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What is most important to you?


Khet

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Ahh, didn't mean it as a loaded question, but now that you point it out, it kind of is. I was more looking for what people look for in mods overall. That is, do you gravitate more towards storyline mods, or say aesthetic mods. Not really a question of "What should I put in my mod" since most of it is complete already, but as I near completion I just begin to wonder what sorts of mods other folks enjoy.
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as I near completion I just begin to wonder what sorts of mods other folks enjoy.
Observation and analysis can also reveal some insight which might not be easy to come by when asking people on the forums...forum users are a SMALL cross-section of mod-players and are also even reduced to the active community (at the time of your post) and only the site(s) you are posting on. :wink:

 

Example, take a look at existing TESNexus mods...what categories do the "top mods" exist in...what categories do the most downloaded mods exist in...what mods are voted as Mods of the Month...what mods are on people's "must-have" or "best-of-the-best" lists, etc. At Planet Elderscrolls, you can also see which mods are voted the highest, downloaded the most and which are placed in the halls of fame, etc.

 

The more diverse your analysis, the more accurate your results will be...but again, EVERYONE has their own set of criteria when they play a mod...which can change for each and every mod based on why they downloaded the mod, how you marketed your mod, what others have said, etc.

 

Things that can throw a large monkey wrench in such research are mods that are purely for humor...meant to be short-lived, mods that are designed to live a long time (unofficial patches), mods that are single play-through vs recurring events, and so on.

 

You just have to take everything with a grain of salt and try to put things in perspective.

 

LHammonds

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Many many questions you ask.

 

Here is what I prefer: storyline not voiceacting

Mainquest versus sidequests: I don't care. I like whatever quests you can provide.

I like companions, but also like solo. Temporary companions are great.

You don't need custom models, animations, and textures.

 

What I like it hours and hours of playtime. Long or numerous quests, big dungeons, and intense battles.

I don't really care for mailman quests where you mainly just walk from one end of the map to the other and back. It is okay to have a few quests like that, but it is good if they have a twist or a gimmick or are really exciting when you reach the destination.

I don't like being given a giant home for free.

I don't like being given an amazing suit of armor or weapon for free.

I don't like it if the play-balance is off so badly that I kill the big boss in two blows or if the big boss is indestructible and my level 40 character can't devise any strategy to possibly kill him.

I don't like mods that I can't figure out how to start, and make it so I eventually have to open up the CS to find clues.

 

The fact that you are even asking this question probably means that your mod will be a good mod.

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In general for mods that add to the existing worldspace or enhance the lore (shops/quests that are similar to vanilla) is that a modder usually forgets the last parts of immersion and that's fitting the world as it was. Even though a shiny color looks nice, sometimes I had the feeling it obviously didn't belong there. Of course I'm not saying to look to much like vanilla (or it'll get boring, more of the same, etc.), but some elements are just missing. It's difficult to point at exact things but I think some will recognize what I mean.

 

Other than that, it's just adding what you're capable of. :

If you know how to model, add a model or modify a vanilla one.

If you know how to texture, you could let things look entirely different.

If you're good with scripting, add some surprises.

If you're good with AI-packages create some random ones, even multiple random ones if the time allows you.

If you're well known with quests and dialogue, create decision based reactions and events.

etcetc.

 

With quests it's like the previous posters said, don't forget to add a fight and add 'puzzles'/surprises, but don't make it too difficult so players themselves will be puzzled. That doesn't apply if it is intended, but I have seen my share of quests that in the end seems logical if you live into the modders mind..usually it's more wise to live into the player though. :smile:

 

Indeed, overly strong bosses that can only be beaten fighting with 5 companions for 30 min. isn't fun if it happens to often. Companions themselves often don't need to be added as most player already have them.

 

Offering the opportunity is never a bad thing though, and that applies to all. The opportunity to take different decisions, even if they are very small, will greatly enhance the quality and could be applied to everything. Making people feel they have could chosen another path never did anything wrong. (Left or right in a dungeon, good or bad karma decisions, etcetc. )

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