Talking with some friends about it, we came up with an idea: use all the (lore-friendly) modder resources out there to make something memorable.
But let me explain better what's the idea. Basically, the idea is to use all those resources to improve Vvardenfell, Solstheim and Mournhold with more detail, atmosphere and emotions.
Here's the guideline (it will be modular, too. Here are the parts):
Cities:
- More details (referring to the lore), using all the modder resources and vanilla resources aswell.
- This is NOT intended as cities expansions! (a few houses more maybe, but not changing the original cities layout too much).
- Every change has to respect the style of the city (obviously).
Caves (the ones populated by bandits):
- Give a plausible personality to the bandits that live in the cave and give to the dungeon an atmosphere referring to them.
- DO NOT make caves bigger!
- Traps, secrets and enigms, detailed and different for each dungeon.
- Some mini-quests are welcome, according to the "style" of the bandits that live in the cave.
- Every other idea to make that cave unique is welcome, without exagerate.
- The new treasures have to be balanced, and the difficulty of the cave must be coherent with the valor of them.
Tombs:
- Imagine the personality of the buried family (on the wiki there is a complete list of the alive members) and detail the tomb according to it.
- Maybe place a paper with the description of the dead person, or a book about the family to increase the atmosphere and detail of the tomb.
- Some traps, especially if the tomb is inhabited by vampires or bandits, and secrets are welcome, too.
- DO NOT make tombs bigger!
- Maybe some mini-quests, according with the tomb.
- The treasures have to be balanced, and the difficulty of the tomb must be coherent with the valor of them.
Daedric Shrines:
- More details and atmosphere, giving them an "unique look".
- Enigms and secrets.
- DO NOT make Shrines bigger!
Dwemer Ruins (these are pretty good in the game itself so there is less work to do):
- Technology means more possibility to make traps, enigms and interesting things.
- More atmosphere and detail, giving them an unique look according with the people that lived there.
- DO NOT make ruins bigger!
Shipwrecks:
- Search all the possible informations on the wiki, and give a personality to the crew that used to be on that boat. Then detail the ship according to that.
Grottos:
- More detail and atmosphere, make them less "flat".
- Some more treasures, according to the difficulty of the Grotto.
Velothi Towers:
- More pitfalls.
- More atmosphere and characterization.
- Difficulty according with the treasures.
Dunmer Strongholds:
- More details and atmosphere.
- Difficulty according with the treasures.
- Enigms and pitfalls.
Ashlander Camps:
- Detailed according with the people that live there.
- Same methodic of the cities for the rest.
Region Wilderness:
- Some little secrets and surprises around the world.
- The desolation and depression feeling will remain the same.
- Some unique, little and very detailed locations around the world. (Make them memorable).
- Misc quests are welcome.
All this using the awesome resources that you can find around the web!
So, now tell me what you think about this.
Please note: the base compilation will be released anyway before this project!