What happened to quest mods?

Post » Tue May 08, 2012 2:58 pm

Page after page on this forum and everything I see is the same. Either some create something that only adds new affect to game or some huge overhaul that requires complicated installation in order to work. I remember Morrowind modding those mods added to the game and gave the player the reward of more story and more development of the character and the setting. In contrast Oblivion a game that is not as fleshed out the modding community has yet to make a Cyrodiil that is deep like Daggerfall, Morrowind and Skyrim. I love having more game play mechanics and I use fcom but Elderscrolls games are all about the quest. Without a quest you are just playing a really big action game of mindless farming for loot and leveling up and you do this without learning anything new about the game world and its characters.
I know that making a quest mod is hard but it can't be harder than overhauling the game and adding some new game mechanic.
So I have to ask what happened to making quest? Am I the only one that notices this?
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Laura Hicks
 
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Post » Wed May 09, 2012 12:14 am

Looks like someone Did Not Do The Research...

There are many, many quest mods out there. Try looking for them before complaining that there aren't any.
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Michelle Chau
 
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Post » Tue May 08, 2012 5:39 pm

Just type quest in TESNexus search bar, loads of them.

This fella has some beauties http://www.tesnexus.com/modules/members/index.php?id=1139939 have a look at his files

And TESAlliance search by category http://tesalliance.org/forums/index.php?/files/category/8-quests/ even more quests.

Oblivion Real Estate - ORE - Mostly about homes but scroll down here for Quests Large, Quests Medium, Quests Small http://oblivionsrealestate.com/Find_A_Home/find_a_home.html
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An Lor
 
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Post » Tue May 08, 2012 1:58 pm

I remember Morrowind modding those mods added to the game and gave the player the reward of more story and more development of the character and the setting. In contrast Oblivion a game that is not as fleshed out the modding community has yet to make a Cyrodiil that is deep like Daggerfall, Morrowind and Skyrim.
What you're largely talking about is that Daggerfall, Morrowind, and Skyrim were deep and fleshed out to begin with. Oblivion was not.
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Oceavision
 
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Post » Tue May 08, 2012 6:30 pm

What you're largely talking about is that Daggerfall, Morrowind, and Skyrim were deep and fleshed out to begin with. Oblivion was not.

Exactly!!!

Not only that but quest mods aren't made that often... So far people are saying to look up quest mods that were made years ago, been they're done that, and I a lot of that stuff I have either played or backed up on a disc. Still quests mods and even factions mods are not the current priority of modders and quest mods are rare. The latest mods out there are not quest mods. This is not a complaint is just an observation that should be apparent to all.

I have played this game for a while but I walk away as though I learned nothing about Cyrodiil and nothing special has happened their plus mods haven't been made to make up answers to questions about this place. Most Elderscrolls games have more internal politics and intrigue but Cyrodiil the capital provinces mysterious has none and no mod has ever really dealt with this.
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Pumpkin
 
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Post » Tue May 08, 2012 11:36 pm

What about Reclaiming Sancre Tor (http://tesnexus.com/downloads/file.php?id=40757)? Or Dark Brotherhood Chronicles (http://tesnexus.com/downloads/file.php?id=41090)? Or one that looks absolutely amazing that I can't wait to get released in English, Andoran (http://www.pcgamer.com/2011/07/05/the-elder-scrolls-iv-andoran-a-stunning-oblivion-overhaul/)?
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Samantha Jane Adams
 
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Post » Tue May 08, 2012 11:26 pm

What it comes down to is, Oblivion was simply not a very good game. It had myriad problems, which the tinkerers and overhaulers enjoyed fixing, but turned off a lot of quest developers. Particularly those from Morrowind.
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MarilĂș
 
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Post » Tue May 08, 2012 7:54 pm

I remember Morrowind modding those mods added to the game and gave the player the reward of more story and more development of the character and the setting. In contrast Oblivion a game that is not as fleshed out the modding community has yet to make a Cyrodiil that is deep like Daggerfall, Morrowind and Skyrim.

Awww, no mention ofhttp://www.moddb.com/mods/integration-the-stranded-light yet?... It pretty much does exactly that. Personally I found that a lot of Oblivion quests, and even a number of quest mods were little more than dungeon crawling, and fetching loosely pieced together by someone just saying : "go here, do this." The lack of choice, recognition, possible solutions, strategy, intrigue, etc. pretty much destroyed any story, meaning, or achievement behind it. At least Integration offered many diverse, and quality quests with motivation, character, and intrigue leading it. Personally for me Integration is the type of mod that so enraptured and out did the core game that many years from now if I remember Oblivion, I'll remember Integration, and not the mediocre game that came before it.

I've only played a few David Brasher mods, They were okay... a bit lacking in story, and character maybe, but okay... At least in White Stallion Expanded the Black Bow guy had some background.

Personally I prefer the http://www.tesnexus.com/modules/members/index.php?id=125368

Sancre Tor, and Dark Brotherhood Chronicles look good, first on my list to try when I start playing Oblivion again.

Speaking of Overhauls, there is Nehrim which featured it's own world and story. As an in-between there's Windfall which had a new worldspace connected to the vanilla game, and was focused on story unlike most of the other new world space mods where it's largely "ooo, pretty, pretty!!"

Windfall and the Simyaz mods probably fit into that "very old mods that people always mention" category, and yes I too find that somewhat annoying and sad ( :glare: at Lost Spires), but the others mentioned are all fairly new, or at least had big updates in recent times.

Though if you really wanted to be disappointed in a lack of quest mods.... Get Fallout 3. Fallout New Vegas got a bit more good quest mods thankfully.
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Jason Wolf
 
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Post » Wed May 09, 2012 12:59 am

There is also this http://knol.google.com/k/toql-the-oblivion-quest-list# and http://www.tesnexus.com/downloads/file.php?id=14560.

I would also assume something like voiced dialogue "required" and small amount of text space would put people off of Oblivion quest modding when it first came out.
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Matt Bee
 
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Post » Tue May 08, 2012 5:29 pm

So far people are saying to look up quest mods that were made years ago, been they're done that, and I a lot of that stuff I have either played or backed up on a disc.

So now you're saying there are no new quests? Specifically define what you mean by "new." Do you mean within the last two years? How about just the last twelve months? Reclaming Sancre Tor appeared on Nexus in October. The Hole showed up in November. Dibella's Watch came out in February of 2011. Its Vasthelm expansion in August. Kragenir's Death Quest in June. House Valranis in September. There are numerous others, equally major, as well some minor ones; I'll leave you to discover them. Check out this forum, Nexus, and other locations for them.

In other words, this is a modding community whose members have been extremely active, spending months, even years, and thousands of hours developing the quest mods you want but never searched for. The people who did (and are still doing) those mods deserve our thanks, rather than an unsupportable claim that they stopped working years ago.
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chirsty aggas
 
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Post » Wed May 09, 2012 4:33 am

Quest mods of the magnitude you appear to want take months just to assemble. Months more to test and refine. The whole process can easily be 2+ years by the time all is said and done. That kind of time investment isn't likely to continue in Oblivion. Folks will be more inclined to do smaller mods that take less time to finish but still have plenty of quality content to offer.

Like it or not, the audience for the game is bleeding into Skyrim and isn't ever going to be as large as it was.
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Lucy
 
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Post » Tue May 08, 2012 3:27 pm

Playing devil's advocat now: Maybe Morrowind needed those many quest mods, because without people would get bored pretty quickly due to its unfortunate gameplay limitations? Morrowind was a deep game, but only in a pure cognitive way. The visceral side of gaming? Oh well. Few mods tried to remedy these problems (and for me most failed horribly). Oblivion on the other hand was a very visceral game, great gameplay, but with few cognitive incentives. Most mods then - in a mirror of Morrowind's development - focussed on enhancing Oblivion's gameplay (its original strengths), but not expanding its depth - the area it was lacking.

However there are a few mods who tried to enhance Oblivion's cognitive appeal. Have they failed? It is not my part to judge.

A small anectode, perhaps. In Integration there's a little dialog, just asking the player to actually look at what's before him - an ordinary Ayleid statue. That's probably what I got most questions about, if I modded the mesh in question to give it some more lore. No, it was there from the very beginning.
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Sarah Edmunds
 
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Post » Tue May 08, 2012 11:50 pm

@ fable 2

:thanks: for the tip on http://www.tesnexus.com/downloads/file.php?id=40496. I consider myself pretty up-to-date on the best new mods, but I somehow missed any mention of this one.
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Vera Maslar
 
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Post » Tue May 08, 2012 5:23 pm

@ fable 2

:thanks: for the tip on http://www.tesnexus.com/downloads/file.php?id=40496. I consider myself pretty up-to-date on the best new mods, but I somehow missed any mention of this one.
Ditto for me as well. I thought by looking at the title, it was a vampire house mod or something but I took a look at it at Nexus and it's not. I'll be more than happy to play this mod. More quests and factions the better I would say. :biggrin: :biggrin: :banana:
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Adrian Morales
 
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Post » Tue May 08, 2012 6:37 pm

What about Blood and Mud? That's a great quest mod.
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Gracie Dugdale
 
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Post » Wed May 09, 2012 12:59 am

I fear that you've missed an awful lot if you think Oblivion lacks quality quest mods.

Overhaul mods like OOO include extensive, complex and difficult quests.

TESNexus alone will offer in excess of 650 mods in this catergory. Some are short or very basic. Further research will yield massive and excellent story lines - Fort Akatosh Redux, Verona House Bloodlines, The Lost Spires and many others.
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Devin Sluis
 
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Post » Tue May 08, 2012 12:59 pm

Morrowind was a deep game, but only in a pure cognitive way. The visceral side of gaming? Oh well. Few mods tried to remedy these problems (and for me most failed horribly). Oblivion on the other hand was a very visceral game, great gameplay, but with few cognitive incentives. Most mods then - in a mirror of Morrowind's development - focussed on enhancing Oblivion's gameplay (its original strengths), but not expanding its depth - the area it was lacking.
I agree about Morrowind being deep in a purely cognitive way without having that visceral quality. But while Oblivion sacrificed all (and I do mean all) cognitive depth in order to improve the visceral experience, I would still say that it's gameplay was nothing better than mediocre.
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Harry Leon
 
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Post » Wed May 09, 2012 12:30 am

I can't believe I'm reading a thread about lack of quest mods when I just went over a half dozen (recent) large quest mods on the way to this thread. I have been keeping track of mods for all Bethesda games since Morrowind came out and from what I can see there probably is more quest content released for Oblivion in total then for Morrowind. One thing I have noticed is that for Oblivion there are many mods that do things to improve the game or add new gameplay that also add quests which in Morrowind there wasn't as much of that.

EDIT: I also forgot to mention that many quest mods for Morrowind are incompatible with each other but in Oblivion most are compatible with each other. This means that unlike Morrowind with Oblivion you don't need to keep switching out quest mods. There are so many quest mods in Morrowind that sit right on top of each other and also most mods that add new land are incompatible with Tamriel Rebuilt.
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Miguel
 
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Post » Tue May 08, 2012 8:03 pm

guenthar I definitely think you're correct there. Giant deep quest mods like The White Wolf of Lokken and Oluhan were pretty few and far between in Morrowind... In fact I'd even wager to bet that there are around twice as many big deep quest mods for Oblivion as there were for Morrowind. It might be because Cyrodiil is so much more of a generic fantasy setting compared to Vvardenfel. Maybe it provides more of a blank slate for people to set their new creative story lines in.

Anyway I think it's pretty safe to say that the original point of this post has been blown clear out of the water. lol
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Natalie Harvey
 
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Post » Wed May 09, 2012 12:36 am

I started playing Nehrim last week. I really like it. The world is large and populated to my liking. I.e. There is no Rumour topic making the populace seem that they do not know, care about you and so have nothing to say to / about you. Also, the wilderness, towns that I've visited (Giliad and Stonefield only so far) and dungeons / ruins (I've cleared) were really well designed. They don't feel generic nor random.. Other pros: music, voiced actors, new monsters, etc...
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Tiff Clark
 
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Post » Wed May 09, 2012 4:36 am

OOO, even if it is first and foremost an overhaul, also adds plenty of depth. The Sylvans, the Slavers, the Amazons, the various bosses, they all come with their quests and own little bits of lore in letters and journals.
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kat no x
 
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