There are plenty of mods that call themselves "lore-friendly" just because by some herculean effort they restrained themselves from including drow, M16 rifles, Barack Obama, etc.
Funny that you mention it. I've only seen few mods declared by their authors to be entirely lore friendly, and on those I declared DisContinuity and blissfully ignore their existence for completely other reasons. So I don't even have to challenge their notion of lore friendlyness, because the mods don't exist. How convenient.
Most modders instead, if they refer to lore at all, mostly use the term "lore based". That's not the same - it is admitting that you're outside of established lore, and make up your own theories and stories and all that which may not share the developers' visions of the Elder Scrolls world and their history. Lore based only means that what's happening in your mod could be explained by established knowledge.
Then there's another important consideration: We, both as players and as modders and as loreholics are confronted with something called Gameplay and Story Segregation. Example given in Oblivion there's no Guild Guide, while there was one in Morrowind. Now why not? Likely dev lazyness, considering that there's fast travel. However now doesn't there a Guild Guide exist in "lore" Cyrodiil, or merely not in "game" Cyrodiil? Could a lore reason be used to explain the missing of Guild Guides in "game" Cyrodiil, instead of merely calling it dev lazyness?
That's where it gets murky. Lore wise there isn't a single mention of Guild Guides except the city guides in Morrowind, so it may have been a Gameplay and Story Segregation on Morrowind's part. In Oblivion the Mages Guild is a lot more centralized and reclusive than in Morrowind, which could be used as an explanation why a Guild Guide was abolished or never instituted. However the centralized and reclusive nature of Oblivion's Mages Guild can also be Gameplay and Story Segregation (it may very well be so, to include "guild perks" for Beth's new target audience).
Thing is, we - as being not the developers - can only guess. I, as a modder, prefer to not use the "dev lazyness" and "made for Beth's new target audience" explanation, instead trying to find an explanation compatible to lore. And I can go horribly wrong with it, too. Who knows? There's only so much you can safely conclude from existing knowledge, and a bit more you can be relatively sure about.
However you can also go over the top with it, which means putting what you see in game above existing lore. Only because in game there's like five steps between the Sentinel and the Serpent's Trail, doesn't mean the book describing the distance as around a days travel long is wrong and in truth it's only five steps. Another pitfall to avoid.
but I'm wondering if there are any really superlative mods out there for either Oblivion or Morrowind that combine an enjoyable and polished gameplay experience with a monkeytruth level of lore. I'm mainly looking for epic-scale quest mods here
Epic scale quest mods are kind of rare to begin with.
With a monkeytruth level of lore? Good luck.
The next wall of text is not about lore, but about modder psychology. Please bear with me.
There are three main approaches when it comes to stories in quest mods.
1. There's an external story idea that is implemented into the game. Examples are Blood and Mud, The Lost Spires, and a lot of others. At best they pay lip service to lore, at worst you'll end up with M16 wielding Drows fighting a Terminator 1000 copy of Barack Obama.
2. There's an in world story idea that is implemented into the game. Examples are Reclaiming Sancre Tor (not yet released), Kvatch Rebuilt, and some others. They usually adhere to lore as far as it serves their idea, and the idea itself is usually lore based.
3. The quest mod's main focus is not the story at all, but other aspects (like quest design -> Integration, or aquiring spells -> Midas). The few mods falling into this category carry the possibility of not needing to make lore alterations for story telling purpose, therefore can keep pretty close to it over even use it as their quests' content - if the modder in question chooses to. Or they can get even farther away than those doing only lip service.
Know why a mod was done, and it may help you to decide if it could be something for you - or not.
A lot of people have gushed over "Integration: A Stranded Light". It seems to have some well researched lore hooks, but I haven't tried it yet due to its dependencies on several game balance mods I haven't wanted to deal with yet on my current playthrough. It has buckets of endorsemants, but they're mostly from the kind of people who like playing dress-up with their anime style modded races and butt floss clothing. Anyone level-headed tried it?
I'm not sure what to think about this. As the author of Integration I refuse to make comments regarding its quality, however three things I want to point out:
1. Once upon a time Integration was developed as an additional feature for people using the requirements. That it became something bigger was a strange incident. One I best not think about.
2. Integration: The Stranded Light has zero endorsemants, because I have ratings disabled (still from a time it was a silent protest against tesnexus' rating system from times past).
3. I do not know of the zero endorsemants given the percentage of dress-up anime lovers, nevertheless I kind of doubt that they're attracted to Integration because of them loving playing dress up and animies. That simply does not match Integration's content. There's only one piece of new clothing (which uses Vanilla's standard robe mesh), and the few new weapons are sized like those of Vanilla. (And for those not liking the face design, there's even a TNR style alternative available, done by another player who didn't like my faces.)
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n trophy: Many, many thanks for your post! It made me happy reading it
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