Things you no longer want to see in a mod

Post » Wed Mar 11, 2015 5:56 am

While there are some outstanding mods for Morrowind, I find that most of them, even highly praised ones have deal-breaking flaws - not so little details that always give me the impression that the modder either didn't test his own mod or just didn't care. So in no particular order, what I don't want to see in a mod is:

- badly designed landscape: as in, shores that plunge at a 90% degree into the sea, showing that the modder, after enjoying landscaping the island, couldn;t bother with designing the outskirt. Or, large and bare areas full of nothing but 3 trees and 2 rocks and a bunch of flowers levitating 2 feets above the ground.

- copy-pasted interiors: especially when they include items with ownership tags.

-interiors that don't fit the exterior: and I don't simply mean that the inside is slighly larger than the inside ( Morrowind does that all the time).

-interior without ambient lighting: when modders live ambient/fog settings at their default 0-0-0 values, giving an overall bleak mood to the interior cell.

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Tha King o Geekz
 
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Post » Wed Mar 11, 2015 8:43 am

To me, it sounds like your criticizing a certain large mod project. Perhaps you don't realize it is almost entirely still in Beta form.

The only way to ever play a mod you think is perfect is to make it yourself. Looks like you better start making some mods of your own that don't have any flaws in them ;)

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willow
 
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Post » Wed Mar 11, 2015 12:13 am

Kalon this kind of thread doesn't help anyone & frankly shows you are a bit cluless to the whole MW modding scene.

A lot of mods get released while still in beta or even alpha form, some get finished some don't. As Pluto said "The only way to ever play a mod you think is perfect is to make it yourself" so I suggest you get to work. :)

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Ashley Hill
 
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Post » Wed Mar 11, 2015 3:55 am

0-0-0 isn't actually the default lighting setting. Personally, I like 0-0-0 so that the only light comes from actual lighting sources. Especially for caves. But it doesn't blend with vanilla Morrowind at all.

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Jade MacSpade
 
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Post » Wed Mar 11, 2015 10:31 am

This sounds like modding critique.. It should be sent to the modder.

In all my years only once or twice have I had someone say to me.. "Hey ST, I noticed __________..."

I don't bite -very hard- :prod: Just tell me! But no one ever does...

-Lots of my interiors don't fit the exterior.. I've currently got one on hold because I'm being lazy about it and lost interest..Called Tardis house..-L-

Also ---If you feel you have more design talent, fire up the cs and do it!

You won't hurt my feelers at all.....

We were all new once. I copy interiors too.. So do other modders.. Use them as a base and change from there..

The mod I made that won Fliggerty's first modding contest was copy pasted interior and then changed from there..

Lastly:

If you don't like a mod, then don't use it..

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Angela
 
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Post » Tue Mar 10, 2015 7:17 pm

I had some 0-0-0 cells in DNGDR to force the use of a torch or lantern .... but it turns out that 0-0-0 bugs some vidcard PC combos so I'm taking all of them out of DNGDR 2.

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Bloomer
 
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Post » Wed Mar 11, 2015 3:13 am

Too many fetch quests.

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Dawn Porter
 
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Post » Wed Mar 11, 2015 4:07 am

I thought we were going to talk about stuff we don't need any more mods for, then zero in on the stuff we DO want mods for.

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saharen beauty
 
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Post » Wed Mar 11, 2015 9:49 am

Isn't that the http://wiki.theassimilationlab.com/mmw/Fogbug? Rather than ambient light settings.
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Roanne Bardsley
 
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Post » Wed Mar 11, 2015 7:33 am

Yep .. you are correct .... my bad

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Rozlyn Robinson
 
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Post » Wed Mar 11, 2015 10:33 am

Sounds a lot like my mod DR2. :tongue:

Yeah, I'm not a world-builder and Morrowind doesn't have object palettes or region gen like the later TES games do. Fun fact: I managed to detail landscape on the same heightmap on the Skyrim engine in a time which is much faster than I could ever do in Morrowind. Because I had object palettes, landscaping was 1000x easier.

Interiors are better but they're still things that require immense amount of detail and a fully ambient cell takes me 5 hours to make. In the same amount of time, I could write an entire faction questline and code it up (but don't usually do, because since that release, I only release storylines which I love).

So, I did test and I do care about the mod. It's just I tried (and failed) to do everything in one big mod. I now offer my writing skills to Morrowind modders, and for later games I just use region gen/object palettes and do the clean up afterwards. I tried to go back to detailing the landscape in DR2 by hand but my mind went blank after 50 refs. Not good.

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Jade Muggeridge
 
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Post » Tue Mar 10, 2015 8:21 pm

I too have unreasonable expectations for what amateur video game hobbyists can accomplish in their spare time

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Alessandra Botham
 
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Post » Tue Mar 10, 2015 9:58 pm

I don't think I tried your mod, and in any case I was thinking about various mods, mostly older mods that add regions/islands. Having dabbled with the CS myself, I do understand that modding landscapes and interiors is awfully time-consuming.

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Maya Maya
 
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