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Major postulate from roleplaying gamer


khaell

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Hi there! I wish I had any time to mod this superior game, everything I do is writing down my ideas that I hope I'll have oppournity to use one day.

I'm hardcore role player, I like to have lore exploanation for every each item, make use of everything I take. While I'm playing as hunter trying hard to survive in cold wilderness - I would rather learn alchemy and leave smithing alone. My character just cant work with metal, he could craft steel dagger, but properties of dwarven metal are unknown to him. He makes more use of leathercraft, escaping from really sticky situation in full armor or shooting bow in plated gauntlets is quite... problematic. Why you, modders, dont like role-players? In TES IV Oblivion I never read location of mod items because I loved to find it myself. In skyrim everything is craftable. Give us more adventure! Put the background for the item you have created and place it somewhere. Give it to wanderer that dont know how to use is, so he would want to sell it and make quite profit, give us adventure, put in on corpse with journal, make us steal/buy/quest for these items or make it popular, used by everyone. I pass with pain cool, craft-only items.

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Why you, modders, dont like role-players?

 

Your attitude is a bit confrontational and could perhaps give offense to some.

 

It is true that many weapon and armor mods that add new things to the game are not done in the ideal fashion. But there are reasons behind this.

 

Skyrim has a design flaw that can cause terrible mod conflicts if you try to have a vendor sell a custom item. Basically only one mod can do this, and if you have ten weapon mods you are going to have problems. There are workarounds, but they are not easy for the new modders to use. we are talking about the modelers that could not even figure out how to put their items into the game other than through crafting. Custom vendors work just fine, but building a custom vendor is beyond the skill level of many modelers.

 

Skyrim has a design flaw with custom quests and dialog. Since around Skyrim Update 1.5, mods with custom quests don't work so well. The workarounds for modders are tricky and still not well tested and the workarounds for gamers are unreliable and not sure fire. So it may be too much to ask for modelers who are so unskilled in the CK that they just have their items available through crafting do these things. Even most Skyrim questcoders are hard pressed to cope with the buggy software. So it is not simple for modders to add new items to the game through quests.

 

Many gamers only roleplay righteous heroes. So it would not be a good approach for modders to make it so all users need to steal the new items as you suggest.

 

Likewise, putting items into the world loose has its drawbacks. Many gamers would get really frustrated and send the modder lots of questions and complaints. Many gamers are in a hurry and they want their new items NOW! They don't want to have to wait to randomly find a new item two weeks from now. Many gamers do not have the skill to use the CK to figure out where the modders placed the items they want so badly. So they are likely to turn up their noses and walk away from mods designed this way just as you do with mods that have the items be crafting only.

 

So I would say it is not as simple as you think. But I do agree that it would be nicer if modelers would build their weapon and armor mods such that the items are not available only through crafting. I especially dislike mods where the items are only available through console codes. That is like the ultimate in immersion breaking acquisition methods.

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Let me just post this link: http://skyrim.nexusmods.com/mods/19281/ :)

 

 

I know, most mods have the tend to go more mainstream, but there's quite a couple of mods catering to more serious roleplayers, like role-playing starts, companion mods and more. But I agree to an extend, a lot of mods are not really lorefriendly/roleplaying-encouraging. But that does not mean every mod author hates us roleplayers! :)

I guess most people are not very interested in playing out there character, giving her/him a motivation and immersing themselves completely - would be too funny if everyone would do that :P

 

By the way, if I may ask, what are your ideas? Always like to hear suggestions from other passioned roleplayers! :)

Edited by Xarrian
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@David Oh, I forgot the reason why so many players yell that skyrim is the worst RPG ever made (looks like its to mainstream to love it) while its meant to play the role. Some just dont know that's possible to slow down and appreciate atmosphere and style of design over graphics and kick-ass design of items. On the other hand - there were great amout of item mods for oblivion and F3, and there were no crafting system, modders placed everything into ruins and placed maps for thier location. I recall teeth of akatosh stuck in some altar hidden in Jerall mountains. Well, I havent knew that 1.5 introduced that kind of problems, thats a shame.

 

@Xarrian Does Your mod work well with SkyRe? It drew my attention but I really love "Wanderer" skill tree :P Well, I downloaded everything useful from GEMS and level of adventure in skyrim heads close to Dark Souls at last, couldnt be more immersive with my system setup. About ideas - I just came up to gather all neat and quality item mods and provide them with some background and place to wait for finder. Ever if it takes to make completly new landmass or place a castle. Incompabilities of item placement couldnt come out if people placing them have contact with each other. More I'll send You as PM :)

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I totally appreciate where the OP is coming from, and I agree that it would be great to be able to slipstream mods into the game world in a seamless or lore-friendly way. But there are a couple of issues which I'll offer in my defense that make it harder.

 

In my case first of all, my thoughts dwell on scripting and the CK. I have a very rudimentary understanding of meshes and textures for example and less so of other aspects. Further, as someone mentioned, there are the incompatibility issues. If I add my spell tomes and items to levelled lists, merchant inventories or even directly into any NPC's or container's inventory, it would clash with any other mod that did the same thing. Merchants in particular have a further level of frustration in that their inventories respawn frequently and almost guaranteed when the player loads into their cell after a few in-game days. Also, to do it properly takes time and I realise that this doesn't reflect well, but I guess in my case I wanted to just get things in game and going. Maybe it's the way Skyrim has taught us to play. :unsure:

 

Hmmmm....as I say that, I've just thought of a way with scripting that may make it possible to add things to merchant inventories reliably and without clashes. No idea for levelled lists tho. It's also straightfoward to add things to "safe" containers and NPCs. I may have a think on what the OP said next time I work on something :mellow:

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