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What do you want in a mod? What do you not want?


ThePearl

What do you not want in a mod? You can select more then 1 option  

42 members have voted

  1. 1. Where do you want the quest to take place?

    • In a cave
      6
    • In a dungeon
      9
    • In a small village/town
      17
    • In a castle
      17
    • Outside
      10
    • Anywhere, doesn't matter
      24
    • I don't like caves/dungeons
      5
    • I don't like quests outside
      4
  2. 2. Are custom models/locations etc. required?

    • Yes! Custom swords, clothes etc. is needed for a quest!
      22
    • Yes! Locations, houses and/or new NPC's are needed!
      20
    • I really can't stand the silent voices, you need voice acting!
      12
    • Silent voices are fine as long as you have time to read them
      18
    • A quest isn't a very good quest without any custom things whatsoever
      10
    • No! Custom things aren't necessary.
      14
  3. 3. Can a quest be too long?

    • Yes, definitely, I hate long quests!
      2
    • No, as long as it's not the same thing over and over
      29
    • The length doesn't matter
      10
    • The longer the more epic
      17
    • A short but good quest is good enough
      10


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Hey there!

 

Please take some time to vote in the poll so I can create a good quest (if I get the time) or help other modders create a quest that you will enjoy as much as possible!

 

Also if you have time you could tell us what you answered and tell us why you chose those answers!

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As long as it is something new, and I haven't seen it before (IE thousands of half-naked female armors or retextures) I can usually like it.

 

Note: I had something more to say..... I just forgot it...... Damn lack of sleep.

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anywhere is fine by me.Custom stuff is a must and the longer the better too

 

What do you mean "custom"?

 

Town, weapon, armour?

 

I've got a few voters but not too many replies, that's a shame. Thanks for taking your time and post a short post!

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I voted:

 

In a small village/town

I don't like caves/dungeons

 

Yes! Locations, houses and/or new NPC's are needed! (would be nice, but not needed)

Silent voices are fine as long as you have time to read them

No! Custom things aren't necessary.

 

 

No, as long as it's not the same thing over and over

The length doesn't matter

The longer the more epic

 

 

Explanation:

towns allow for many different types NPCs, and varying quests.

Dungeon crawls are boring, and overdone

 

Sometimes it's best to create new NPCs so that you can establish their personality and not be stuck having a multiple personality vanilla NPC, and such... New locations are always good too, but it doesn't have to be too fancy.

Voice acting is too hard to do, and it's a waste if the acting is sucky anyhow.

Look at Windfall. Largely vanilla content, but it's still huge and a great quest mod.

 

The last ones are pretty obvious.

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I am clearly in the minority, but I think too much effort is devoted to making custom weapons, armor, and clothes. Oblivion already looks nice and has a great variety of objects available. The main thing I want is story, adventure, and new places to visit. You can do that without new meshes and textures, but if you do create those things, it is frosting on the cake and makes it even better.

 

It is abominable that Bethesda broke the voice-acting ability of the CS when Shivering Isles came out, and never fixed it. Now it is too hard to work out around the broken software, so practically no one uses voiced dialog in their mods. If your mod has it, that is totally awesome, but it is above and beyond the call of duty.

 

About length: I don't think you could make your quest too long. I would say you should make it no longer than the vanilla main quest, but I doubt that is much of a danger. And if it was a really good quest, you could probably get away with making it longer than the vanilla main quest.

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I think new meshes and textures are very nice to have (obviously - I make them), but they're not what makes a quest good; they're the icing, not the cake. Story, characters and mastery of the Construction Set and its features are what make for great quest mods. If you have those things, you can set it absolutely anywhere and it will be enjoyed by many. (Hoarfrost Castle is a good example.)

 

If I go through the whole long thing, though, I do NOT want just another unresponsive dull companion and a house made from default Oblivion stuff with no scripts or staff. At least give me some gold or a sword or something.

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One of the more interesting mods I played was a Kendo one... KendoGirl, I think.

 

It was short; I cleared it in an hour or so, but it had a nice pulp-ish detective feel to it and was very entertaining. It used some custom content, a lot of it stuff that was readily available in the community and some new and interesting things that were pure flavor (I keep a Brutal Toy on a desk in my characters house just for lols). There was some new gear to be had but I don't think I even bothered with it, the real draw was in the story and the interactivity.

 

There wasn't a bunch of FedEx quests to make it seem longer, it wasn't a non-stop slaughterhouse fiesta or a bunch of trite bullshit about a glorious hero saving the world from an unstoppable menace, it's just a gritty piece of your characters past that gives a plausible reason for your character to have been in prison. There was no classic good and evil, no one involved was really innocent and everyone, including your character, are victims to some degree.

 

That is what I look for in a mod - something to draw me in and keep me there until I've seen it to the end. A lot of stock quests and modded quests are just more of the same, 'Oh great hero of <insert fluff>, please save us from the evil <one dimensional loot pinata boss> before he <does something vaguely and / or over the top evil>' and I don't think anyone is really interested in that shallow crap anymore. You start them, get distracted picking flowers or dick punching bears and it doesn't matter because even if you've never done that quest before, you know it'll end the same way they all do.

 

It doesn't matter if you use all stock content and there are no "rewards", if you produce a mod that keeps people interested with story and flavor, it'll be a success.

 

If you do include rewards, please, don't make it a house or a piece of armor, no one uses more then one house and armor just ends up in a barrel somewhere - make it something that will carry it's value, like a small bonus to the luck stat or a minor power.

 

I wouldn't mind a house cat NPC as a reward, if you're feeling creative ;)

 

Oh, and if you decide to make a combat heavy mod, please make it a real ball buster - nothing deflates a quest like finding out the antagonist could be floored with a harsh noogie.

 

Hope it helps.

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