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Ideas: 1. Some kind of hub area, like a base or home. 2. A story behind the sword (who, or what, had owned it before you? Did it even have an owner, or is even that lost in the passages of time?) 3. Perhaps some other loot (obviously the sword will be the best, but still, more loot) 4. Mess with people's assumptions, perhaps make someone you originally think is a good guy instead be a bad guy, or vice versa. Possibly have a neutral character who could be an ally or enemy or deceased depending on what choices you make. 5. Possibly ally with the bad guys? Just because they're bad guys doesn't necessarily mean they are bad people. 6. Possibly have the reward be open ended? A broken sword may make a good knife, or it could be remade into a mace... or a bow... somehow? (if that's possible... not a weapons expert.) 7. Custom textures for the weapon(s) or armor(s), people on the nexus, myself included, tend to love that sort of thing. Suggestions: 1. Be extra careful should you voice act this. Sometimes the distance from the microphone makes it sound too quiet, or waaaaay too loud. 2. Maybe make the mod in portions? Such as, dungeon(s) first, then add characters, voice acting, etc. 3. Have a decent foundation, then build off of that (Story transitioning to dungeon, or vice-versa) 4. Have at least one thing that will make this mod in particular stand out. (some mods might have a focus on story, or some mechanic that doesn't appear in vanilla dungeons as much, such as platforming.) 5. Try not to have the bad guys be evil for no reason (harming dogs to make children cry for instance), or maybe do, as that could be interesting... But yeah, giving them a reason to be evil like the idea that "it's for the greater good" or they turned bad after a bunch of crap happened to them, something along those lines helps to flesh out the character and give them a bit of depth. 6. Depending on how lore friendly you want to be, you could either add your own lost civilization, or use one of the existing ones for the backstory of the sword. In all cases, looking forward to what goes on in this project.
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In response to post #36027885. A mod, and a whole other game, AT THE SAME TIME.
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In response to post #36057730. Which means you need both Skyrim AND Morrowind.
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In response to post #35668982. #35669217, #35669442, #35669712, #35670282, #35671002, #35671772, #35671817, #35672302, #35672427, #35672697, #35674332, #35674357, #35674752, #35676172, #35676512, #35676932, #35681567, #35693087, #35694067, #35694107, #35695267, #35997815, #36034505, #36046400, #36086245, #36117970 are all replies on the same post. @SkywindOfficial You are a nice official, nice job not going for the throat, along with being neutral and respectful. Kudos to you.
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In response to post #36288810. Wouldn't it depend on what Skywind changes? I mean, I know that pretty much everything is changing in it. But if the skill trees were to stay the same, wouldn't it be possible that certain mods like Ordinator would be compatible anyway? On that note, I am curious about which mods will be naturally compatible with Skywind.
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In response to post #36142630. #36181535, #36224620 are all replies on the same post. *shudders at the thought of dunmer valley girls*
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In response to post #36170400. #36181060, #36236775, #36276445 are all replies on the same post. You should never, EVER think that a game that was made for money will be better than a game that was made with a combination of love, a mind boggling amount of hard work, and borderline fanatical devotion. But yeah, if Bethesda were to win, it would be because they updated the engine. Because in the end, the only things limiting a mod are imagination, and the game's ability to run your imagination. Though to be fair, Bethesda does work really hard to make their games too (Putting aside from the fact fallout 4 doesn't let you change the gamma settings, which is pretty weird).