static07 Posted November 16, 2011 Share Posted November 16, 2011 When finding mods for previous games on the Nexus, I've always had to "Ugh... NO! NEXT!" while browsing. This is generally because to me, those mods added, changed while breaking immersiveness harshly. Armors that are just out of place in Tamriel, or the wasteland, god items, and those gigantic cupsizes...Up until New Vegas I've lacked the disposable income to just buy these games while they were just out, I could expand my games with a lot of mods if I spent enough time filtering out these "wrong" ones. With Skyrim however there are little mods yet (New Vegas had a lot of ports from FO3) and I feel that Skyrim lacks a lot of variety and features. As the title hints at, a way to make it easy to find these mods, or better yet have packs of mods that do few key things:- Expand: Add more items, cells etc. More weapons, more armors, houses, dungeons.- Lore-friendly: All mods shouldn't feel out of place in Skyrim- Immersive: each single mod must be as close as possible to what generally is accepted as immersive. No god items, cheats and so on. One idea I have, since these characteristics are up for discussion and often a matter of taste is to rate (by several users) mods on how lore-friendly and immersive they are. Then present this project as a or several 'OMOD', or what the Nexus Mod Manager's 'installers' that the end user still has great control over what they install and what not. Link to comment Share on other sites More sharing options...
Hellhound1 Posted November 16, 2011 Share Posted November 16, 2011 I like this idea, and i'd love to give a hand when the CK is released. How far would you take lore-friendly? Would adding a new village/town be lore-breaking? Link to comment Share on other sites More sharing options...
AdoringStan Posted November 16, 2011 Share Posted November 16, 2011 I (personally) Think adding a new village is lore-breaking. But I'm also incredibly obsessive over lore sometimes :P Link to comment Share on other sites More sharing options...
static07 Posted November 16, 2011 Author Share Posted November 16, 2011 (edited) Hence there could be a lore-friendlyness barometer ;) For me, a hovel here and there wouldn't be lore-breaking, a major city on the other hand... I've little experience with modding myself, though I fooled arounnd in TES CK and GECK, and am sortoff a employed programmer.I'd do what I can if a project like this takes enough interest and help is available. Edited November 16, 2011 by static07 Link to comment Share on other sites More sharing options...
Hellhound1 Posted November 16, 2011 Share Posted November 16, 2011 Well experience wise i did a little bit of work on MERP, (the LotR mod) before they went silent for a while and i had to quit, ive released one mod and made multiple others (all for oblivion).Anyway if this does go ahead, PM me and ill get right on destroying lore building houses. :) Link to comment Share on other sites More sharing options...
gotima Posted February 26, 2012 Share Posted February 26, 2012 i have a suggestion, that is something i've been thinking about for along time, realistic inventory, or at least, weapons ,that allow more than 1 weapon on the character body, example:for someone that uses 2 one handed weapons allow that 2 weapons to appear on the character and not just appear magically, and even have different sets example: 1 sword and dagger and a bow and arrow in the back Link to comment Share on other sites More sharing options...
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