where I’ll often stop looting because trekking from one place to another, I’ll almost certainly pick up so much stuff I’ll be tethering on the weight limit, and I’ll just have to dump it all back in my house again. (because no vendors have any gold. Why? They should get out, there’s gold EVERYWHERE.)

      @Impale: I really liked at the beginning of Mass Effect when you were given this kind of choice, but disappointed that all it added to was the reductive moral choice system. Would have been nice to have it affect your base skillset or somesuch, as you mentioned.

  7. Heisenberg says:

    so will modders be able to add some decent combat mechanics to skyrim now? (you know, to make it into a game thats actually worth playing)

    • Blackcompany says:


      I do understand these sentiments. As a Role playing game Skyrim is extremely weak. A real step backward from Fallout: New Vegas. Different devs, different game types. I too feel a little let down by the RPG aspects of the game, and the fact that light switches in FONV and bit characters in Amalur’s demo were better written than kings and jarls in Skyrim. And no, this is not exaggeration, sadly.

      On the other hand…last night I went wandering in Skyrim. Just…wandering. Like some random adventurer in another world, looking to make my own way, by my own efforts. I made my own story, my own adventures. I stop and slept, bought food and hunted my own game. Got my own pelts, refined them into leather.

      I made my own story, and this is where Skyrim, like is marred predecessors, excels.

    • Gnoupi says:

      Bethesda make great open worlds and sandboxes.
      The rest (UI, fights, viable economy, etc…), not so much, in my opinion. Hopefully those points are fixed by mods, but still, it shouldn’t be this way after all this time.

    • Heisenberg says:

      “I stop and slept, bought food and hunted my own game. Got my own pelts, refined them into leather.

      I made my own story, and this is where Skyrim, like is marred predecessors, excels. ”

      i applaud you for doing this and enjoying it this way, (and maybe one day i’ll do excactly the same), but this is’nt why i bought the game, and it shouldnt be up to (un paid) modders to make the game playable for me.

    • Stevostin says:

      Play on difficult with no quicksave. I’ll guarantee you’ll discover quick that there is a skill to learn and hence, a gameplay. It’s not as detailed as M&B combat wise, except you have stealth, assassination, magic… wait, actually it’s pretty dense. Especially considering combats are just a part of the game.

    • Baines says:

      Exploring is fine. If the other parts of the game weren’t worth something, then people wouldn’t just be saying that they want better combat.

      The problem is that the combat itself is lousy. Coming from a long history of console games, I’m surprised it took until Kingdom of Amalur for some devs to actually try marrying a decent action combat system with an explorable world. You’d either get action combat in a regular action game (or a completely linear RPG), or weak combat in a large RPG. (I’d say even games like Borderlands failed in trying to marry FPS mechanics with an RPG, as “RPG” overrode “FPS” too much when it came to the combat system, with its harsh damage scaling for level difference, along with things like its horribly bland “highly random” weapon loot system.)

    • mjig says:

      I don’t understand how over 5 years after Dark Messiah of Might and Magic Bethesda still managed to make such shitty first person melee combat. They actually have Arkane Studios (who developed dmmm) working for them and still have horrible combat.

    • Heisenberg says:

      having a hit box that isnt just one big 10ft cube, where slashing wildly at an enemies left toe counts the same as anywhere else, would be a good start.
      …this, the dreary dialogue,the shit UI, the identical buildings, the dull npc’s and the boring quests are what turned me off almost straight away, so i’m looking forward to maybe getting a decent game soon.

    • Blackcompany says:

      I fail to understand how, after having body-part-specific damage in both Fallout games, on this same engine – and it is the same engine, folks, say sorry – you do not also have that here. I mean…as someone said…the toe, the head…does not matter. Of course, with health bars like these enemies have, it wouldn’t matter anyway. If this were Fallout, you could decapitate the average Draugr Scourge six times and he would still keep fighting.

      Protip for Bethesda number 14: Smarter AI and more diverse tactics increase difficulty. Larger health bars only increase annoyance.
      Edit: One of the first things I intend to check here is to see if the old body part data is still present in the game and if so, whether it can be somehow enabled. Lets hope so.

    • RandomGameR says:

      I love it when people who have no idea how difficult it is to make a game give a hugely successful game company that delivered what many people think is last year’s best title a “protip.”

    • Blackcompany says:

      Protip: Never assume you’re talking to someone who hasn’t used the tool set and doesn’t know how to design AI. :)

      Seriously, how hard would it be to create custom combat styles for later levels of enemies. Make them move more, block more, bash more. Give them more stamina, more diverse tactics. Increase or decrease the frequency of side stepping and dodging/blocking.
      I know the Combat Styles in the tool set are all random-number based. You choose a high, you choose a low and the AI looks at circumstances, weighs odds has a chance to perform a certain move. These numbers can be played with and changed to create dumber/smarter combat tactics for enemies.

      for instance a low level draugr might not know how to bash. Or they might tend to power attack too often. A bandit might try and dance too much and not block enough, where as a heavily plated Bandit Marauder would be more inclined to block and bash than to move and dance. These things can be done, and in relatively short time. I just wish someone would catch on to the fact.

    • ffordesoon says:

      I will kiss whoever makes better combat.

    • MSJ says:


      I thought that was how people play Elder Scroll games? Or is this a case of buying Football Manager when you really want to play FIFA?

    • Gnoupi says:

      Nobody says it’s easy to make a big, great game. But somehow, since Morrowind, all Bethesda games are much improved in a very short time, as soon as modders have the toolset. I don’t think it’s normal that it takes one week or two for one guy alone to design a better, more usable interface than the one it shipped with. Nor is it normal for one guy alone to suddenly manage in a short time to make all faces look better than the initial models.

      So maybe it could occur to them to do like several other firms and actually HIRE the modders to work on it for them.

  8. Cooper says:

    It’s worth mentioning that TESnexus will still probably be the best place to go for information and reviews of mods. They have a fair few years of expertise in organising this stuff ahead of Steamworks…

    • mondomau says:

      Also, nudie mods. Don’t forget those, it’s what Nexus do best :P

    • Impale says:

      I’ll never forget installing a Dragon Age: Origins “Better Bodies” mod, and seeing (SPOILERS!) King Cailan hung up, butt naked and sporting wood in the “Return to Ostagar” DLC.

    • Jockie says:

      Rigor Mortis.

    • Orija says:

      I dread the Steam integration thingy, having pay-for-mods will just ruin the what the modding scene is about and what it stands for.

    • MSJ says:

      Don’t forget rape mods. Can’t be Nexus without that and sexual slavery mods, which are better accepted than ones to give women less sexual armor.

    • paterah says:

      Orija you obviously haven’t played any Half Life mods through steam. They are free.

  9. Demiath says:

    I can’t believe how slick this looks.

  10. Carr0t says:

    I wrote a long ranty post. The comment system seems to have eaten it.

    Probably for the best.

  11. Neurotic says:

    I’ll be making my own home somewhere nice. I wonder if I can port my ES3 TECS stuff into this?

  12. DigitalSignalX says:

    I’m looking forward to a full on UI fix for all aspects of the game, as well as better hot key functionality with less scrolling, status effects, buffs, stats/bonus’s etc.

    A revamped economy sounds lovely, where I can either use that 1m septims you earn after 200 hours on things like more guards patrolling roads, civic upgrades, home upgrades, or you simply never accrue that much.

    A really balanced basic needs system would be sweet – for diet, sleep and wounds. Something to make cooking functional.

    As others have mentioned, a re-vamp of the rare items and their utility, as well as better limits on how you can break the game with enchanting/smithing/alchemy.

  13. Bobtree says:

    I only just started the game, but I haven’t decided whether to play the current version, wait for 1.4 to release, or try the beta. Suggestions?

    Nevermind, Skyrim crashed on me, and now 1.4 is out.

  14. McCool says:

    Oh god that dialogue tree thing looked amazing.

    This is as excited as I’ve been since the release of Skyrim, and as excited as I will be until the announcement of TES VI (and then its construction set).

    This is where the real game begins.

    • ffordesoon says:

      Oh, yes. Dialogue tree. Yessssssss…

      Hm, what was I saying?

  15. Tei says:

    On my next playtrouhg i want to roleplay a rich gangsta rapper. With gold ak47.

  16. Bodminzer says:

    This looks cool. It’s a shame a bunch of aspies on other sites seem to think that making installing and creating mods more inclusive is the worst thing in the entire world. I also don’t understand the attitude of ‘Agh fucking everyone hates Bethesda, why do we have to fix their shitty game!?’ Now, if it really was so terrible and unplayable and broken and awful, why would more people than support any other series that I know of spend huge chunks of their free time making cool stuff?

    • Bodminzer says:

      Why yes I am incapable of enjoying anything without deriding those who don’t, why do you ask?

    • DixieFlatline says:

      Probably because those who don’t continually rant that those who do are idiots. Gets tiring.

  17. Zarunil says:

    I’ve purposefully only dabbled in Skyrim’s beginner areas while waiting for the Dev Kit to be released.

    Can’t wait to up the difficulty level. I want a harsh, tough world where every day is a struggle to survive, and every fight is a challenge. I don’t want maps or even a compass. I want a much greater variety of equipment, and I want the good weapons and armor to be much, much rarer. Less gold laying around. Throw me out there with only rags and let me fight to survive.

    I want Skyrim to be challenging, so bring on the mods.

    • Stevostin says:

      Play difficult or very difficult with no quicksave. You’ll have your harsh world, and, I agree, a way more enjoyable experience. I suggest difficult because “very difficult” is pretty anti immersive unless you decide to be playing a crippled, diseased, 80 year old character.

  18. Arcanon says:

    Installing mods is difficult? Ever heard of Nexus Mod Manager?

    • Ushao says:

      If anything NMM will probably be the better way to go for installing mods. It’s just two clicks to install; one from the website (Download with Manager), the second to hit the actual install button. From what I can tell, all Steam will do is dump the .ESP into the data folder. For mods that use multiple option installs that will probably cause some issues. I like that NMM allows mod makers to create single file mods with multiple configuration options.

    • Drinking with Skeletons says:

      If you’re not familiar with mods, mods in general are going to be intimidating: you’re installing something that you hope will be good to improve a game you already like and hope won’t break said game. Poking around a mod site can be intimidating because you just don’t know what’s good and what works well. By bringing some of that material into the already-familiar Steam–presumably with some rating tools and removal of objectionable material–they can make it a little less intimidating. It’s a great idea, and the fact that mods aren’t limited to Steam is even better; they’re expanding their scope without destroying the community.

      And, since a lot of the features of Skyrim seemed to be directly inspired by some of the more fully-developed mods, I think that Bethesda values the mod scene as a form of free focus-grouping and design planning.

  19. Premium User Badge

    Hodge says:

    I want someone to mod in a VATS that allows me to target specific bits of the user interface. A critical hit on that perk screen would justify my $80 purchase in one fell swoop.

    • AmateurScience says:

      I kinda liked the perk screen. It was nice of them to squeeze in a reference to birth-signs from the previous games.

      At least until I tried to navigate it with a mouse…

    • pakoito says:

      Birth signs are still there, just hidden in the world map.

  20. Christian says:

    This does Create a more than moderate sense of excitement in me

    • Drinking with Skeletons says:

      I’m very glad I have the PC edition of this game.

  21. Lobotomist says:

    I see the glory days of NWN returning.

    (Well , minus multiplayer and online DM…but hey…)

  22. Drinking with Skeletons says:

    I have no skill at coding, so I certainly won’t be doing much with the mod tools, myself.

    However, I would hope that the Perk system can be adjusted via simple numerical editing and–if we’re lucky–adding and subtracting preset skill and attribute modifiers. I would absolutely love to be able to add +10% damage to each level of the Destruction Mastery perks; it would go a long way to making magic more potent compared to weapons. If nothing else I’d like to be able to make the elemental enhancements go up by 50% per level (for a final total of 100% increase) rather than 25%.

    I’d also like to lower some of the requirements for Speech (specifically the branch that improves Persuasion and Intimidation) to make it more appealing. Heck, here’s hoping that some modder adds the option to Persuade/Intimidate shopkeepers for temporary price reductions (temporary to make you use it more frequently, adding value).

    Oh, and how about some new enchantments? I’d love to see +% damage to destruction, for one. Man, this is exciting.

  23. pakoito says:

    “Complacent Horkers”

  24. tomeoftom says:

    This is great

  25. Highstorm says:

    I want to see parrying added for dual-wielding.

    I’m no expert in such things, but it sure seems like it’d be eaiser to “block” with two weapons than one. I really missed such a feature when first playing the game.

    • ffordesoon says:

      Problem with that is, you’re overpowered as hell at that point. A parry system that’s really hard to time might be cool, though.

    • Highstorm says:

      That seemed to be the justification for its absence, and I can see and agree with it being imbalancing. Were I to possess any skill with creating such things, I’d give blocking its own binding, in addition to the standard LMB & RMB functions. Blocking then could be achieved with holding the button down – perhaps only marginally reducing incoming damage, but to actually stagger an opponent, you’d have to time the press with the moment of impact, like you suggested.

      With such a thing in place, I’d also love to see defensive spell casts, like a frost shield, or damage-returning fire shield. Unique defensive forms of otherwise offensive/utility spells.

    • ffordesoon says:

      Oh, yeah! And maybe you wouldn’t have to equip those spells separately!

      As opposed to, ugh, wards.

    • marcusfell says:

      Giving block it’s own key would be nice. Probably Q or something. What would be really nice is more unarmed combat, I’d love to see things like the ability to disarm opponents by grabbing their weapon, staggering them and then finish with a paralyzing jab.

    • FunkyBadger3 says:

      In terms of realism, unarmed combat versus weapons and armour is an absolute non-starter – not that it couldn’t be a cool mod though.

  26. Inglourious Badger says:

    Snowboarding mod, please.

  27. Drinking with Skeletons says:

    I hope someone figures out how to add Persuade/Intimidation checks to radiant quests to allow you to get extra rewards at the end.

  28. ffordesoon says:





    • diamondmx says:

      Would be nice if it stopped crashing my PS3 though.

    • ffordesoon says:

      Didn’t say it didn’t have problems. I’m just being oh-so-satirical.

    • Fiatil says:

      I would say the cardinal sin on such an awesomely pretentious PC blog would be assuming that buying the game for a console would be fantastic.

    • Pete says:

      Indeed. I just don’t understand the rage surrounding Skyrim.

  29. Shortwave says:

    Mods have already enabled massively unrealistic giant breasts that bounce around.

    I’m happy.

  30. ffordesoon says:

    If someone would create alternate paths for a lot of the existing quests, that would be great. Even just non-lethal to roleplay with would be cool.

  31. marcusfell says:

    I think i’d start by making food, weight and sleep important.

    Food would no longer replenish flat amounts of health. Instead it would increase your maximum health and stamina for a few hours. if you neglect food, you get things like Hungry and Starving that reduce them. You could even be Bloated if you eat too much at once. Food would also have charges. Have you ever seen someone eat an entire goat cheese wheel in one sitting?

    I would increase the carry limit, and instead every pound you carry reduces your maximum stamina by 1. Everybody would get increased amounts of stamina at the start.

    Going to long without sleep would make you Tired, which reduces the speed at which your skills improve by 10%. Going really far makes you Exhuasted, which reduces them by 50%.

    Finally, I think I have the solution to the “mages bad early on” problem. The very first level you get, you can increase health, stamina or magic by 30. That should do it.

  32. MythArcana says:

    Steam integration with the editing tools. Well, I guess I’ll go ahead and uninstall the bitch now then.

  33. SquareWheel says:

    I don’t even own the game and I’m giddy from this change.

    Also, they use Notepad++ at Bethesda, that’s what I use. Clearly I should work there.

  34. FunkyBadger3 says:

    A mod that makes Khajiit claws count as one-handed weapons (or even daggers) please.


  35. Big Murray says:

    But will we actually see content-based mods, or just a multitude of gameplay technicality fixes and skins mod after skins mod after nude, penis-enlarged skins mod?

    • ulix says:

      Of course we’ll see content based mods. The good ones will take a couple of months though.

      There are about half a dozen amazing content based mods for Oblivion (that archeology guild was awesome), and another couple dozen very good ones.

  36. Beelzebud says:

    While I initially hated the Horse Armor DLC debacle, and I’m not totally sold on their vision for Fallout, I do have to hand it to Bethesda. They’re one of the few remaining developers that seems to understand the value of building a community, and providing mod tools.

  37. buzzmong says:

    As long as someone puts out a better inventory system, I’ll be happy.

  38. terry says:

    The only thing I want is a band of those spooky sentient plasma balls you find in that one barrow following me around. They’re so cute!

  39. corinoco says:

    I’m going to make a nice little country cottage, with a pretty garden, vegie patch, a few paddocks for some horses, decent wine cellar – pretty much what I want in real life, but can’t afford.

    Oh, and lots of pet cats so my wife (real one, not Skyrim) can practice being a Crazy Cat Lady.

    We don’t all play Skyrim to shout at dragons, some of us like to ride around on horsies, chase butterflies, pick flowers and admire the pretty scenery.

    Oh, and shoot bandits in the face with arrows.

  40. HardcoreGamer12 says:


    • Bork Titflopsen says:

      I’m not really sure I understand the point you want to bring across…

  41. Roshin says:

    Well, I like building things and I like fantasy RPG’s, so I’m just going to start building more stuff in Skyrim. Once I feel more confident with the creation kit, there are a couple of things I want to look closer at.

    1. Possibly expanding the towns or at least adding more people. Take Whiterun as an example. Considering it’s importance, it’s strange how few people actually live there.

    2. Some kind of merchant mod. I want to see if it’s possible to do a “merchant-sim” where you mostly just run your shop and buy and sell stuff. Throw in a dungeon run every now and then to get more loot and it would be very much like Recettar in Skyrim. :D

    3. Making Lydia say “Yes, my Thane. I’d love to” whenever I tell her to carry my loot.

    4. Not sure if it’s possible, but I would like to poke through all existing dungeons and put out all candles and torches. I’m not one of those nutters who wants nights to be pitch black and cover everything in darkness, but there is no reason for the undead to keep candles burning down in their tombs. Where do they even get them from? Going through dark dungeons and lighting my own torches would make things more interesting, IMO.

  42. NathanH says:

    A reply fail!

  43. Lucky Main Street says:

    I have never used an editor like this and I will have no idea what I’m doing, but for some reason ever since I started playing Skyrim I’ve desperately wanted to create a quest based on Phillip K Dick’s VALIS. I will attempt to do that.

  44. DOLBYdigital says:

    Giggles with glee!! I love strong mod support :)
    It’s good to see some people actually disappointed with this…it just wouldn’t feel right if there weren’t some haters. Now I feel bad that I have been pronouncing Bethesda incorrectly for many years and will continue to do so since it’s stuck in my brain that way…

    Online multiplayer skyrim with dragon mounts, roaming factions and new lands to explorer, here I come!!