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Showing results for tags 'nothing technical'.
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Hi guys, and kudos to modders here, what you guys do is fantastic, I can't stress that enough ! I feel like the list I'm making here should have been presented a long time ago but I have been away from Skyrim for some time and once back, like probably most of you guys, I decided to discover new lands and adventures to further my experience of the game. I had left tracking some very interesting projects. Some have never been birthed, some have, most still are somewhat "in development stage". Still, some very nice surprises like the unavoidable Falskaar. And with that last one I started to browse what was available and found that eventually it would be next to impossible to use most of them at the same time. It brought to my mind a list of things that really makes the addition of mods that add new lands and quests difficult. And also some things that some modders may want to take into account when adding a lore-friendly feature to their mods. Now here it is : - Don't add boats anywhere on the existing docks --> many mods change the dock locations already ( like Better docks for instance). But most importantly nearly every mod that takes you to some new land adds a departure from a boat next to the far end of the Solitude / Dawnstar / Windhelm docks. Adding several new lands mods to your list will inevitably lead to compatibility issues. And in general, just look up for very popular mods that already changes a location to add buildings and other stuff. If someone has to choose between a new mod and something already very popular, and if those two conflict with each other, your mod will probably get attention but that's all - Careful with the anachronisms --> some great mods I have avoided just because of that. And truth is, the more immersive and well polished the mod, the worse it feels to have NPCs tell about "economics", "terrorists" or other phrases that just can't stick to the fantasy universe. Think about it - Think about non-Dragonborn heroes. Roleplayers thank you in advance --> I don't think every one wants to play as the Dragonborn. Just a "regular" hero could do, especially if you want to play more than two or three characters at the same time. I may be wrong but I'm pretty sure many of us do that. After all, being Dragonborn is feat enough, right ? Do you really have to be the Listener and the Archmage and a Nightingale and the Harbinger but also a bard and an accomplished vampire hunter (and possibly some Dwemer technology addict) ? Even two things put together from that list feels strange to some of us. Still, I guess most of what is released is alright in that prospect but putting the start of a quest under the condition of "being summoned by the Greybeards", no thank you. Well, yes for maybe one or two of my characters but too bad the others WILL have to ignore that part. Come to think of it, a good example is Dawnguard. I have roleplayed a Dunmer who was on the run from something bad (name it what you want) and thus avoided the authorities, which is why he failed to meet the Jarl of Whiterun. That's why he didn't even know what a Shout was. I made him a vampire through the Dawnguard main questline. Well, upon talking to Durnehviir for the first time, he called me "Qahnaarin". I had a dialogue option to reply "Why would you call me that" and he would be like "I don't know, I just felt you were akin to me, somehow". Now THAT is immersive. - Avoid cross references --> You may want to add imaginative work to your story / background. Just a little is enough, so why don't you give it a try ? It's really too bad that people get excited by cross references in a mod, except if it's the very purpose of that mod (like the mod that changes Skyrim into Game of thrones, for instance). Don't name your NPCs Lestat or Van Helsing, or Aragorn, or anything that is not intended to mix things up with some franchise. Lore friendliness indeed means quality for a TES game - Don't add unique items to player homes --> It's as simple as that. You may break immersion, a quest, or even a questline by doing it. One superb mod like Moonpath to Elsweyr adds a quill that Maven may ask you to go fetch at a certain point of the Thieves Guild questline. It broke the quest, if not the questline. Still, it's possible to fix this through console commands but that's too bad, really Okay, I guess that's all for the moment. I feel like I forgot something but I quite can't remember what. To posters : feel free to add what you think should be avoided, why, and please leave some examples if you can. Thanks for reading :wink:
