Question On Completing Quest Mods

Post » Mon Sep 05, 2011 7:14 am

I've just finished another long overdue quest mod which we all know and love "The Lost Spires" and I must give a BIG thanks to the authors for all the time and effort put into it, it was fan fooking tastic!!!

My question to everyone now is as I was just wondering, upon completing a quest mod like the lost spires and retrieving an artefact like you do, how many of you keep the mods installed after you finish them just so you can continue using the items collected from them?

One on my companions has become rather attached to a Warlock robe and it suites him very well but is it really worth keeping the mod it installed just for that when there is nothing more left in the to do??

What do you lot do?
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JaNnatul Naimah
 
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Post » Mon Sep 05, 2011 5:37 am

I usually keep them. I had purchased the posters from LS too, so I had them decorating my homes. Even if there wasn't loot that I wanted to keep, I usually keep them loaded because my LO is nice and stable by that point and I don't like tempting fate... :D
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Andrew Perry
 
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Post » Mon Sep 05, 2011 3:59 am

I keep them especially since a lot of them have decent perks, interactions, benefits, houses, rewards, whatever even after the quests are done. The exception being if I was just trying out a mod, or beta testing it and it turned out I didn't like it, or if it didn't work/was buggy, or if it just had things that really annoyed me, Like the Gigantic silver mushroom a few hundred feet from Chorrol that no one seemed to care about.(Heart of the Dead) It's like if you added a lave pit right in the middle of the market district and everyone kept falling into it, and then coming back to life like nothing happened at which point they wander into the lava pit again.
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Unstoppable Judge
 
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Post » Mon Sep 05, 2011 7:41 am

Keep them unless they were lousy or added no enhancement to the game.
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Matt Bigelow
 
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Post » Mon Sep 05, 2011 5:10 am

I keep them installed until I start a new game. Then I uninstall the ones played unless they have added something to the environment that continues to enhance my game (towns and villages for example).
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lydia nekongo
 
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Post » Mon Sep 05, 2011 4:40 am

I keep them installed until I start a new game. Then I uninstall the ones played unless they have added something to the environment that continues to enhance my game (towns and villages for example).

Yes, this is what I do also.
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jennie xhx
 
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Post » Mon Sep 05, 2011 12:16 am

I do the same thing, if I enjoy a mod I will keep in my Load Order for a long time.
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Helen Quill
 
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Post » Mon Sep 05, 2011 2:02 am

I only delete mods if they are give me a large performance hit, are just plain buggy, or cause conflicts with another mod that can't seem to leave my attention. I don't think anyone would want to lose anything they earned anyways.
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Julie Ann
 
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Post » Mon Sep 05, 2011 7:01 am

I keep them. Lost Spires I kept because I'm carrying some of that loot, and a lot of the rest is now decorating my home in Weye. It doesn't really make much sense to me to add one to your load order and then dump it when you're done unless you didn't care for it much.
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Gavin boyce
 
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Post » Sun Sep 04, 2011 11:15 pm

I agree with Garx, I've recently started a new game and I took out the quest mods I finished unless I really like some of the environmental changes they make. Specifically, verona house bloodlines was fantastic. I don't know if I'll do the whole thing again as parts of it was kinda of tedious, but the village is cool and I especially liked the changes it made to the northeast, I think it created an open snow field which was wonderful to see.

On the other hand, if you do the malevolent mod, I had to disable it after I was finished just because there was this weird noise/chant that just wouldn't stop and seemed to come every 15 seconds or so.
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Sarah Unwin
 
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Post » Mon Sep 05, 2011 11:50 am

I keep any installed quest mod for the duration of a play-through unless it proves itself to be damagingly or unplayably buggy. The vast majority of my quest mods add new visual features to Cyrodiil and/or its surrounds. Once in place I consider them a permanent part of the landscape. (Almost all my quest mods this play-through, now 1,470+ hours long, were in place from day one.)

My one exception occurred LAST play-through. I originally ran Kvatch Rebulit. It was one of the first two quest mods ever added to my load order, the other being Lost Spires which was installed at the same time. Anyway, I found restored Kvatch rather bland with no real reason to visit it. Fast forward to several months before that play-through's termination. I saw a YouTube video on Kvatch Rising. THAT city looked far more interesting. After much debate I took the plunge, uninstalled Rebuilt (not forgetting the required console command), and installed Rising. It was indeed, for me, the more fascinating city, though I do prefer Rebuilt's reconstruction phases far better.

-Decrepit-
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Silvia Gil
 
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Post » Mon Sep 05, 2011 1:02 pm

Quite interesting answers actually because I generally thought people would just uninstall them once they completed them to free up space for others, I guess ones what add quite a bit of eye candy along with other items that come in handy would be worth keeping.

Thing is though I very much doubt there will be another play through for me before Skyrim so want to cram in as much as I can before then without clogging up my load list.

Another thing I was wondering as well actually...when it come to the main quest does anyone actually bother with it any more? I mean once you have done it once it's just the same thing over and over because you can't actually change it can you, so is most folk just here for the mods or are we still "completing" the game by finishing the MQ?
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Scotties Hottie
 
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Post » Sun Sep 04, 2011 9:58 pm

Well it's not like quest mods take up a huge amount of space or increase loading times significantly. As long as they don't add a huge new landmass, the esp files of large quest mods don't have to go over a few MB in size. Not really worth disabling unless you want to shorten your quest log for whatever reason, or the mod placed something in the game world that you didn't like.
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Terry
 
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Post » Mon Sep 05, 2011 1:24 am

when it come to the main quest does anyone actually bother with it any more?

I have only done the main quest once. That was back when the game was released. I'm not even sure I can say I've done it once. About 3/4 of the way through I lost interest. For the first and only time in my 9 years of playing Elder Scrolls games I pushed the slider all the way to "easy" and breezed through the rest as fast as I could. The only reason I didn't just quit is because I wanted to see this statue everybody was talking about. I have planned to start the main quest many times since then but I just can't make myself go through with it. I hand the amulet over and then I end up doing other things.



...is most folk just here for the mods...

The older I get the less I like doing quests. I don't like being told what to do in real life and I don't like being told what to do in a video game either. My characters and I mainly explore. We get into our own adventures. I make up my own dialog and my own quests as I go along. Occasionally I install quest mods, but I have a harder and harder time doing them.
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Horse gal smithe
 
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Post » Mon Sep 05, 2011 9:40 am

As to the main quest, I rather like it...the tutorial dungeon too. This play-through I closed fifty-two Oblivion Gates before escorting Martin to the Imperial Palace. Had a blast doing so. Bear in mind that any play-through I start is apt to last at least a thousand hours. When I begin anew so much time has lapsed since I last did those early quests they seem fresh to me.

-Decrepit-
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flora
 
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Post » Mon Sep 05, 2011 11:58 am

Another thing I was wondering as well actually...when it come to the main quest does anyone actually bother with it any more? I mean once you have done it once it's just the same thing over and over because you can't actually change it can you, so is most folk just here for the mods or are we still "completing" the game by finishing the MQ?

Only for Integration: The Stranded Light, or the mods that require you to complete it. if it wasn't for Integration I'd probably just get one of those mods where you use an item and the main quest automatically completes, but with Integration the in-between moments are important too. Like how the characters will have things to say about what you just did in the main quest, the little addition to aid for Bruma, convincing someone to help you because of the Oblivion crisis which only works after the crisis has started, but doesn't work after its ended, etc.
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Alkira rose Nankivell
 
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Post » Mon Sep 05, 2011 9:41 am

I have only done the main quest once.

Ha I've only ever manage to get the MQ done one myself and that was when I first ever played the game some years back, since then I only ever get so far before I get bored and end up giving up on the game..might actually make it this time though ha

Only for Integration: The Stranded Light, or the mods that require you to complete it. if it wasn't for Integration I'd probably just get one of those mods where you use an item and the main quest automatically completes, but with Integration the in-between moments are important too. Like how the characters will have things to say about what you just did in the main quest, the little addition to aid for Bruma, convincing someone to help you because of the Oblivion crisis which only works after the crisis has started, but doesn't work after its ended, etc.

Oh really, I didn't know that I've got Standard Light installed as well so looks like I actually have no choice in getting the MQ done, should be quite easy seen as I'm lv 25-26 now so ima get on that :)
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..xX Vin Xx..
 
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Post » Mon Sep 05, 2011 5:18 am

Even if I don't plan on doing quest mods content through a playthrough, I still like to have, them there to add atmosphere and make the world feel more full and dynamic. For example, AFK_Weye, Bartholm, C&C Blackwood Company, KDQ and Kvatch Rebuilt are all essential and will just for how well they "fit" into the game world. Now that Integration comes with a requirement-free version, it is apart of my "essential quest mods" list.

And even if I don't do the quests, just for having their content present makes the world feel more complete.

Other quest mods that are too invasive and stark, I usually remove after completing, or if I am not planning on ever encountering them with a particular character (like A Brotherhood Renewed, which is essential for any DB playthrough).
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Craig Martin
 
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Post » Mon Sep 05, 2011 12:50 am

I've done the MQ completely 5 times now. With the #6 character making it about 40% of the way through before figuring out he stunk and wasn't worth doing much with. I happen to like it well enough except for the gates. My first time through I closed gobs of the things. Second time, closed less than half of that, the other 3 times only those necessary to move the MQ along.

Four of these characters I still consider fully playable. The other two got converted for testing purposes. Each of the 4 has ~200 hours on them.
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Zoe Ratcliffe
 
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Post » Mon Sep 05, 2011 7:26 am

Agghh the gates are the things that annoy me the most, you do one or two of them and it's not a bad run through but the it gets soo tedious it actually saddens me when I find one and that even with the fewer ob gates mod, I've ended up getting a mod called tigerpaws gate closer or something like that where I can just cast a spell on it as it will close the gate and I still get the sigil stone.

The only gate I now have any intention in doing is the great gate because I don't think using the spell on that would be a good idea.
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Valerie Marie
 
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Post » Mon Sep 05, 2011 4:52 am

Oh really, I didn't know that I've got Standard Light installed as well so looks like I actually have no choice in getting the MQ done, should be quite easy seen as I'm lv 25-26 now so ima get on that :)
For the record: Some integration characters comment certain events of Oblivion's main quest (like e.g. giving advice which artifact to choose for destruction, commenting on Oblivion gates closed, and many more), but they are only there for flavor. Integration does not require you to finish (any part of) the main quest.

Yes, yes, yes, one guild only really starts of after you've rescued Martin, but there's a backdoor for that. And to do anything in the Shivering Isles you need to get through the Fringe, but that's about it.
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steve brewin
 
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