My mods with brief explanations, and a request.

Post » Mon May 30, 2016 4:52 am

Hi, I'm DaneClarke, and I go by the same name on the Nexus Network. On Reddit, I go by the name of SlaggedGoliath. I've just today ended a break I was taking from making mods due to personal reasons, and I'm thrilled to get back into the process, as it helps me pass the time. Before I continue on to the next part of this topic, I'll briefly describe my mods so you know what to expect from them.



I'm unable to post links to my stuff due to this post being made under a new account, but you can find them all on the Morrowind section of the Nexus Network, under the profile of DaneClarke. A moderator was kind enough to locate and attach links to my mods that this post briefly discusses, so thank you for that.



Moderator note: I was feeling generous so I've looked them up and added them in ;)



These Morrowind mods are:



1. http://www.nexusmods.com/morrowind/mods/43968/? (currently v1.6.12.4): This mod adds many magical items to the game in a variety of ways for all magic using characters to appreciate, as well as adding 3 short quests. I am also currently looking for people to help me out with the development for this mod.



2. http://www.nexusmods.com/morrowind/mods/43966/? (currently v1.0.1): This mod makes the game more difficult through GMST changes, such as lowering the amount of encumbrance strength gives you.



3. http://www.nexusmods.com/morrowind/mods/44030/? (currently v1.7): This mod adds 14 new predefined classes for you to choose from during character creation, including a class that incorporates skills from all 3 combat aspects.



4. http://www.nexusmods.com/morrowind/mods/44035/? (currently v1.1.6): This mod adds and changes powers and abilities for the 10 playable races, in an attempt to increase racial diversity.



5. http://www.nexusmods.com/morrowind/mods/44064/? (currently v1.11): This mod adds the previously legitimately unobtainable SecretMaster quality of alchemy and lockpicking tools to the game through 2 NPC's.



Now, onto the main reason why I posted this in regards to the request I mentioned in the topic title - I've made a lot of progress with the mods I've made since I've first introduced them. Some of the additions are 'obvious rule' type implementations, while other additions to these mods are my ideas. While most of the mods have positive reception, I feel they could use some improvements in various areas, especially Arcane Utilities.



So, for the people who have tried my mods, or have extensive knowledge of them - what do you think I could do to help make Arcane Utilities and my other mods better? I welcome any type of criticism / suggestion / whatever, as long as you explain your thoughts behind it so that I may get a better idea of where you're coming from. The Nexus Network page for Arcane Utilities has a roadmap in the form of an http://www.nexusmods.com/morrowind/articles/13/?, to give you an idea of what to expect (and something to base your suggestions for the mod off of). Please, let me know what you all think.

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Nienna garcia
 
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Post » Mon May 30, 2016 1:49 am

I have not played Arcane Utilities yet but it is on my list of mods to install as soon as I get round to playing the damn game (read as soon as I have finished my mods).



To have such a choice of magical items reminded me of The Wheel of Time game where the hero has no magic abilities but uses ter'angreal instead... maybe create a tinker / item specialist class and/or birthsign?




Which brings me to...


I like the selection of classes in new pre-defined classes and it would be pretty neat if they had their own illustration and maybe a special item for this class.




Anyhow, looking forward to seeing the next versions of your mods :)

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Eileen Collinson
 
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