So, I discovered Oblivion, and fell in love. I got bored after a year of endless hours of play... then shortly found The Nexus. I fell in love again, but found myself spending more time modding, than playing. Adding this, then that... well then it didn't work, had to get a patch... then just one more little tweak... then wow, overhaul mods? have to try them, re-install! After literally half a year of this, I realized I'd not actually played much of the mods themselves. Modding was just too tempting to let gaming get in the way. I decided to try to settle for a good couple of weeks at least on a single setup- I chose COBL FCOM, with DR and a few smaller mods sprinkled on top.
I played for a good while, and really enjoyed the freedom and the expanse that modding brought to the oblivion world. These guys had realized something beyond the scope of the developers vision, heck, rewritten the developers vision; half the joy was the awesomeness of what I was playing, half the joy was being in awe at the talent of all these amazing guys... but something about the "Moddiness" of it all bugged me.
All the menus, all the stuff that didn't quite fit in, particularly in smaller mods... hourglasses that opened up configuration menus and features that seemed to just pop into existence without explanation. Things from separate mods having such a different... feel to them, it was less like being in the beautiful world of oblivion and more like being dragged from one beautiful vision to the next far too quickly, and it all felt somewhat jagged and rough.... and game play features like DR and Curse of Hicrene that just should have been included from the start still had this feel to them, of being less of a born in feature, more something that felt out of place... still awesome, but somehow putting all these awesome things together turned out less than the sum of their parts.
After playing the whole experience, from the vanilla game to the mad rush of experimental rush and that spot in between, I had this thought that I knew was pretty unreasonable, to create something.. more whole. It started with this thought, that was to edit the script of DR so that my favorite settings were defaulted and that the menu never appeared, so that the hourglass wasn't needed and It would be like the feature was always there... then for one of my favorite mods, "28 days and a bit" I thought, what if Instead of having a random spell that lets you bring on fully customizable and epic zombie invasion, there was instead just a mysterious note on a table somewhere, and if you followed the short quest, you found a ritual you performed to bring up the zombie invasion menu? It would stop feeling like a bonus and more like a feature, throw in some lore, relate it to necromancers... And there are so many quest mods that, with just a bit of voice acting, would feel part of the game as if they were always there... I work with, and am friends with a cast of actors, It wouldn't be a problem to get some guys round to provide that. The mods are still epic in their own right, but with some good voice acting to do their lines justice, they would genuinely become something to rival the main quest. And all the fantastic but tiny game play tweaks and changes I couldn't live without! Magicka overhauls. Graphical mods. Share and Recruit. Alt Start Arrive by Ship. Or just things like the Uncapper mod, or Hotkeys Enchanced...
But then it kind of dawned on me, after doing all this work, tweaking load orders, editing scripts, adding quests and voice acting, it would be pretty pointless to just then play it, I'd allready know all the changes. I have a fair few freinds who go wide eyed in wonder when I describe to them the brilliance of Oblivion mods, and I can always beat their Oblivion stories (yes, Oblivion story telling is about as common as ghost story telling with a fair few of my friends!) with my epic battles between my gang of vampires, a werewolf and a city full of zombies... but even creating this... Oblivion Mark Two for 4 or 5 people I know would be a bit small scale for all these big Ideas I was suddenly having.
So then I thought, what about making it more of a community thing? see if anyone else is interested, or has tried this before? And after ages of tossing it over in my mind, I figured I'd mention it.
My Idea is, to clarify, one pretty huge (actual game sized, so torrent download or similar) epic mod, that seamlessly (so no conflicts or loose ends!) blends together the best and most innovative mods into one package, edited to FEEL like a game. So if someone who had never played oblivion picked it up, they wouldn't be like "whats this, whats that, whats with the hourglass, WHAT?", so it actually felt as close to a real game as it could get. Once installed, you could play through and there would be hardly any, if any at all inventory cluttering Items to edit settings, no immersion breaking bugs and misplaced things....
I know this is, currently, a flawed vision. Firstly, the talented modders that created all these wonderful mods themselves: what if they don't agree with this? what if they make a major update to their mod after I've worked it into a package? To be honest, Its just a risky move in the modding world in general. The glory of mods is the freedom each modder has on his or her creation, the individualism found browsing the nexus, and the sheer joy of course of rooting out a gem you've never found before, just a small mod that when you found it you think "Why was this not in the game in the first place??". And what of Customization? Surely all the effort put into giving mods the personalization they have shouldn't be wasted on locking the settings just for the sake of immersion. However, looking at OOO, I realized what I'm suggesting is just the next step from what he did. Obviously, as an amazingly talented modder he pretty much re-wrote Cyrodill and produced an amazing amount of original content... but looking in the credits list he took a lot of things he thought were brilliant and included it in his one, massive download. Capes and Cloaks, Exnem Runeskulls, Havestable Containers etc etc... and there are non-immersion breaking ways to change settings... like ini. files, and splitting the mods into separate Esm. files like with most overhauls.
Basically, I want to know what people think of this as an idea. I don't want to spend time and effort on something that will be despised; I don't want to lock away and let wither something that could have flourished. I don't want to aim too high and end up giving up, but I don't want to aim too low and let the opportunity pass. And of course, I wouldn't release ANYTHING without permission, so this is a good enough place to start for that sort of thing too... there are so many mods that I would want to include, there's a good chance 1 in 10 people reading this have made one of them....
I hope you all, at the very least, take me seriously: I may be new to scripting, to editing, maybe in the grand scheme of things even modding, but that doesn't make me a noob. I think you know what I mean...
peace,
Mysterious Mr. Bear
XD