Questions about what hashasn't been done

Post » Wed Aug 22, 2012 6:46 am

Greetings all.
I've been running ideas through my head about getting off of my lazy ass and getting back to working on mods. Right now I'm in the early planning stages of a mod that I've been thinking about for some time, but haven't started on yet.
Basically, I'm curious about how many mods there are that modify existing bandit caves, ruins, non-quest related houses, et cetera. I've seen several mods that change the bandit cave near Seyda Neen (Adamasurtus??) so I'll leave that one alone, but, are there any others that I need to be aware of?

I need to do a lot more planning, and start work, before I start a WIPz thread, so that will come later....


Thank you for your help. :)


:mellow:
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lucile davignon
 
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Post » Wed Aug 22, 2012 2:02 pm

I would suggest just searching for the particular cave(s) you want to modify and seeing if someone made a mod with it.
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TIhIsmc L Griot
 
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Post » Wed Aug 22, 2012 3:30 pm

I would suggest just searching for the particular cave(s) you want to modify and seeing if someone made a mod with it.

+1 most caves do need an overhaul, choosing basically any won't be a bad idea.
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Luis Reyma
 
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Post » Wed Aug 22, 2012 10:49 am

My advice is do what you want. Don't worry if it's been done before.

There are 1000 Balmora mods, and 10,000 Seyda Neen mods.
But if that's what your vision is, just go with it.
There is enough room for many different visions of the same mod.

how many mods there are that modify existing bandit caves, ruins, non-quest related houses, et cetera
Many mods might alter them in small ways, which is why most people don't mod them. Because it's too easy to make mod conflicts.
But overall, many vanilla cells, especially caves, are unaltered.
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Juliet
 
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