» Sat May 28, 2011 3:06 pm
A lore correct mod doesn't need to be actually about any lore at all, it simply needs to not violate existing lore or be outrageously new lore. I think this was always my issue with playing new mods, they were fine for a short while, but they all inevitably mess something up, or simply don't keep with the spirit of Elderscrolls. Trying to make a game about lore will lead you to this problem, and if you are not an expert with a team of experts(because no one can truely know all) you will screw something up. The best way to avoid this and make a lore correct mod, is simply to avoid most lore issues, and stick to ideas that simply seem plausible. Add it where you are certain, then get people who know, to look it over and make corrections. Best idea, would be to write out the mod before doing any work on it, and post that here.
BTW, I like Ridefort's idea for the most part, I always thought it was strange how little contact there was at the borders, and perhaps more defined roads to them might be in order(although I bet this has been done already). I always expected that other cultures would group together quite a bit in Cyrodiil, especially the Dunmer, so some kind of Dunmer community would be interesting and I think fun to do. Most of your research could be done by playing Morrowind. Refugee's is certainly within possibility, and since they could be from all factions, it would be rich for any conflicts you might come up with. It would be a neat way of bringing the things that we here about happening in Morrowind to the game without having to completely recreate Morrowind(not that this couldn't/shouldn't be done).