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Dungeon-tied armor/weapon mod distribution


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What do you prefer to happen when a modder adds whole dungeon(s) to the game that contain new equipment? Is one dungeon with one or a few similar equipment sets efficient enough? Or do you enjoy giantbighuge mods that add several dungeons at once, scatter a diverse assortment of equipment throughout the dungeons, and easily rank into the hundreds of MBs in size?

 

I was mainly inspired to ask this because tracking down the two or three non-dominatrix-looking outfits I actually want in the Hentai Mania mod is reeeally starting to annoy me.

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As I was reading thinking you were a modder I was thinking of telling what not to do, and then you went and mentioned the mod that I was going to get all those "not-do"s from.

 

Editing Vanilla dungeons extensively

Adding dozens of duplicate weapons/armors to an endless supply of generic NPC enemies

I would say more, but those two are the most relevant to this topic, and it's generally not a good idea to complain too much on Elder scrolls forums :confused:

 

Some of the clothings/armors looked nice but I ended up uninstalling the mod fairlyquickly due to a bunch of reasons. Personally I prefer big quest mods where you might get a set of armor or robes(*RAGE!* at the vile armor-robes and armor-clothes) as a reward two or three times throughout the course of the quest. I'm a compulsive pack rat and so quantity over quality drives me insane because I feel obligated to store it all somewhere even though I know I'll likely never use them.

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Just making sure it's not just me.

 

But I randomly stumbled upon a boss wearing the Luna outfit, which I've been looking for for a few months and didn't even realize was a Hentai creation, so I guess that's kind of cool. Still want to find the Angelic-Plate-without-the-cape (I found the built-on cape version, and there's a few pictures I've seen without the cape) and the redesigned-Lily-with-a-little-bit-of-navel-showing outfits, though. :/

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I generally prefer to have quest mods or dungeon mods separate from item mods. I use quest/dungeon mods for the fun/challenge, and I use item mods for the looks, and the only thing that justifies having to "work" for an item as opposed to simply buying it or collecting it from a simple chest is if the item is overpowered in some way. In most cases I prefer to enchant my own gear, and I install item mods only for the visual style, so I want plain items with the same stats as normal game items.

 

I don't want an item mod to edit a large amount of the game, nor be large in size, because if I only want a small number of what it offers, that's a large amount of hard drive space that I have to keep as an active mod if I don't want the item to disappear. The only solution in those cases is to extract that item alone into a new mod, and uninstall the original. If it's an item that includes a huge new dungeon with lots of new textures, etc., how many times am I going to want to run though the same dungeon? I'd rather be able to uninstall a dungeon/quest mod after I've completed it, and not have to worry about all my hard-earned reward items disappearing.

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I'd rather be able to uninstall a dungeon/quest mod after I've completed it, and not have to worry about all my hard-earned reward items disappearing.
Just curious, and I've heard this before too, but.... Why uninstall quest mods after you've beaten them? Quest mods either "go dormant" after being beaten (meaning they just remain and cause no problems) or they make some small impact on the game world.(Give the player some new ability, resurrect something(Like Kvatch mods), allow you to do new things, or new ways of doing old things, etc.) In which case that's kind of the point; the change it makes to the game world. I'm just curious what quest mods you're playing where you have to get rid of them after beating it?

 

 

I agree about keeping some clothings/armor simple. After the Dissapointment over Hentia Mania I've been thinking of installing something like the Goddess store again. (Lost it and most of my other mods due to a screw up on my part a long time ago)

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Just curious, and I've heard this before too, but.... Why uninstall quest mods after you've beaten them? Quest mods either "go dormant" after being beaten (meaning they just remain and cause no problems) or they make some small impact on the game world.(Give the player some new ability, resurrect something(Like Kvatch mods), allow you to do new things, or new ways of doing old things, etc.) In which case that's kind of the point; the change it makes to the game world. I'm just curious what quest mods you're playing where you have to get rid of them after beating it?

I would want to uninstall beaten mods in the cases where they're very large on the hard drive or make changes to the game world in too many places, or otherwise make significant increases to the size of saved games. To date, I think the only quest mod I uninstalled after beating it was Vagrant's Halloween Special mod, which I uninstalled because he specifically warned that the method used for creating the waves of zombies would cause a lot of bloat or possible save game instability.

 

I would have uninstalled The Lost Spires if I didn't like all those loot items so much, that I was using as decoration in my home. I loved The Lost Spires, but I don't think I'd ever go through those dungeons again after I already cleared them out. In fact, the only time I would go through them again would be if I uninstalled and then reinstalled the mod so I could have the challenge again.

 

So it's mainly a case of hard disk space and game world alteration, with the hard drive space being the biggest factor. I've never had a game take up as much space on my hard drive as Oblivion with all my mods.

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