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Y'all think there will ever be a game that replaces skyrim as the king on this site?


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Take a look at this old school mod if you have time: 

 

https://www.nexusmods.com/oblivion/mods/45258?tab=images

 

I just found this one. For me, modding absolutely peaked with Oblivion. As someone said, around 2008/9. I notice the story telling is usually much better in the Oblivion quest mods than the Skyrim ones...

 

Could just be nostalgia, of course, but I have a general sense that there are more Oblivion quest mods worth playing than Skyrim quest mods. Probably about 15 for Oblivion, 7 for Skyrim and, if I am being generous, 3 for Fallout 4.

 

Fallout 3 has a few good ones though.

 

If you want to try a sample of Oblivion quest modding genius; try Tears of the Fiend. The term masterpiece is not out of place.

 

https://www.nexusmods.com/oblivion/mods/11598

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Vor 4 Stunden sagte RohZima:

Werfen Sie einen Blick auf diesen Old-School-Mod, wenn Sie Zeit haben: 

 

https://www.nexusmods.com/oblivion/mods/45258?tab=images

 

Ich habe gerade diesen gefunden. Für mich erreichte das Modding mit Oblivion seinen absoluten Höhepunkt. Wie jemand sagte, um 2008/9. Mir ist aufgefallen, dass das Geschichtenerzählen in den Oblivion-Quest-Mods normalerweise viel besser ist als in den Skyrim-Mods ...

 

Könnte natürlich nur Nostalgie sein, aber ich habe das allgemeine Gefühl, dass es mehr Oblivion-Quest-Mods gibt, die es wert sind, gespielt zu werden, als Skyrim-Quest-Mods. Wahrscheinlich etwa 15 für Oblivion, 7 für Skyrim und, wenn ich großzügig bin, 3 für Fallout 4.

 

Fallout 3 hat jedoch ein paar gute.

 

Wenn Sie eine Probe des Oblivion-Quest-Modding-Genies ausprobieren möchten; Probieren Sie Tears of the Fiend aus . Der Begriff Meisterwerk ist nicht fehl am Platz.

 

https://www.nexusmods.com/oblivion/mods/11598

 

 

The basic game is so awesome that it is available at the latest with level 40 of the player char -> CtD


no patch helped or whatever we tried...
...whether with mod or without mod (i.e. pure vanilla game)


from a certain level of the player char or reaching 150-200 ingame days it became more and more unstable - until it actually "hung" 3-5 seconds after loading


yes - there were good quest mods - I was even able to play through a few...


..whether it should now be called a high point?
This is certainly a matter of opinion and I don't want to start an argument about "taste" here.


However, I remembered something else...
..an ingenious companion mod - something that probably didn't exist back then -> "Saphiras Romance" (I hope my memory didn't let me down here)


Not only was there a multi-part quest to even find the place where they were being held captive...


...but the fun really started after she was freed - the lady really wanted to be courted
which of course is unheard of for today's demands on sex mods
(irony off)


and because it took at least 250 ingame days until the trust was high enough...
...well - thanks to CtD I never got that far.


And if skyblivion should come at some point - then it almost only makes sense to me if this mod is included
*sighs*

 

---

https://www.nexusmods.com/oblivion/mods/25530

 

bzw.

 

https://www.nexusmods.com/oblivion/mods/20762

Edited by Miauzi
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5 hours ago, RohZima said:

Take a look at this old school mod if you have time: 

 

https://www.nexusmods.com/oblivion/mods/45258?tab=images

 

I just found this one. For me, modding absolutely peaked with Oblivion. As someone said, around 2008/9. I notice the story telling is usually much better in the Oblivion quest mods than the Skyrim ones...

 

Could just be nostalgia, of course, but I have a general sense that there are more Oblivion quest mods worth playing than Skyrim quest mods. Probably about 15 for Oblivion, 7 for Skyrim and, if I am being generous, 3 for Fallout 4.

 

Fallout 3 has a few good ones though.

 

If you want to try a sample of Oblivion quest modding genius; try Tears of the Fiend. The term masterpiece is not out of place.

 

https://www.nexusmods.com/oblivion/mods/11598

Everything is subjective, of course, but Skyrim has Beyond Reach as well as Vicn's mods (Unslaad, Vigilant and Glenmoril) which in my opinion are the best pieces of modded content when it comes to TES. I think that the barrier to be considered a good piece of additional content is higher in Skyrim than it was in Morrowind or Oblivion due to the increased production value. Just compare the first major dungeon the player is likely to visit in both Oblivion and Skyrim: Vilverin and Bleak Falls Barrow. Both dungeons are roughly structured in the same way, you start with bandits as enemies who inhabit the first few parts before you are introduced to the undead enemy type of each game. However, Vilverin has, at least in my memory, neither scripted events nor anything interesting happening. Meanwhile, Bleak Falls Barrow has a bandit that kills himself with a trap (something you can interrupt and fight him yourself), a neat miniboss in form of a weakened giant spider, Arvel who you can kill or simply follow until he kills himself, a '''puzzle''' door and a big cave section at the end which is visually very nice to look at and likely your first encounter with a dangerous draugr that utilizes shouts. Not to mention the many traps such as spilled oil, swinging doors and hanging lanters which you can use to your advantage. There are traps present in Vilverin as well but they're not really placed in a way that can be advantageous to the player.

 

This might seem like an unrelated tangent when it comes to quest mods but it serves to illustrate that any content that was haphazardly mashed together might pass as official for Oblivion but not for Skyrim. A mod such as Falskaar would've blown the entire community out of the water if it would've been released back then for Oblivion but in Skyrim it was basically just a slightly worse and condensed version of the main game. A Skyrim 0.1 if you will.

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Vor 7 Stunden sagte RohZima:

Werfen Sie einen Blick auf diesen Old-School-Mod, wenn Sie Zeit haben: 

 

https://www.nexusmods.com/oblivion/mods/45258?tab=images

 

Ich habe gerade diesen gefunden. Für mich erreichte das Modding mit Oblivion seinen absoluten Höhepunkt. Wie jemand sagte, um 2008/9. Mir ist aufgefallen, dass das Geschichtenerzählen in den Oblivion-Quest-Mods normalerweise viel besser ist als in den Skyrim-Mods ...

 

Könnte natürlich nur Nostalgie sein, aber ich habe das allgemeine Gefühl, dass es mehr Oblivion-Quest-Mods gibt, die es wert sind, gespielt zu werden, als Skyrim-Quest-Mods. Wahrscheinlich etwa 15 für Oblivion, 7 für Skyrim und, wenn ich großzügig bin, 3 für Fallout 4.

 

Fallout 3 hat jedoch ein paar gute.

 

Wenn Sie eine Probe des Oblivion-Quest-Modding-Genies ausprobieren möchten; Probieren Sie Tears of the Fiend aus . Der Begriff Meisterwerk ist nicht fehl am Platz.

 

https://www.nexusmods.com/oblivion/mods/11598

 

 

None of the quest mods from Oblivion comes - and this is my very PERSONAL opinion - even close to the quests(-DLC) for "Rigmor"!


and I write this who has already played more than 2000 hours on "Morrowind".

?

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On 1/10/2023 at 8:50 PM, GrimReaper said:

Everything is subjective, of course, but Skyrim has Beyond Reach as well as Vicn's mods (Unslaad, Vigilant and Glenmoril) which in my opinion are the best pieces of modded content when it comes to TES. I think that the barrier to be considered a good piece of additional content is higher in Skyrim than it was in Morrowind or Oblivion due to the increased production value. Just compare the first major dungeon the player is likely to visit in both Oblivion and Skyrim: Vilverin and Bleak Falls Barrow. Both dungeons are roughly structured in the same way, you start with bandits as enemies who inhabit the first few parts before you are introduced to the undead enemy type of each game. However, Vilverin has, at least in my memory, neither scripted events nor anything interesting happening. Meanwhile, Bleak Falls Barrow has a bandit that kills himself with a trap (something you can interrupt and fight him yourself), a neat miniboss in form of a weakened giant spider, Arvel who you can kill or simply follow until he kills himself, a '''puzzle''' door and a big cave section at the end which is visually very nice to look at and likely your first encounter with a dangerous draugr that utilizes shouts. Not to mention the many traps such as spilled oil, swinging doors and hanging lanters which you can use to your advantage. There are traps present in Vilverin as well but they're not really placed in a way that can be advantageous to the player.

 

This might seem like an unrelated tangent when it comes to quest mods but it serves to illustrate that any content that was haphazardly mashed together might pass as official for Oblivion but not for Skyrim. A mod such as Falskaar would've blown the entire community out of the water if it would've been released back then for Oblivion but in Skyrim it was basically just a slightly worse and condensed version of the main game. A Skyrim 0.1 if you will.

 

Wow, great points. Glad to see you mention Beyond Reach first - I am a big fan of that mod.

 

On 1/10/2023 at 10:14 PM, Miauzi said:

 

 

None of the quest mods from Oblivion comes - and this is my very PERSONAL opinion - even close to the quests(-DLC) for "Rigmor"!


and I write this who has already played more than 2000 hours on "Morrowind".

?

 

Yeah, I love the Rigmor series as well. My point really about Skyrim is - and I am perhaps being too specific - that aside from Rigmor, not many mods have good dialogue and story telling. 

 

Hey, I am not saying 'Skyrim mods suck.' I just think that there are certain problems today, such as the higher technical standards means you need 'specialists' not just general modders. Also I think the reason that in ten years the quality of dialogue and story telling has sunk dramatically might be due to no one reading novels any more?

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Vor 6 Stunden sagte RohZima:

 

Wow, tolle Punkte. Ich freue mich, dass Sie Beyond Reach zuerst erwähnen – ich bin ein großer Fan dieser Mod.

 

 

Ja, ich liebe die Rigmor-Reihe auch. Mein eigentlicher Punkt zu Skyrim ist – und ich bin vielleicht zu genau –, dass abgesehen von Rigmor nicht viele Mods gute Dialoge und Geschichten erzählen. 

 

Hey, ich sage nicht „Skyrim-Mods sind scheiße“. Ich denke nur, dass es heute gewisse Probleme gibt, wie z. B. die höheren technischen Standards, die dazu führen, dass man „Spezialisten“ braucht, nicht nur allgemeine Modder. Ich denke auch, dass der Grund dafür, dass in zehn Jahren die Qualität der Dialoge und des Geschichtenerzählens dramatisch gesunken ist, daran liegen könnte, dass niemand mehr Romane liest?

 

After more than 50 years I don't read any more - just a few months ago I turned 60.


And yes - I started reading Jules Verne when I was 10.
I admit that his way of telling the story had a deep impact on me - he knew better than almost anyone else how to create an "inner picture" of the plot, the people and the world (in which the plot takes place).
If I then saw a film based on one of his novels - I was usually deeply disappointed - what I saw often differed greatly from my own ideas.
Except for the films produced in the CSSR in the 1960s and 1970s, such as "The Stolen Airship" - which cleverly combines live action and trick sequences.
But then I saw them at the age of 15-17 (they were TV reruns) and through my study of the history of fashion I had a very precise idea of what the clothes of the affected epoch should look like (and this is where the Czech filmmakers get 90 out of 100 possible points!)


Novels - at the age of 20-25 I let myself through Emilie Zola's 20-volume novel cycle - which then finally "fixed" how my "inner eye" works.
One of his novels is effectively a "disguised" description of the city of Paris - effectively a travel guide in book form before there was anything like it for tourists.


As for SF, I think I read pretty much everything that came out in East and West from the 1940s through the 2000s.
Somehow there is nothing new that could really appeal to me - because newer texts are often just bad "copies" of earlier scenarios with a bit of a modern "shell" around them...


..only the shell itself interests me less and less.
Because in the meantime almost everything is just a pure "shell" with nothing in it.


And here I am at the main problem:
Earlier computer games had to rely on the player's "inner eye" working - without it you wouldn't have sold anything.
So you had to bet on a good and interesting plot.


And the better the game graphics became - the less you needed to attach importance to a good and comprehensible plot...
..the main buyers had grown up with the aesthetics of comics - lots of "images" and little "text".
So the exact opposite of me and probably you.


The whole thing went so far - that game manufacturers didn't even attach importance to a reasonable dubbing or even to a proper synchronization.
It's funny - that you have to break a lance for "Bugdestha" right here - because their games stood out positively from the rest for a long time.
What I personally remember most clearly from TESO -> "Uncle Sheo"


If you take a look at the "Stories" section in the blog section of this forum, you will notice two extreme poles:

- almost only text - almost no pictures - but a well told and interesting "spun" story

 

- in fact only pictures and so little text - that this seems almost superfluous - the characters are staged so well
From my point of view, this is already a "silent film" at a high level


which I don't get along with at all - the "classic comic format - but that's just my purely personal "problem"
(my younger wife practically grew up with it and of course has no problems with it)


but since the games industry will of course continue to rely on "Bombastic" graphics - because from their point of view it is the main argument for successful marketing - games with interesting and deep story arcs will remain rare.


And of course this also has an impact on the creation of mods - because (to refer to the core content of this website) there is much more demand for "cheap porn" than "interestingly told erotica".

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12 hours ago, RohZima said:

 

Wow, great points. Glad to see you mention Beyond Reach first - I am a big fan of that mod.

 

 

Yeah, I love the Rigmor series as well. My point really about Skyrim is - and I am perhaps being too specific - that aside from Rigmor, not many mods have good dialogue and story telling. 

 

Hey, I am not saying 'Skyrim mods suck.' I just think that there are certain problems today, such as the higher technical standards means you need 'specialists' not just general modders. Also I think the reason that in ten years the quality of dialogue and story telling has sunk dramatically might be due to no one reading novels any more?

There's also Death Consumes All. Haven't played it but people seem to enjoy it quite a bit.

 

As for why dialogue tends to be worse nowadays, this again has to do with increased production values, in this case voice acting. Morrowind got away with a hyperlink-style dialogue system which featured a lot of content (albeit most of the actual dialogue being reserved for important NPCs) while Oblivion had everything voice acted. This was a problem for two reasons: each recorded line meant money spent on a VA and disk space occupied by audio files. The latter isn't as important now since we've moved on to a digital distribution system but it was a serious headache back then. It's pure speculation but it might be the case that many dev veterans that made games in that period still have that stuck in their minds when writing quests and the like. However, money spent on each line recorded is still an issue.

 

This also has a downstream effect on most mods for obvious reasons. If your mod isn't voice acted on a professional level, people tend to notice that this clashes with the rest of the game.

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Vor 7 Minuten sagte GrimReaper:

Es gibt auch Death Consumes All. Ich habe es nicht gespielt, aber die Leute scheinen es ziemlich zu genießen.

 

Warum die Dialoge heutzutage tendenziell schlechter sind, hat wiederum mit höheren Produktionswerten zu tun, in diesem Fall mit der Sprachausgabe. Morrowind kam mit einem Dialogsystem im Hyperlink-Stil davon, das viel Inhalt enthielt (obwohl der größte Teil des eigentlichen Dialogs wichtigen NPCs vorbehalten war), während Oblivion alles sprachgesteuert hatte. Dies war aus zwei Gründen ein Problem: Jede aufgenommene Zeile bedeutete Geld für eine VA und Plattenplatz, der von Audiodateien belegt wurde. Letzteres ist jetzt nicht mehr so wichtig, da wir zu einem digitalen Vertriebssystem übergegangen sind, aber damals war es ein ernsthaftes Problem. Es ist reine Spekulation, aber es könnte der Fall sein, dass viele Entwicklerveteranen, die in dieser Zeit Spiele gemacht haben, das immer noch im Kopf haben, wenn sie Quests und ähnliches schreiben. Das Geld, das für jede aufgezeichnete Zeile ausgegeben wird, ist jedoch immer noch ein Problem.

 

Dies wirkt sich aus offensichtlichen Gründen auch nachgelagert auf die meisten Mods aus. Wenn Ihr Mod nicht auf professionellem Niveau sprachgesteuert ist, bemerken die Leute, dass dies mit dem Rest des Spiels kollidiert.

 

And now it gets really interesting - because all of these points apply

:classic_wub:


The mod "Death Consumes All" is installed but I didn't start it for various reasons - one being that I had tested the "Overlord" mod before and I'm not sure if there would be a conflict because of the small village west of Whiterun can - but only marginally.


Linguistic dialogues are essential today - of course, this also applies to the games themselves, including the corresponding well-done dubbing. In the case of mods, on the other hand, the original language is sufficient if native language subtitles are available.


How important language is now as dramaturgical
Design element is - show the following 2 companion mods:

 

https://www.nexusmods.com/fallout4/mods/30488

 

 

The voices of the various protagonists also play an important role in the total conversion "Enderal".


And, of course, good voice actors don't work for free - this is where the system of free mods simply reaches its "natural" limit.


In addition, there is currently a massive concentration of good modders in current major projects such as "Skywin" or "Fallout-London".


Commercialize mods by "amateurs"...
...has essentially run to death again - why is the "creation club" being dissolved??!!

 

 

 

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  • 2 weeks later...
5 hours ago, Wapoww said:

What happens when ES 6 arrive here? Will it replace ES 5 quickly?

 

Could do. Skyrim supplanted Oblivion with breathtaking speed, I seem to recall.

 

Of course, it all depends on what level of modding support we get in TES6.

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Vor 2 Stunden sagte Wapoww:

Ich denke, es wird so sein wie damals, als Overwatch 2 veröffentlicht wurde

 

Please remember - back then is not today.


And many good authors from back then are no longer there today - partly because they are "burned out".


Whether the following authors have any interest in epic DLC mods at all...
... I doubt it - these are (also in my view) characterized more by the comic style than by epic novellas (like "Lord of the Rings").


So there will be nice optical "glimmeriks" - when I look to Asia and the current clothing mods (which are inspired by THEIR culture there)...
...I just think they're great.


But mods like the Rigmor saga - no - they will become even more exceptional.


Attention - each of us here focuses on our own preferences and they differ very widely...
...which I see very positively - because it ensures diversity - on the other hand, there will at most be a minimal consensus

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On 1/12/2023 at 2:08 PM, GrimReaper said:

This also has a downstream effect on most mods for obvious reasons. If your mod isn't voice acted on a professional level, people tend to notice that this clashes with the rest of the game.

 

Ya know, on this point, I'd honestly say that bad vocals- either in the form of poorly handled synth work or mediocre to bad VA work- sticks out worse than silent vocals in the more modern games. Like, I'd straight up rather a mod be silent and tell me what to do via silent lines and notes than try to work in questionable voiced lines. 

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Vor 40 Minuten sagte Wolfshrike:

 

Weißt du, an diesem Punkt würde ich ehrlich sagen, dass schlechte Vocals – entweder in Form von schlecht gehandhabter Synthesizerarbeit oder mittelmäßiger bis schlechter VA-Arbeit – in den moderneren Spielen schlechter hervorstechen als stille Vocals. Zum Beispiel würde ich es vorziehen, wenn ein Mod schweigt und mir über stille Zeilen und Notizen sagt, was ich tun soll, als zu versuchen, in fragwürdigen stimmhaften Zeilen zu arbeiten. 

 

precisely because there are now such good soundtracks for companion mods - which even put the original game in the shade

 

https://www.nexusmods.com/fallout4/mods/30488

oder

 

 

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20 hours ago, Wapoww said:

What happens when ES 6 arrive here? Will it replace ES 5 quickly?

 

 

As others have said, it depends on a number of factors, but as for the great authors being burnt out, I think there will be a new generation of good authors still around.   @Vtaw is still putting out hot (but freaking huge) clothes mods, @JB.'s Nuka Ride is not the DLC that Nuka World deserved, but the DLC Nuka world needed, and AAF is still being supported.   Basically, these people are sort of the "second generation" of modders.  

 

However, if the mod support is weak, then......I guess it will be like Assassin's Creed, good story like......for a single play through.

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Vor 1 Stunde sagte steelpanther24:

 

 

Wie andere gesagt haben, hängt es von einer Reihe von Faktoren ab, aber was die großen Autoren betrifft, die ausgebrannt sind, denke ich, dass es immer noch eine neue Generation guter Autoren geben wird. @Vtaw bringt immer noch heiße (aber verdammt riesige) Klamotten-Mods raus, @JB. 's Nuka Ride ist nicht der DLC, den Nuka World verdient hat, aber der DLC, den Nuka World benötigt, und AAF wird immer noch unterstützt. Im Grunde sind diese Leute so etwas wie die „zweite Generation“ von Moddern.  

 

Wenn jedoch die Mod-Unterstützung schwach ist, dann … ich denke, es wird wie Assassin's Creed, gute Geschichte wie … für ein einzelnes Durchspielen.

 

The Assassins and the Pirates...


...doesn't really go together - but if you don't have a pirate game with naval combat and boarding - you just take what you can get.

?

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I've got a good feeling starfield will dethrone skyrim, one big limitation skyrim had was you couldn't easily add new areas to the map. With starfield modders will be able to add entire worlds or utilize empty worlds as their canvas. We can have entirely self contained storylines on these planets and with the rise of AI voices we can have professional style voice acting NPC's. If Starfield's creation kit includes the procedural generation tools we're gonna get some amazing stuff. I am looking forward to a new bethesda game during the rise of AI game making tools!

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7 minutes ago, mircislav said:

I don't... everything that uncle Bill has under his hand went to shit. I don't expect this will be different.

 

Mmm... Bill's not in the driving seat any more, and MS want some strong titles to drive XBox sales and Game Pass adoption. I think they want this one to work.

 

Which isn't to say they won't interfere like crazy when development starts on TES6 or Fallout 5. Whatever. if it gets us one more decent Bethesda game, I'll be happy enough.

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