Originally Posted by Windemere
Is it premature to start brainstorming on what kind of incremental features we would like to see in a day/night cycle mod? It's one of the things I plan to take a look at when the toolset is released and it could be helpful to start compiling a list of reasonable modifications now and then evaluate what is most feasible once we get under the hood. I have my own ideas, but I would like to hear other opinions.

For instance, I suspect one of the easiest things to do first would be strictly enabling the environmental changes. Then perhaps we could contemplate buffs or penalties to certain abilities and/or creatures based on time of day. Then we may want to target specific quests for having a day/night schedule where it would be particularly fun or interesting.

Obviously, it is highly unlikely that we will be able to implement a comprehensive day/night cycle for the game, but I think it would be fun to start thinking about the low hanging fruit that would still supply additional fun to those who really wanted to see some of this in the game.


That's what I was thinking too. Simply allowing the time of day to cycle and change without affecting the world should be doable. In enemy infested areas where you more or less just fight it should be possible to change the enemy spawns based on the time of day or simply implement sleep schedules for the lowly bandit equivalents roaming around. It would be also be cool if we could create perks that would be effective against sleeping targets to go hand inn hand with this. The heavily populated areas and quest givers will likely be much more difficult to alter but it wouldn't hurt to try.