How The Elder Scrolls V: Skyrim Could Be Better

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

A backpack could be put in Helgen, so that 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 in-game. Realistically, they could have a backpack to carry food, water, and potions) in the storage room.

No critical hit messages on-screen could be a nice optional setting to prevent immersion breaks.

An on-screen 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 the game that session) even when you are a race that is usually a warrior. It can be annoying having to go to the warrior section. If the player was a Nord, or an Orc, the skill menu could start in the warrior section.

A fancy Jug (there is more than 1 item that goes by the name ‘Jug’) is worth 0 gold. A fancy pot is worth 5 gold. Both are the same style and roughly the same size. You can loot four of that type of jug from Arcadia’s Cauldron for free if you help her out. (like other items you can loot for free there) There are 5 jugs like that in the Bannered Mare which you can loot for free if you split some wood for her. When I saw a fancy Jug worth 0 gold, I thought it was a bug, which was disappointing since the game had been out for a while. (it was perhaps immersion breaking as well, as I would be thinking about it being disappointing/a bug) Raising that jug’s value to 4 or 5 gold would be more realistic, not make the player rich (you can easily make that coin from splitting wood nearby) and could prevent players from being disappointed. There is another smaller fancy Jug that is also worth 0 gold, which is unrealistic.

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

Farengar has a sheathed dagger going through his robe.

Merchants in Skyrim didn't have gloves for sale, which not only seemed unrealistic, but having gloves would help in survival mode.

Guards have black eye holes, which can stand out/be a pity. If guards looked bad with non-black eye holes, (perhaps it would take some getting used to, like other things in life) a new helmet could be designed for them. A hold wouldn't want a helmet that looks ugly or scary to its citizens.

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 at least some draugr coins. (don't they have an image of a dragon priest on their walls?) In-game collectors would like those coins. The coins could be worth the same as Septims, so that 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. So the current situation can be immersion breaking.

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

There is a 'trinkets, odds and ends' dialogue line for merchants when you ask them what they have for sale, despite that not always being the case. i.e they only sell food/drink at a tavern.

Uthgerd says 'what do you need to take' when you ask to trade items with her. (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.

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

NPC's can unrealistically interrupt conversations.

Different times, a bad guy said 'we are routed' when it was clear that there was only 1 of them.

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

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.

There are no full steel shields in this game, (the previous had them) despite there being 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. The Companions might have their own unique steel shield design, (I think I got that idea from a mod) since they have unique wolf armor. The shield might have a wolf on it. Steel shields in TES 4 had a design on them. If there were full steel shields with a design on them in this game, a Companion shield design might not be weird to see.

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.

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 that 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 takes up carry 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.

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.

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

There are no rough gemstones. (unlike the previous game)

There was a big emerald geode/veins, and yet I only got 1 emerald from mining it. The same kind of thing occurred with a ruby geode. You wouldn't get rich if you got a number of rough gemstones from big veins/geodes.

You get a quest to retrieve a 'moon' amulet for a Khajiit, but it is a normal amulet, like every other 1 in Skyrim, and it doesn't resemble a moon. It is a pity.

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

The dead bodies of cultists (from the Dragonborn DLC) remained in Whiterun after I revisited the city more than once.

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

All inns are the same price. (the mod Requiem likely made me think of this) Some have nicer beds with sheets, as opposed to furs. i.e. city inns versus small town inns. It would be cool and realistic to see different prices. An innkeeper begged me to stay around to help her out money wise, yet I couldn't offer at least 5 or 10 more gold to rent a room. That would've been cool if I could've done that.

If Belethor is talking when you leave his shop, he follows you outside and his door remains locked during the day. (so you have to use the console to unlock his door if you want to do more business with him later that day)

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

After going through a door/load, your follower can go 'oh!' because they are too close to you. It is immersion breaking. Perhaps it happened more with Lydia.

The civil war has been going on for years, but Stormcloaks don't have any of their own coins. (I got the idea of Stormcloaks having their own coins 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 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.

There are plants growing on Windhelm's walls that would obstruct the defender's view. They stand out when you know their presence there is unrealistic.

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/role playing experience.

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

Elda Early-Dawn had no cheese for sale at different times despite repeatedly saying that she had good cheese for sale. It was possibly immersion breaking/thought about after the interaction/sale menu.

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

The Retching Netch inn/tavern didn't sell alcohol or food. It was a glitch that didn't go away for a long time/it 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 a bush at the top of a set of steps leading into the inn/tavern in Windhelm. It was more than a little bad/unrealistic.

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

You can sell Lydia's sword and bow, but not her default shield. She will switch to permanently using a 2 handed weapon. The shield is invisible in her inventory. Selling her shield wouldn't give too much coin to the player, as you could easily make that from chopping wood.

Lydia often walked around outside without a visible shield. It seemed weird if I recall. I always saw her with a shield in her hand in my home, which seemed weird. It should kind of be the other way around.

Lydia goes down to her knees (The state she goes to when 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.

Lydia switched to wearing her default steel/less good armor after I dismissed her to send her back home. (i.e. to guard it) That was unrealistic.

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

There is no rope attached to a bucket in Raven Rock at the town well, which isn't cool.

Magical ice spikes can be visible going through people's throats, yet they are totally fine... Some people also find it weird that ice spikes can go through armor and/or that armor doesn't prevent some of their damage. The frost/cold spell in The Elder Scrolls IV: Oblivion was better in that respect.

Old cities like Dawnstar don't have city 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)

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

Dwarven automatons like centurions, spheres, and ballistas can have non-soul gems as loot. People can be ignorant of whether that is realistic, and hence take the gemstones.

There could be a realistic mode.

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

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

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

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

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

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

Gemstones look fake, which is disappointing in a role playing game. Gemstones looked good in The Elder Scrolls IV: Oblivion.

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.

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

Gort's boat has no oars. (there are in-game oars, sitting in some small row boat) His boat would also realistically be able to drop you off near Winterhold. He advertises how it's quicker than walking, so role play wise, the player could want to utilize the boat to travel to Winterhold.

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

Torches in Windhelm were lit during the day. That could be immersion breaking and would cost the Stormcloaks. They can't pay their soldiers well.

The Old Orc that you encounter said that Malacath gave him a vision of a glorious death, yet he was an easy kill, in 1 or 2 swings or so. Malacath doesn't bother with weaklings. So it is immersion breaking and not cool. Bethesda could make the orc encounter at a higher player level and give him Orcish/better gear than fur armor.

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

There would be more stones on the road between the carriage in Whiterun and the gate.

There is no cover on a Whiterun watchtower right at/near the city. They also have an outer watchtower that is never manned, defeating its purpose/existence. It is unrealistic. They also had a roof at a watchtower with spaces that seemed unrealistic. The spaces would let loads of rain through.

One of the Whiterun gate guards 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 - which could also make their city look better.

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

Inside Whiterun's main gate, there is no way to get to the top, which is unrealistic. It was immersion breaking and/or disappointing if I recall.

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

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

Guards keep mentioning the Dawnguard to the player too often - like non-stop until you join.

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

It would be cool if the player, as a Thane of Whiterun, 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.

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

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

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.

An innkeeper in Whiterun mentions having warm drinks, (I think another innkeeper does too) 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 think I got the tea idea from a mod. (probably Frostfall)

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

At the base of waterfalls there can be a green glow, which is weird/immersion breaking, especially at night.

The ice crystals from the novice ice spell look fake/were disappointing.

Soldiers on patrol on the road don't have visible shields. (you often see patrols of 3. Soldiers/guards will pull a shield out of nowhere if you attack them) Realistically they'd have them ready in their hand or on their back. (The front person might have 1 in hand, and the other 2 behind might have them on their back to rest their arm. That could be cool) Shields can be cool to look at.

There is long grass growing through the stone road (i.e. in the middle) near Solitude city on the path traveled every day by npc's going to and from the docks.

While Dorian was sitting on a bench in the Winking Skeever, his ax handle was going through the bench.

Innkeepers can be in my room the second I wake up, (because they were showing me to my room) which is annoying, and can be immersion breaking.

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

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

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. It doesn't seem realistic for her to wear 1 while doing that, and the foot thing is immersion breaking.

Ahkari (a khajiit travelling merchant) was sitting with her legs crossed, and the handle of her ax (sitting at her side/equipped) was going through her dress because she had it equipped, instead of laying beside her, which would be more realistic.

Bandits at a wooden bridge over the road near Falkreath were using wooden bows instead of the better orcish bow on their nearby table. The Orcish bow didn't need to be there/immersion breaking.

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

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/left on the ground)

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...)

A sound indicating that the player was hurt, will play if the character uses the ethereal shout (which makes them immune to physical harm) and then jumps down a cliff. (saving travel time)

The load screen messages can be limited after playing the game enough. (I might've got that idea from a mod) More Elder Scrolls lore/common knowledge to people living in Tamriel could probably be featured.

The merchant Brand-Shei in Riften 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. (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. That could be cool. Brand-Shei advertises (points out) 'everything on display' for sale, yet it is only wine on display (which is never for sale, despite always being there) and there is room to display more stuff on his stand. He advertised having exotic ingredients for sale, yet he had no exotic ingredients. (or any ingredients) He could at least sell some ingredients from Morrowind. Some are in the Dragonborn DLC.

A finger is seen going through an Elder Scroll when Dexion is reading it in front of you.

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

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

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

The piles of stones to the right of the Windhelm palace front doors (when you are facing them) likely wouldn't be there. I might've got that idea from someone mentioning jumbled stones elsewhere in Windhelm.

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 Headman's axe made of ebony would work. Players might like to collect the weapon for their collection/display at 1 of their homes.

There was a barrel on its side right inside the entrance to Riften city. It didn't look good/likely wouldn't be there, at least for long.

Atub (inside an orc stronghold) told me to follow her. Then she walked through a bush, instead of like 2 steps away on the path. (which is there for a reason) It was immersion breaking.

Largashbur had no orcs on the wall/watching after I returned there for a quest/was inside. (the gate was open too) That 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.

Followers like Lydia say '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 things like 'long life to you') which isn't cool.

Orcish weapons are green and orcish armor is gray. (except shields) That can seem weird and unrealistic. (I might've seen this idea elsewhere) The armor would need more iron in it to make it gray, which would affect an orc's survival rate, which is stupid, when it comes to orcs. Changing it all to 1 color might take some getting used to, but it could be cool to see. You'd think Bethesda could make cool looking Orc armor/gear all in 1 color, even if it meant a different style.

It would be cool to see some orcs with some ebony weapons and/or armor at the orc stronghold where there is an ebony mine. Perhaps having some orcish style gear made of ebony would be cool. (and perhaps only require a simple code change) 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.

I'm pretty sure I've found the Misty Grove (a realm of a party god) disappointing on different playthroughs. It's only a little "party"/8 men wearing not great clothing, and the wine is crappy, (it's the crappiest wine in Skyrim, worth only 7 gold/with other limited stats reflecting it's less good) yummy food is non-existent, (I don't think you see any sweet rolls, which seem to be popular, 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 lights - just normal lanterns. I think an npc in Solitude mentions colored lights existing. 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. There are some 'Party Clothes' that you get in 1 quest at the Thalmor embassy. There could be some pink colored trees, like the 1 seen in Whiterun after that 1 quest. A guest could comment how the food tastes better there than elsewhere. That would be cool. Mead can taste 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. There could be skooma there. In this game, we got to see a realm of a god of pleasure/partying, but it was crappy.

Sometimes followers can get stuck in certain locations.

Chief Mauhulakh's axe on his back was visible going through his clothes... The wooden watchtower out front was (always) unmanned, and it had a book on it, exposed to the elements. (and it was snowing at the time. It seemed unrealistic) There was long grass where a gate inside the stronghold opened over, on a commonly used path, so that long grass wouldn't be there. 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 utilize them. There was no one watching the wall/entrance, (I'm not talking about that previously mentioned watchtower) except the very first time the player approached the stronghold. 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 seemed unrealistic/immersion breaking.

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. So small rocks could've made it appear as if a rock slide uncovered it.

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 for her when I was playing 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 some people.

A travelling group of Khajiit merchants were in a snowy/cold area while it was snowing. One complained about the cold, (as Khajiit merchants in Skyrim do, as they are from a warm place) yet despite all of the previous, none of them had hoods/head cover on, which seemed unrealistic. When they were at their camp/closer to a campfire, they could have hoods/head cover off for the player's benefit/view.

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

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

A hunting bow kept respawning on Uthgerd. i.e. when she was temporarily dismissed from being my follower, (she kept the gear/items on her that I had given to her, which was good for later) 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 that bow.

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

The "Aretino Family Heirloom" that 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. (players like collecting things)

There is grass growing through the wooden livestock watering trough next to Hod and Gerdur's house. Because of its location, the player can see it often enough in different playthroughs if they go with the Stormcloak Ralof.

Your dog doesn't always move easily/quickly out of your way when you walk into it to push it to try to get through a doorway, or whatnot.

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 super useful in Skyrim. (I know why they went for the theme of cold on it. Eventually that charge would've run out on it too. It also had a small lightning enchantment on it. If you gain the Nightingale bow at a higher player level, it gains a new ability/enchantment) I chose to stash that Nightingale bow in my house, rather than carry it/the weight around/use the bow. The Nightingale bow should've done more base damage.

I built Wall Sconces for my armory room in Lakeview Manor to brighten that room/stuff on display in it, but the room didn't get any brighter.

The Lakeview Manor single guest beds upstairs are cheap/less good beds. (you can't choose better) The player should also 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 can have room for a forge, and a smelter in the cellar. The player should at least be able to get an oven, instead of a forge or smelter in their cellar. (not every player blacksmiths. Also, you can get a smelter right outside your house)

Items that you drop/set up in your house move all over the place, so you can't permanently set certain nice looking things on surfaces like tables, night stands and in little open boxes. i.e. gems, ore, shiny/colorful ingots and the golden statue of Dibella. That is a pity in a role playing game, especially for thief/selfish characters that like riches.

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

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

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.

Realistically, (I got the idea from Arthmoor, I think) the Vigilants of Stendarr would ask the player to hand over their equipped/visible daedric artifacts. (they said the artifacts should be guarded or destroyed. It's part of their doctrine) Some of Vigilants at least, probably would have their weapons already drawn when they asked the player, at least depending on the daedric artifact type.

Your follower will only unlock doors of a novice lock level (with exception/s of doors in Dwemer ruins - which usually if not always have a lot of loot behind them/that is probably why) but they will unlock any type of locked chest. Would followers like Lydia realistically know how to pick locks? She never comments about learning how to from someone. (i.e. since ruin looters could use the skill) She wouldn't be able to unlock master level locks, since it takes some time for the player to. (it's not like the player needs her to unlock master level locks either) A realistic setting/playthrough could make it so that followers like Lydia can't pick locks. Some young players wouldn't think that it was unrealistic for followers to be able to pick locks. (at least at first)

The Tower stone isn't good. It lets the player unlock an expert or lower level lock, once per day. Perhaps it could let the player automatically unlock 3 or more locks, lower than expert level each day, (or all novice and maybe apprentice locks. Novice locks are easy/quick to pick anyway) especially since all followers/companions can unlock up to master level locks on chests. (also keep in mind: sometimes realism is sacrificed for gameplay reasons)

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

The Stormcloaks can't pay their soldiers well. Realistically money would be tight for them. Therefore some of them would have their own helmets (i.e. iron, steel, fur, hide, leather, scaled. That kind of thing would be cool. I got the idea from other mods) from their time before enlisting. Helmets confiscated from bandits would also be utilized. The Stormcloaks likely would not have as many full faced helmets, due to the cost. With less full faced helmets, you can see more facial variety, (including war paint) which can be cool. Some Stormcloaks likely would not have helmets. i.e. if they were a guard inside the city of Windhelm, where there would be less need of them to have helmets. They could save helmets for front line troops that way.

When I saved in Raldbthar and loaded that save, the in-game sound was gone, and a static sound played. (this carried over to other character saves as well) A solution (which I 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.

The bigger alchemy lab is fake looking/disappointing. (they also show it in load screens, so that player gets to see it over and over) 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.

Alchemy makes the player easily rich. (Requiem might've made me think of this) 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 "magically" appear out of thin air. If more in-game time passed for making potions, some players at least 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 very easily with the Thief stone at least. (which is only a 20% increase) If players made less potions, that would slow the rate at which alchemy leveled. Perhaps 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. Realistically, there probably would be a glass maker in at least some cities. You could fill the bottles with water at a town well, or by a body of water.

Two hunters sitting at a Dibella shrine had their hands on the top of their legs. Their hands were going through their clothing.

Dwemer chests don't have visible key holes on them. (although 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)

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

During snow/snow storms, guards in cities can have a torch in 1 of their hands. (wouldn't the snow help put them out?) Then their equipped weapon isn't visible.

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

The Riften carriage driver's ax goes through his seat.

Thief players can't pick Brand-Shei's strongbox. (it says it requires a key. It's in the city of the Thieves Guild, so a lot of players can want to pick that lock, especially if they are first starting out as a low level thief with less money. So players can be disappointed) That is unrealistic, but done because he can give you the key to get loot (gold, gems, and a spell tome) from there as a reward for a quest if he's in jail, due to the thief player. Not every thief player character does that quest, (and probably most that do it, wouldn't do his quest until he's out of jail, as he's only in jail for a short time) so allowing people to pick the lock would probably be the better approach. He could tell the player to come back and visit him after he made more at the market.

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

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.

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/energy is completely restored to 100%. Before I discovered that last part, I thought it was a bug that wouldn't go away, so I reloaded an old 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 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 maybe merchants could have their inventory in chests. Requeim had it that way) Currently, some of their stock can't be looted/found. 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)

At least one more track for the game soundtrack would be nice. I might've got the idea for more music from elsewhere.

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

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

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.

If Bethesda made cold an optional thing, they could've made characters with long hair and/or beards resist the cold a little bit, which would've been cool. (someone in-game even mentions the cold growing the beards thicker) Someone in-game mentions that mead can warm you up. (I also saw that idea in a mod - Frostfall, I think it was) It would've been cool if drinking alcohol warmed you up a little for a time and frostbite spiders made you colder when they spat the 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.

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.

The Forsworn don't seem to use poison against the player. (yet they make potions and poisons) It could be for balance reasons, but couldn't the Forsworn use poisons when the player is at a high enough level?

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

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. I think all Skyrim vampires use light armor. (it makes sense that a lot would use it, as Nords favor light armor more often/start more skilled in it) Also, internal bleeding - caused by warhammers - probably wouldn't be as much of an issue for vampires, as humans. 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.

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 it could look cool if it was done right.

My Nord vampire character didn't look cool after he gained the vampiric appearance. I was disappointed. Maybe red eyes would look better on Nord vampires. (some vampire eyes are yellow, some are orange. Vampire eyes were red in The Elder Scrolls IV)

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

Seeing some of the travelling Khajiit merchants wearing a knapsack or backpack could be cool. (I might've got that idea from elsewhere) It would also be more realistic.

Big ships can have no shelter/way below deck. Perhaps that can stand out when you are on the deck of the ship.

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

Snow Elf coins (I saw the idea in a mod at some point) should be in the Snow Elf temple. There are Septims in there instead.

Carriage drivers and innkeepers are awake all night long. (a mod might've got me to think of that) Vampire player characters can notice that as they are awake at night. It can be immersion breaking to see carriage drivers sitting on their carriage during the night. A mod provides a nearby tent for the driver, which works good.

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 anyone) has black eye spaces, so you don't see their eyes.

Serana sometimes gets stuck in combat mode (with 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.

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 - they all act normal.

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 this game, Bethesda could make it so that if you fed, you wouldn’t be light sensitive until you needed to feed again.

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)

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. i.e. the ends where the wire/string attaches to. That would be more realistic that way, I think.

Jarl Skald's sword unrealistically goes through his chair.

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

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

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.

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

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

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 possibly look Elven)

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

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, that didn't need to buy food. Children always run around outside in the rain.

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

One huge piece of (raw) venison (you only get 1 from each deer or elk) only makes 1 (cooked) venison chop (kind of like a steak). Both weigh 2.

In a conversation in Whiterun, Carlotta told someone that 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 civil war. Therefore it can be immersion breaking.

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

The city of Dawnstar didn’t have a temple. That’s not only unrealistic, but 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) Having a merchant building would expand the city.

The mod Hold Capitals: Falkreath made me think of this/the Arkay worship place: The ancient city of Falkreath doesn’t have a temple for Arkay (who is quite important to that city). The inside shrine (probably used when it rains, as there are 2 outside/exposed to the elements near the graveyard) is inside the priest's house. Since the city has been around for a long time, and since Arkay is so important to them, a cool/unique looking place of worship for Arkay could be added to the city. (at least used when it rains)

There would be an East Empire warehouse in Dawnstar. (that idea was seen from the mod Hold Capitals: Dawnstar) This would show that fact to people.

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

You can collect ice wraith essence without an empty bottle. A bottle is shown when you collect it. The first time you come across ice wraith essence 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 Frostbite Spider poison without an empty glass bottle/container, yet after you collect it, it is in a glass bottle.

The College of Winterhold

Due to a bug, I had to tell Tolfdir that I didn't know any ward spells when it was a lie.

There is an alchemy room in the College, but there is no alchemist there. (a mod got me to think of that sort of thing. I think it was Immersive College of Winterhold) It would be nice to be able to sell your alchemy ingredients (especially rare ones) to an alchemist there to support the College. It's a school of learning, (alchemy can help with magic too) so they would have 1 there that was able to train the player and others. An alchemist there could give you a quest to get rare alchemy ingredients. (they might pay more for them than elsewhere) Alchemist instructors and an apprenticeship under them at the College are mentioned in Hamelyn's Journal. (he is alive in-game) The alchemist would sell some recipes. (which should be at the College) The alchemist might give you better prices, as you'd also be a member of the College.

Enthir advertises having hard to find items, and being able to get goods from all over Tamriel. (it's probably disappointing to some people that his stock is limited/not very interesting. I was disappointed) Bethesda could make him sell 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, and perhaps: a wooden staff from Cyrodiil, human heart/s, and 1 or more pieces of enchanted Elven armor.

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

The Thieves Guild

A quest that I got from Vex wasn't voiced/was non-immersive. (I had to read an onscreen message) She could have said something like: Go to so and so's house in Riften and swap the jeweled goblet from there.

When you are walking through the Thieves Guild 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 leadership of the Thieves Guild, 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.

When Nocturnal appears to the player and other characters one time, there is light in the ball/way she chose to appear. I think it would've made more sense for the ball to be of pure darkness (instead of semi dark) - perhaps because she is the mistress of night and darkness, and because of her name.

The Dark Brotherhood

Babette, a merchant in the Brotherhood, had the same prices for the player (in the Brotherhood) as elsewhere. (so she charged the same price for a cure disease potion, as elsewhere. That potion would help their 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 looked the same as The Shrouded Cowl Maskless on my male Nord character.

When Veezara is sitting on the ground in the Brotherhood base, 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.

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/a 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

When I entered the Castle, I was met with boring banners, which were just brown. (also seen elsewhere in the castle) The Volkihar clan could have their own banner, which might be cool to see. Maybe Molag Bal would be on it. That would be cooler than plain brown banners, I think.

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 castle/clan, you can't get/have 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) You can get an armory in Lakeview Manor that has mannequins in it.

It would be cool if the merchant selling enchanted clothing/robes, sold robes that would look cool on a vampire, (It makes sense that the old clan would have robes. NPC vampires have robes with blood on them, but there are no cool ones for the player) instead of the normal mage robes, which don't fit the vibe for a vampire. One or more vampires in the castle keep mentioning 'those are College of Winterhold robes, aren't they?' Someone might find that immersion breaking.

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 probably 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 is no drunk visual effect. (I probably got that idea from the mod Requiem) There is a visual effect for Sleeping Tree Sap, (which people can still manage to fight with) which they could use, as it looks like you are drunk when you consume it.

Drinking Sleeping Tree Sap (which impairs you) doesn't affect the amount of your magicka (which was based on your intelligence level in the previous game. Survival mode shows that fatigue affects your magicka) or spell efficiency/casting.

You eat big cheese wheels/can't eat pieces of it at a time - yet you can eat pieces of cheese if they are already separate. (I probably got this idea from the mod iNeed)

Chicken eggs are on dinner tables, (including inns) but they don't fill you up and they aren't sold by inns. Perhaps removing them as an alchemy ingredient could make them fill you up?

You don't see potatoes for sale from inns/taverns much, which is unrealistic, and not cool role play wise, especially considering how many potatoes are in Skyrim. The player can't make baked potatoes, which is a big failing role play wise. Baked potatoes would be good with eggs for breakfast, or good with meat for another meal. Potato soup (which is only made with a potato and salt, which isn't cool. I heard there would be milk and butter in it, which are both in-game items. It is easy to do without potato soup in-game, so either potato soup could be removed from the game, or Bethesda could add butter and milk to the recipe) heals 10 points and restores 10 stamina. Baked potatoes restore 5 health. So baked potatoes should've been sold more by inns, and the player should've been able to make them. Bethesda could've made salt a requirement to make them so that you wouldn't have too many healing options.

Inns don’t sell cooked carrots. They could sell raw carrots for 1 gold and cooked carrots for 2. (like potatoes)

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

There is no salted/preserved/dried meat, despite mention of it in the game. It would be nice to have that since your character can carry food around to eat. Salted/preserved meat would realistically last longer/not need to be used up quickly. I play as if some food needs to be used up before it spoils. (without a mod to do it) Spoiling food should've been part of the base game. (it is a role playing game with food in it for the player to eat) It wouldn't take long to implement, and it could be optional to the player. Apples that last forever are not cool.

There is no goat milk, despite lots of goat cheese in the game. I've heard goat's milk is good. Having more milk to drink could add to the role playing experience. i.e. having milk more often with breakfast. (like we can relate to)

I harvested gourds (as Bethesda shows the name in-game, which had 5 visible ones in 1 bush) yet I only got 1, and the 5 disappeared from view. A gourd only heals 1 hp/isn't great loot. They wouldn't need to heal any if Bethesda allowed the player to harvest 5 from 1 bush. Or maybe only 1 gourd should grow per plant.

A loading screen saying that gourds are preferred with supper could be cool if that is the case. (The player can be unsure about gourds, which is uncool in a role playing game. Gourds can be harvested by the player in the wilderness, people grow more than a little of them, and the player can eat them. A loading screen could say that gourds are eaten with every meal if that is the case. Can they be cooked? A load screen could say that and/or that they are eaten raw with whatever meal/s)

There is no salt in vegetable soup, which seems weird. Also, salt is in every other recipe, except maybe 1 or 2 - at least in Survival mode.

Cabbage soup in the game only contains cabbage and salt. I heard it would have carrots and onions in it. Since there are no onions in-game, leeks could be used in it. Or cabbage soup could be removed from the game. (my characters were never into it if I recall. It doesn't look great to player/s, the way it is in-game)

Race Descriptions/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.

The description doesn't mention that Bretons are most skilled in conjuration/start with a higher level of skill in that than any other race. 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 not reflected in the in-game description. Mention of their speech skill could've been interesting and somewhat 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 more skilled at illusion magic than other races or that they are accomplished illusionists. (+10)

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 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 more skilled with 1 handed weapons than other races. It could also say that they are somewhat 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 the: block skill, 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 show what stages the moons were at when the Khajiit player was born, as that caused their appearance/form. Many Khajiit player characters could know what moon stages gave them their appearance.

To learn what skills races are good at, players have to either go on the internet to find out, or they have to load a game (sometimes a completely new 1) and then play part of the intro before they can view the skill tree. Those things are not the mark of a good game/product. Maybe a 'Show detailed stats' part could exist that could be clicked on.

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