This would be a huge undertaking, would take a very long time to complete, and would require the work of many different modders and types of modders. The following are the many ideas that I, and others may also have for making this "mod" a reality. Overview This overhaul mod would allow the player to travel to all parts of Tamriel with fully created cities, quests, items, NPCs, etc. Each race starts out in their own respective region (Dark Elves in Morrowind, High Elves in Sumerset Isle, Nords in Skyrim, etc.) The story will take them across all of Tamriel. If it is not possible to create Tamriel outside of what is currently available for Skyrim, there can be entrance points between regions that allow the player to enter and exit. The Elderscrolls, or some form of magic item will allow a player to travel back in time, essentially allowing the player to replay previous Elder Scrolls games but updated to Skyrim. Enhanced detail will be given to creatures, races, and environment so the experience is beyond Skyrim vanilla. It will also be possible to visit these locations in "present time." All weapons and armor from previous games will be included (bone armor, dai-katanas, etc.) Extensive recoding of NPCs will be needed for previous games that do not use the current AI system. New vocal recordings will be needed to make NPCs in other regions have full dialog. Previous games' combat system will also be updated to Skyrim. New clothes will need to be designed to each region. Each region has its own fashion. Races typically wear the fashion of the region, but their own race has their own fashion. The clothes need to fit the region; Argonian weather may dictate what they wear, while Redguard is completely different. How This Mod Project Can Work When you upload a mod for the project include "TES Tamriel Project" in the title. Before you upload your mod, perform a search for "TES Tamriel Project" to find any new mods that have been added. Any changes by another mod should then be included into your mod. Hopefully there will not be many conflicts between mods being made for this project. Higher quality mods will trump previous mods, but give credit to any original ideas from previous modders. Please include any conflicts or bugs when releasing your latest project mod. Thoughts on Game Mechanics Once the player travels back to a time period (Morrowind, Daggerfall, Time of the Dwemers or Snow Elves), it is possible they will be stuck there until completing the main quest of that time period. Traveling beyond that region within the time period may be blocked somehow to limit travel and the need to design regions for each time period. If it is the case that there needs to be enter and exit points between regions, this should be fairly easy to block off access. There will be no level cap, and skills will advance past 100. Skill trees with perks will need to be changed somehow to accommodate this. Because of the extensive number of quests to be done across all of Tamriel and time periods, the cap will need to be lifted. The game will start in Skyrim's current timeline with characters starting in their race's region or origin. From there, they will be able to complete quests in their region, or travel to other regions. Each region will have its own main quest. The exception to this is regions that have more than one time period will also have a main quest as per the original game. Within each region's main quest will be the ability to obtain the item that will allow time travel. Partial List of Time Periods Time of the Dwemers Time of the Snow Elves Morrowind Daggerfall Oblivion Other time periods can be added, including important moments in Tamriel history. Aspects from previous games not included today may implemented, such as a spell creation system. Fast travel will be possible in other time periods, and the ability to turn it off completely for all time periods should be available. The same will be true for compass and quest markers. The current Journal system should be used. Current mods may be used by permission such as those that enhance the inventory list, and the favorites list. The ability to create arrows should also be available. Mod Additions Fast-Exit: Points need to be added to Morrowind and other dungeon areas. This should be discreetly added, such as a door, trap-door, or short passageway to an exit. Horse Combat: When riding a horse, pressing M1 does a front kick attack, M2 does a rear kick attack. Normal damage for horses should not be changed. 3 Rings: The ability to wear 3 rings, one on each index finger, and the third can only be the matrimony ring worn on the ring finger of the left hand. Notes on Morrowind Update Silt Striders are included, but horse carriages will not be. Stables to buy horses will be available in: Ald'ruhn Balmora Sadrith Mora Vivec Mournhold (outside) The list may be increased for more locations on the mainland of Morrowind. Different types of horses should be available for different regions. Skyrim has a stockier version, while other regions may have racing-type horses than can run faster. Mages Guild travel should be allowed between regions that have a mage guild presence. Boat Travel should be allowed between regions with accessibility to water, especially if the town or city has a port. New dungeon creation can be as linear or non-linear as you like, but must have a Fast-Exit. Blacksmiths should be added to cities and towns (like Skyrim has), mines should have ore veins and smelters outside if mine is active. Arrow creation should be available at forges in all regions. If you have any other suggestions, feel free to include them, and I can update the OP.