Page 1 of 1

Wishes Inspired by MW mods

Posted: Wed Aug 10, 2005 12:18 am
by dragon wench
As those of us on PC are keenly aware, there are scores of mods out there for Morrowind that have dramatically improved and expanded the game.

Now what I'm wondering is if Besthesda has been inspired by any of those mods in their plans for Oblivian.

I'm also curious, if you had the chance for your wishes to be granted, which mod features you would like to see present in Oblivian.

I suspect the textures in the new game will be much improved anyway, but still, I'd like to see:
-Better Bodies
-the amazing work done in the many headpacks..
-new races (like khajiit and human/elf/orc crosses).....
-a variety of well designed dwellings for the PC to live in..
-as has already been covered in other threads interesting quests/storylines -and NPCs such as one finds in Qarl's Underground, Emma's White Wolf of Lokken, the LGNPC team's stuff etc. etc.
-interesting companions with a story

Posted: Wed Aug 10, 2005 6:09 am
by fable
Good topic.

What with the ability to buy and own houses (house mods), and watch far more NPCs (Morrowind Comes Alive) go through their extensive daily routines (Living Cities of Vvardenfell), I suspect they've been watching Morrowind mods very closely.

I'm hoping they add containers so inventory is easier to manage. (There are two mods that do this, but both are hobbled by Morrowind's code. You have to drop the containers whenever you start playing again, then pick them up, in order to get them to work.) I'd like to see guild services become available progressively as you work your way up a guild's quest ladder, much as they did in Daggerfall; and there's a mod that does that to Morrowind, now. (I use it, but I can't recall which one it is. Hey, I've only got 205 mods going!) I'd like to see a truly functioning economy, so that when you buy goods, they take a while to return to stock, and stock itself should change out, regularly--again, there are mods that currently do this. That will do for starters.

Posted: Sun Aug 14, 2005 4:46 am
by Coot
I'm sure they did keep an eye on the modding community - it would've been a silly mistake not to.
Adding to Fable's list: I thoroughly enjoy mods that do interesting things to the animal life: Abot's water life, Cait's critters unleashed etc. The original fauna has some flaws. Too many overly aggressive carnivores, for one.

Posted: Sun Aug 14, 2005 11:53 am
by moltovir
All the things I really want have already been listed by DW or Fable, so I'll just add some small things:
-The ability to shapeshift in common creatures like birds or fishes. Cortex did a wonderful job on this with his Scripted Spell
-Packhorses/mules/Guars to carry all your heavy loot
-Crafting of cluttery, furniture, armour, weapons, clothes, ... pretty much everything that "Complete Morrowind" allowed you to do (I love that mod!)
-"Normal activities" like fishing, hunting, mining, cutting trees, cooking, ... (again, things from the Complete Morrowind)

Posted: Tue Aug 23, 2005 10:52 am
by dragon wench
[QUOTE=Coot]I'm sure they did keep an eye on the modding community - it would've been a silly mistake not to.
Adding to Fable's list: I thoroughly enjoy mods that do interesting things to the animal life: Abot's water life, Cait's critters unleashed etc. The original fauna has some flaws. Too many overly aggressive carnivores, for one.[/QUOTE]

I was just about to add this myself. I have Abot's and Cait's stuff presently installed... and a mod that adds beautiful fireflies to the Vvardenfell. Wow!

It was so unrealistic to have practically every living thing out to feast on your bones. :rolleyes: Plus, all the reptilian lifeforms made for a real lack of diversity. In the unmodded game I felt as though I was taking a stroll through Jurassic Park :rolleyes:

Equally, it would be very cool if stumbling into a smuggler's cave or something did not automatically mean you were killing every NPC in your path. How about making it so you could broker deals with smugglers, do quests for them, or even join them?

Posted: Sun Sep 25, 2005 8:16 pm
by JuliusMagnus
Well, I agree with you all for the most part. But some things will and should not happen, races will not be added since the lore is somewhat set in stone. (Cities have changed location when comparing the Morrowind map with maps from Arena or Daggerfall. So this is debatable.) Seeing that the time span between Morrowind and Oblivion is some ten years, it would be unimaginable in the sense of continuity to have new dominant races. But there will be other ‘monster’-races to be sure but a big no-no to additional dominant races.

When I played Everquest I was always amazed how with a new expansion suddenly there were many beings I had never seen. And always some awkward reason for them to be reunited with the rest of the world. Like finding a long lost continent or activating a portal to the moon. However the Elder Scrolls still have the potential of new races that come from the other continents.

One of the good things of Fable (the game) was that from time to time you could actually see boxes being carried into the shops and merchants travelling between towns. This in combination with NPC schedules would have been a nice addition.

I did use the Better Bodies mod, but never came around to finding out if such an active economy mod was to be found somewhere.

Posted: Mon Sep 26, 2005 6:44 am
by ch85us2001
[QUOTE=dragon wench]It was so unrealistic to have practically every living thing out to feast on your bones. :rolleyes: Plus, all the reptilian lifeforms made for a real lack of diversity. In the unmodded game I felt as though I was taking a stroll through Jurassic Park :rolleyes:
[/QUOTE]


Yes every environment should have its own variation of a small deerlike mammal. I dont know if theres a mod for smth like that though?