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Will skyrim nexus beat elderscroll nexus on number of mods ?


seweryn

  

65 members have voted

  1. 1. Will skyrim nexus beat elderscroll nexus on number of mods ? What are your thoughts ?

    • Yes, it will.
      42
    • No, oblivion rulez.
      3
    • Evenly matched.
      10
    • Too high system requirements for skyrim to beat oblivion
      9
    • Same as Fallout 3
      1


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I have been thinking around this, but not about Skyrim, nor Oblivion: Rather World of Warcraft and the Expansions. Skyrim will be a lot of fun and awesome mods will be developed by AWESOME people who take their time creating these for us for free. But as with WoW, Skyrim will never beat Oblivion! When TES: IV came, we saw a totaly new RPG, with a ton of new features none had seen before. Same goes for WoW, it will never be the same!

So morrowind didn't have the same things as oblivion had ?

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I have asked a few of my favorite modders about what they plan to do and two of them responded back saying it wasn't technically possible to produce the wonderful mods like we see in oblivion yet. I don't know exactly what that is about but I would assume there is something different about the tool set if they even have released a tool set for this game.

 

Ok so after some quick searching No the tool-set has not been released as of yet, but they are promising one to be released soon.

 

So I would have to say given the same amount of time as oblivion, with the new engine and funness that brings around, along with many of the modders stating they were leaving FNV and Oblivion for this that in such a time that the game has been around for as long as oblivion is now, yes it will have many many more mods and features.

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I have asked a few of my favorite modders about what they plan to do and two of them responded back saying it wasn't technically possible to produce the wonderful mods like we see in oblivion yet. I don't know exactly what that is about but I would assume there is something different about the tool set if they even have released a tool set for this game.

 

Ok so after some quick searching No the tool-set has not been released as of yet, but they are promising one to be released soon.

 

So I would have to say given the same amount of time as oblivion, with the new engine and funness that brings around, along with many of the modders stating they were leaving FNV and Oblivion for this that in such a time that the game has been around for as long as oblivion is now, yes it will have many many more mods and features.

 

That is a positive fought. Thanks.

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Over time (say the 5 years that Oblivion has had), Skyrim will likely surpass the other games in terms of numbers of mods because people will be upgrading or replacing their computers and being able to play. If you were to narrow the field and say within one year then I'd have to say no. Edited by Tweetybird
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Skyrim will eventually over take it I think. Pretty much everyone should be moving on from oblivion to skyrim. Trust me the modding is better...looking through the skyrim.esm, all the good stuff I like from fallout3 modding is in there. I'll not even mention the game comparison. :whistling:

 

epic modding awaits

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Skyrim will eventually over take it I think. Pretty much everyone should be moving on from oblivion to skyrim. Trust me the modding is better...looking through the skyrim.esm, all the good stuff I like from fallout3 modding is in there. I'll not even mention the game comparison. :whistling:

 

epic modding awaits

 

I'll take your word for it as I haven't delved into the esm.

 

The thing that we should keep in mind is that Skyrim is not that different from previous Bethesda titles which means that there won't be a huge learning curve for modders who have already some experience modding Oblivion or Fallout 3 (and FNV).

 

IMO we have seen nothing yet. I for one will probably spend much time playing with the toolset once it's released. :happy:

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It might, or it might not. It depends on so many variables that are difficult to gauge at this point. Certainly the engine of Skyrim is an improvement over Oblivion, which is only natural, since it is a newer game. At the same time, however, the basic mechanics of the game are worse than those of Oblivion. (Aside the obvious UI issues, there are the reduction of equipment slots, lack of spell making, the horrid character generation and so on and on.) Whether or not these are real issues, is something that can only be answered once we get the editor. If they are easy to work around, then no worries, but if these issues should prove to be PITA to work with, then that will lessens modders enthusiasm for tweaking the game. Which in turn will lessen the draw the game has, and shorten it's lifespan. All of which will translate to fewer mods over all.

 

Another important factor, and in my view the most important, is the difference in base assets between the two games. Skyrim's greatest strength as a game, is it's greatest weakness as a modding platform. Thematic atmosphere. It is something that Oblivion was totally lacking - no wonder people adopted vanilla as the term to describe out of the box Oblivion, since it was plain, boring and non-descript. (which I've always found funny, since vanilla is anything but plain as a flavor... but I digress.

 

The point I am trying to make is this: Oblivion was an empty canvas void of anything distinctive or exiting. Skyrim provides a very strong and powerful vision. You could add just about anything into Oblivion and it was fine, but people are already complaining about stuff like how sleeveless apparel in the cold harsh climate is an immersion breaker. Adding random stuff into Skyrim will be a much harder fit.

 

Also the vast nondescript void, that was the wilderness in Oblivion, gave birth to such mods as the Unique Landscapes series, and plethora of great town and village mods and additional wild life mods. But in Skyrim there is little need for such mods. The landscape is bustling with stuff and wildlife as is. (It even has bunnies and foxes out of the box! In Oblivion those had to be added by modders.) In fact, you can hardly take a step in any direction in Skyrim without stumbling on some forgotten ruin, temple or burial mound. And you'd be hard pressed in finding a spot in the game, where you would not be surrounded by breathtaking and evocative vistas. So apart from the usual game tweaks and god item cheat mods along the ubiquitous house mods - what is there to mod in Skyrim? Well, there's alway bouncing boob animations, and I'm sure we will think of something else as well. But at the moment, I am not seeing much to do, where as walking in Oblivion, I couldn't take a step in any direction without having several ideas on how to improve the game world.

 

Another thing to consider, is that oblivion came prepacked with relative wide and varied set of assets - different ruins types, different building styles, and several sleek high fantasy buildings as well. Where as Skyrim is prepacked with barbarian huts, more barbarian huts and pretty barbarian huts. It's answer to the IC architecture are the massive and heavy stoneworks of the fortresses of Solitude and Windhelm. - which are different, but feel similar. Even the "exotic" tile set of Skyrim - ie. the Dwemer ruins are just another variety of massive heavy stoneworks. Oblivion had it's fair share of massive heavy stone works, but it also had the rounded shapes of Anvil and the sleek delicate forms of the Ayelid ruins. Even Morrowind had a greater thematical diversity in it's prepacked assets than Skyrim seems to.

 

Of course having logged just 82 hours of game play, and only having seen about half of the world so far, I might yet be proven wrong, and find different buildings styles. Perhaps Riften has something else to offer... From the very start of playing Skyrim, I have kept an eye on building and landscape meshes, and have been thinking on how to utilize them in mods. At the moment I find the available assets to be lacking, and find myself missing those elegant Ayelid meshes.

 

But who knows - perhaps porting stuff to Skyrim is easy, perhaps making new worldspaces is not as poorly implemented as it was in Oblivion. Perhaps most of the things we used and like are still present in the engine, even though "vanilla" Skyrim chooses not to use them. If so, I see no reason why Skyrim would not develop a strong modding community.

 

But for the moment, I am hard pressed to find anything really interesting to mod. The first batch of mods, besides the flood of high-res re-textures, is going to be game mechanical in any case, followed by a slew of immersion mods. It is what happens after that, which will determine the longevity and, therefore, proliferation of Skyrim mods. As for me, I will return to modding Oblivion once I have finished the vanilla content of Skyrim. I don't plant to return to Skyrim until the UI is fixed, the mechanical restrictions have been dealt with an I have TES5Edit at my disposal - along with Wrye Bash based mod manager. I am fairly confident that those will become available sooner than later, but without them I just see no real reason to start modding Skyrim.

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