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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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I'm am no modder and i am not sure if it would be difficult to make. But someone should make a mod that allows you to become emperor of the empire you know maybe require the eldercouncil for throne room and have to completet a quest that makes or the counts/countesses agree to let you become emperor sort of like mages guild reccomedation thingy ay way thought a would post it see if anyone would make it. :thanks:
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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.

 

I think that unto itself would be an awesome quest, nuff said.

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The Truth

 

 

Take Hoarfrost Castle, for instance. I thought the castle itself was too small stark looking. I would have loved to see some architecture textures from towns. But I love that mod anyway because the writing is awesome. Hoarfrost Castle is a good old fashioned Lovecraftian horror story, except you don't go mad at the end. You can just feel the history as you play through the first mission, and you get the sense that a lot of things have happened in this isolated castle of a more and more corrupt and withdrawn family over the years. Their terrible ways finally caught up with them.

 

Okay, I embellished it a little, but that's the kind of thing I was thinking as I played. It got the wheels turning.

 

 

Don't just think about exploiting the gameplay as you plan it. Come up with background that has absolutely nothing to do with the game itself, stuff to just think about as you play, to give weight and meaning to your actions. And don't just draw upon lore either, though of course do that too. I'm talking about characterization, if not development. Backgrounds to NPC's. Reasons and motives.

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I normally like them to start in towns. Custom items are not a must but it really does make a difference or even just do a re-texture, i like a bit of both if you use a current NPC its cool especially if you do voice acting a Custom NPC is also cool , I like to see both in a mod basically and if you must not get a voice actor then please,please,please dont make the sentences appear for two seconds and then dissappear that is ANNOYING!.

 

So yeah that's my preferences when it comes to mods plus i like new town mods too.

 

IM A MOLE XXX :blink:

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heya! For me the most important thing in a quest mod is if it really gets you into the course of events, if it really re-creates some unique atmosphera... I lack the words to express it but it'd be something like art in general, if it makes you feel nothing then it's not a good creation. I mean, I could enjoy either some terrific mod or an hilarious one, but in any case, the important thing is the story behind the quest, it has to make you want to go throught it rather than giving you some (material) incentives to complete it, and originality is needed for that.

 

Meeting new NPC with their own personality and new towns with their own history is good, perhaps even necessary, but a quest could happen even inside the character's mind or the smallest inn in cyrodiil. For my preferences between dungeons vs outside I'm in favor of outside quests, simply because there are less of them. I know it's easier to make everything happening in an enclosed enviroment but nature and wilderness could be used for something else but hidding daedric shrines and long-forgotten caves and ruins. It's a shame only some big mods add life to them.

 

Well that's my opinion about quest mods.

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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!

anything custom,armor, clothing( i do my own) but homes villages etc. short is sweet

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I like quests that take you just about anywhere and im not looking for alot of custom made stuff to go along with it. I just want a good story to be told. Voice acting is totally unecessary for me, though nice when its there. I always read subscript regardless, anyways.

 

I will admit that I like going into ruins slightly more than caves though as long as there is some sort of story that accompanies the ruins. If not, theyre all the same to me.

 

Oh and I dont care too much about the length of the quest either. Short or long its about the story being told.

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heya! For me the most important thing in a quest mod is if it really gets you into the course of events, if it really re-creates some unique atmosphera... I lack the words to express it but it'd be something like art in general, if it makes you feel nothing then it's not a good creation. I mean, I could enjoy either some terrific mod or an hilarious one, but in any case, the important thing is the story behind the quest, it has to make you want to go throught it rather than giving you some (material) incentives to complete it, and originality is needed for that.

 

Meeting new NPC with their own personality and new towns with their own history is good, perhaps even necessary, but a quest could happen even inside the character's mind or the smallest inn in cyrodiil. For my preferences between dungeons vs outside I'm in favor of outside quests, simply because there are less of them. I know it's easier to make everything happening in an enclosed enviroment but nature and wilderness could be used for something else but hidding daedric shrines and long-forgotten caves and ruins. It's a shame only some big mods add life to them.

 

Well that's my opinion about quest mods.

Seconded for all of this. I really hate it when quest mods add dozens of NPCs that only have the "rumor" topic up until the point where they're needed for the quest, and then afterwards they either die or go back to only having "rumors".

Basically quality over quantity. A town of five fully functioning, unique, personable NPCs is better than 30 brain dead zombies going about a monotonous daily routine waiting to be activated by the words: "I need you for my quest!".

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