Ars Metallica-Smithing
Votes
- Makes non-vanilla changes to smithing and perks. Techangel85 (talk) 00:49, June 8, 2013 (MDT)
- Kryptopyr (talk) 13:32, June 8, 2013 (MDT)
- ~z929669 Talk 01:12, June 9, 2013 (MDT)
- ~FarloTalk 14:43, June 9, 2013 (MDT)
- Solist (talk) 10:32, June 10, 2013 (MDT)
Auto Unequip Ammo
Votes
- Thecompiler (talk) 02:05, June 9, 2013 (MDT)
- Kryptopyr (talk) 08:22, June 9, 2013 (MDT)
- ~FarloTalk 14:44, June 9, 2013 (MDT)
- Techangel85 (talk) 00:46, June 10, 2013 (MDT)
- Solist (talk) 10:34, June 10, 2013 (MDT)
- Kelmych (talk) 14:20, June 13, 2013 (MDT)
Bring Out Your Dead
Votes
- ~z929669 Talk 01:13, June 9, 2013 (MDT)
- Thecompiler (talk) 01:28, June 9, 2013 (MDT)
- Adds already present content to different locations (Depending on how "intrusive" it is) ~FarloTalk 14:45, June 9, 2013 (MDT)
- Techangel85 (talk) 00:49, June 10, 2013 (MDT)
- (Much like everyone else, I've always been rather indifferent about this mod. I use it simply because it's part of STEP - I haven't really ever paid any special attention to it. Solist (talk) 10:35, June 10, 2013 (MDT)
- Changes character objects of many NPCs, so without multiple separate patches many of the changes can be lost Kelmych (talk) 14:25, June 13, 2013 (MDT)
- I didn't realize that the vanilla game did this until I saw this mod. I've been using this mod since it's been part of STEP, but I couldn't tell you whether it works properly or not since I've never really noticed it one way or another. In theory, I really like the idea behind the mod, but for me it's just too minor a detail to be worth the potential conflicts. Kryptopyr (talk) 14:29, June 19, 2013 (MDT)
Candle Lanterns of the North
Votes
- Not vanilla and not necessary ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 01:59, June 9, 2013 (MDT)
- Kryptopyr (talk) 08:23, June 9, 2013 (MDT)
- ~FarloTalk 14:46, June 9, 2013 (MDT)
- Techangel85 (talk) 01:19, June 10, 2013 (MDT)
- Solist (talk) 10:48, June 10, 2013 (MDT)
- Kelmych (talk) 14:28, June 13, 2013 (MDT)
Clams Drop Pearls
Votes
- corrects an inconsistency ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 01:59, June 9, 2013 (MDT)
- ~FarloTalk 14:47, June 9, 2013 (MDT)
- Techangel85 (talk) 01:19, June 10, 2013 (MDT)
- Solist (talk) 10:52, June 10, 2013 (MDT)
- Kelmych (talk) 14:26, June 13, 2013 (MDT)
- Kryptopyr (talk) 22:18, June 15, 2013 (MDT)
Convenient Horses
- Conflicts with anything that modifies Horse.nif or Shadowmere.nif without a compatibility patch such as Better Horses mod.
- Warning message is the same as Footprints mod which leads to saved game bloat, errors, and possibly breaking the save:
IMPORTANT: Before uninstalling the mod disable it via console (StopQuest CH) or scripts will remain in your save!
Votes
- Goes much further than vanilla and adds many more features, possibly deviating too far from vanilla. Most of the additions are optional and can be turned off or easily ignored (for example, I've never used any of the auto-looting features, horse armors, or horse inventory). The changes do improve functionality of horses in the game and are a huge improvement over the vanilla horses. Also, because all of the changes are centered on horseback riding, I don't think there is a high potential for conflict with other mods, and the changes don't really alter general gameplay. (inclined toward pack) Kryptopyr (talk) 13:55, June 8, 2013 (MDT)
- (barebones settings only) ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 01:29, June 9, 2013 (MDT)
- (with minimal settings) ~FarloTalk 14:50, June 9, 2013 (MDT)
- (not worth it if the result of users incorrectly uninstalling it is a broken game plus the potential for conflicts. I beg you guys to reconsider this one for pack only!) Techangel85 (talk) 00:35, June 10, 2013 (MDT)
- I've always felt this mod adds more than necessary in its core focus where just fixing horses would have been great, then optionals for the extra fluff. (Only if done so with the most bare-bones install possible; more inclined for this to be part of a STEP Pack though) Solist (talk) 16:21, June 10, 2013 (MDT)
- Kelmych (talk) 14:27, June 13, 2013 (MDT)
Death Cam Duration Options
Votes
- Not necessary ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:03, June 9, 2013 (MDT)
- ~FarloTalk 14:50, June 9, 2013 (MDT)
- Techangel85 (talk) 01:20, June 10, 2013 (MDT)
- Solist (talk) 16:22, June 10, 2013 (MDT)
- Kelmych (talk) 14:28, June 13, 2013 (MDT)
- Kryptopyr (talk) 14:38, June 19, 2013 (MDT)
Disable Thieves Guild Autostart
- If deemed a 'fix', this needs to go in sec D.
Votes
- Not vanilla intention. Blocks users from certain aspects of the game. ~z929669 Talk 01:54, June 9, 2013 (MDT)
- ~FarloTalk 14:51, June 9, 2013 (MDT)
- For me, this is a fix. This doesn't block anything. It gives the player the choice to start the Thieves Guide quests or not by talking to the guy who autostarts it initially. As these quests have nothing to do with the main storyline, I feel this was an oversight in development. Some players may want nothing to do with the Guild and having it autostart is a complete annoyance. Techangel85 (talk) 00:33, June 10, 2013 (MDT)
- Agree with tech on this, I did not like being forced into having to do anything associated with that quest line my first playthrough of the game, and in subsequent even when playing a character that pursued the thieves guild, I didn't like how the quest was essentially forced on you. I prefer it to be something that is discovered/unlocked sort of like the Companion's Guild was. Solist (talk) 16:23, June 10, 2013 (MDT)
- (for me it's a yes if what tech and solist are saying is true, never tested it myself) Thecompiler (talk) 06:27, June 12, 2013 (MDT)
- WilliamImm (talk) 11:57, June 12, 2013 (MDT)
- Kelmych (talk) 14:44, June 13, 2013 (MDT)
- Kryptopyr (talk) 17:44, June 29, 2013 (MDT)
Drop Lit Torches
Votes
- A sensible correction of vanilla gameplay ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:00, June 9, 2013 (MDT)
- ~FarloTalk 14:52, June 9, 2013 (MDT)
- Techangel85 (talk) 01:21, June 10, 2013 (MDT)
- Solist (talk) 17:49, June 10, 2013 (MDT)
- Kelmych (talk) 14:43, June 13, 2013 (MDT)
- Kryptopyr (talk) 09:36, June 26, 2013 (MDT)
Dual Wield Parrying
Votes
- A sensible vanilla correction (but I defer to good points following ... does not adhere to the mandate) ~z929669 Talk 01:54, June 9, 2013 (MDT)
- An ingame loading screen suggests the non blocking is intended for the gameplay balance Thecompiler (talk) 01:29, June 9, 2013 (MDT)
- Solist (talk) 17:49, June 10, 2013 (MDT)
- Kelmych (talk) 14:29, June 13, 2013 (MDT)
- I believe that the loading screen in question states "Dual wielding potentially doubles melee damage output... but prevents any kind of blocking." Kryptopyr (talk) 14:41, June 19, 2013 (MDT)
- I know dual wielders cannot block by design, but when you have mods that change combat to be reliant on blocking (there are plenty), then dual wielders (or even sword and spell people) are completely stuffed. Voting yes. WilliamImm (talk) 08:40, June 23, 2013 (MDT)
Dynamic Fires
Votes
- An unnecessary esp for an unnecessary feature, not for Core STEP imo Thecompiler (talk) 01:30, June 9, 2013 (MDT)
- ~z929669 Talk 02:01, June 9, 2013 (MDT)
- Causes issues of some fire "going out" that shouldn't. Such as hearths. Kryptopyr (talk) 08:25, June 9, 2013 (MDT)
- ~FarloTalk 14:58, June 9, 2013 (MDT)
- Techangel85 (talk) 01:23, June 10, 2013 (MDT)
- Solist (talk) 17:50, June 10, 2013 (MDT)
- Kelmych (talk) 14:29, June 13, 2013 (MDT)
Follower Trap Safety
Votes
- This is nonessential and not necessarily an improvement ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Causes follows to not trigger traps Kryptopyr (talk) 08:25, June 9, 2013 (MDT)
- ~FarloTalk 15:00, June 9, 2013 (MDT)
- Techangel85 (talk) 01:24, June 10, 2013 (MDT)
- Solist (talk) 17:50, June 10, 2013 (MDT)
- (useful for companions, but may not needed in core STEP) Kelmych (talk) 20:26, June 22, 2013 (MDT)
Gildergreen Regrown
Votes
- Not an improvement; not necessary ~z929669 Talk 01:54, June 9, 2013 (MDT)
- ~FarloTalk 15:00, June 9, 2013 (MDT)
- Techangel85 (talk) 01:27, June 10, 2013 (MDT)
- WilliamImm (talk) 04:42, June 10, 2013 (MDT)
- Corrects inconsistency of storyline of sapling regrowing. Vanilla, you never see it grow. This mod, you do. Solist (talk) 17:51, June 10, 2013 (MDT)
- Kryptopyr (talk) 18:08, June 10, 2013 (MDT)
- Thecompiler (talk) 06:29, June 12, 2013 (MDT)
- (vanilla handles graphics for this quest poorly, but even this isn't a total fix) Kelmych (talk) 14:33, June 13, 2013 (MDT)
Guard Dialogue Overhaul
Votes
- Changes are all vanilla-friendly and in most cases do seem to adhere to the original intentions of the game designers that just didn't get properly implemented in the vanilla game. Kryptopyr (talk) 14:01, June 8, 2013 (MDT)
- Thecompiler (talk) 01:41, June 9, 2013 (MDT)
- This one and others that we are keeping for similar reasons really should go into Sec D - Fixes. ~z929669 Talk 02:01, June 9, 2013 (MDT)
- ~FarloTalk 15:01, June 9, 2013 (MDT)
- Techangel85 (talk) 01:28, June 10, 2013 (MDT)
- Solist (talk) 17:53, June 10, 2013 (MDT)
- Kelmych (talk) 14:33, June 13, 2013 (MDT)
Lantern Caretakers
Votes
- Supports a mod that adds new assets to the game ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:03, June 9, 2013 (MDT)
- Kryptopyr (talk) 08:26, June 9, 2013 (MDT)
- ~FarloTalk 15:01, June 9, 2013 (MDT)
- Techangel85 (talk) 01:29, June 10, 2013 (MDT)
- Kelmych (talk) 14:30, June 13, 2013 (MDT)
Lock Overhaul
Votes
- Thecompiler (talk) 02:04, June 9, 2013 (MDT)
- Makes leveling "lockpicking" easier. Adds non-vanilla features Kryptopyr (talk) 08:26, June 9, 2013 (MDT)
- Adds missing features that can be considered an oversight. (Why can't I swing my axe and bash the lock?) ~FarloTalk 15:06, June 9, 2013 (MDT)
- Techangel85 (talk) 01:34, June 10, 2013 (MDT)
- Kelmych (talk) 14:34, June 13, 2013 (MDT)
More Salt Please
Votes
- Not necessary ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:05, June 9, 2013 (MDT)
- Kryptopyr (talk) 08:26, June 9, 2013 (MDT)
- ~FarloTalk 15:07, June 9, 2013 (MDT)
- Techangel85 (talk) 01:35, June 10, 2013 (MDT)
- Kelmych (talk) 14:30, June 13, 2013 (MDT)
Move It Dammit
- Can this be implemented via script or INI?
- Mergable into Bash Patch, BTW, so ESP limitations are not an issue.
Votes
- This is a decent 'correction' of a frequent vanilla problem ~z929669 Talk 01:54, June 9, 2013 (MDT)
- (we can easily merge this in the STEP esp)Thecompiler (talk) 02:06, June 9, 2013 (MDT)
- (if it can be done via tweaks) ~FarloTalk 15:10, June 9, 2013 (MDT)
- (unless it can be done via tweaks) Techangel85 (talk) 01:36, June 10, 2013 (MDT)
- This mod just changes four game settings. I'm for merging into patch. Kryptopyr (talk) 12:10, June 12, 2013 (MDT)
- (reasonable fix for some small vanilla problems; can easily be merged into a single patch with other small changes) Kelmych (talk) 20:29, June 22, 2013 (MDT)
- Can be merged into Bash patch, so ESP limitations are not a problem. WilliamImm (talk) 20:35, June 22, 2013 (MDT)
No NPC Greetings
Votes
- ~z929669 Talk 01:54, June 9, 2013 (MDT)
- (I'd rather see it done via tweaks) ~FarloTalk 15:11, June 9, 2013 (MDT)
- Techangel85 (talk) 01:37, June 10, 2013 (MDT)
- I do feel some reduction in this distance is necessary. I've had to replay too many conversations due to random NPCs talking over the more-important conversation my character was trying to have. However, this mod only changes a single game setting. Is it worth an entire plugin slot? Kryptopyr (talk) 12:11, June 12, 2013 (MDT)
- (at least until we create a general STEP patch that incorporates a number of the simple fixes) Kelmych (talk) 14:39, June 13, 2013 (MDT)
- (This is also easily mergeable in the STEP esp) Thecompiler (talk) 16:02, June 19, 2013 (MDT)
- Can be merged into Bash patch, so ESP limitations are not a problem. WilliamImm (talk) 20:34, June 22, 2013 (MDT)
Non-Essential Children
Votes
- corrects a vanilla inconsistency ~z929669 Talk 01:54, June 9, 2013 (MDT)
- ~FarloTalk 15:15, June 9, 2013 (MDT)
- Techangel85 (talk) 01:38, June 10, 2013 (MDT)
- As far as i know, Dragonborn children are not addressed. This could break immersion (if it does work as intended yes, last time it didn't for me, maybe just my problem Thecompiler (talk) 06:31, June 12, 2013 (MDT)
- Kelmych (talk) 14:43, June 13, 2013 (MDT)
- The changes do apply to Dragonborn without needing a patch. As far as I'm aware, the only thing lacking is a unique inventory for Aeta (she'll simply have her normal vanilla inventory). Kryptopyr (talk) 09:43, June 26, 2013 (MDT)
Oblivion Gates
Votes
- Not necessary ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:11, June 9, 2013 (MDT)
- ~FarloTalk 15:17, June 9, 2013 (MDT)
- Techangel85 (talk) 01:38, June 10, 2013 (MDT)
- Kelmych (talk) 14:40, June 13, 2013 (MDT)
- Kryptopyr (talk) 14:47, June 19, 2013 (MDT)
Paarthurnax Dilemma
Votes
- 'Corrects' an oversight. Deviates from a vanilla quest line ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:09, June 9, 2013 (MDT)
- Kryptopyr (talk) 08:52, June 9, 2013 (MDT)
- ~FarloTalk 15:19, June 9, 2013 (MDT)
- (Guys this one is no different than Gildergreen Regrown. So why is one being approved and the other one not?) Techangel85 (talk) 01:39, June 10, 2013 (MDT)
- The way I see it: Gildergreen Regrown is not really addressing any oversights in that quest. There's really nothing wrong with either of the two vanilla options, so the changes GR makes are nice but not necessary. Paarthurnax Dilemma, on the other hand, fixes an incredibly frustrating aspect of the vanilla main quest, where many players run head-on into this immersion-breaking decision and wonder why the game doesn't give them the option to debate the matter with the Blades. I feel that the lack of any additional dialogue choices is a blatantly obvious omission that this mod corrects. Kelmych (talk) 14:35, June 13, 2013 (MDT)
Run For Your Lives
Votes
- a sensible 'correction' ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:08, June 9, 2013 (MDT)
- Kryptopyr (talk) 08:52, June 9, 2013 (MDT)
- ~FarloTalk 15:19, June 9, 2013 (MDT)
- Techangel85 (talk) 01:42, June 10, 2013 (MDT)
- Kelmych (talk) 14:39, June 13, 2013 (MDT)
Skyrim Coin Replacer
Votes
- Not vanilla intent. Arguably a 'correction' of a vanilla inconsistency ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:09, June 9, 2013 (MDT)
- Adds new items that give a ton of money. ~FarloTalk 15:22, June 9, 2013 (MDT)
- Techangel85 (talk) 01:42, June 10, 2013 (MDT)
- Potential for conflicts due to changes made to cells, containers, leveled lists, etc. Kryptopyr (talk) 12:27, June 12, 2013 (MDT)
- Kelmych (talk) 14:46, June 13, 2013 (MDT)
Skyrim Uncapper
Votes
- Pretty much a 'fix' IMO as long as its use is limited and specified. (I also think that this is a rare exception to the mandate ... think about older TES games, too) ~z929669 Talk 01:54, June 9, 2013 (MDT)
- ~FarloTalk 15:23, June 9, 2013 (MDT)
- Techangel85 (talk) 01:43, June 10, 2013 (MDT)
- (if it is a fix "as it is" yes, otherwise it's not necessary)Thecompiler (talk) 06:32, June 12, 2013 (MDT)
- I wouldn't play without this mod, but I think it flies in the face of vanilla intentions. Bethesda chose to address this issue with the "Legendary" skill reset. I personally hate the skill reset, but I don't believe that the Uncapper's solution is correcting a vanilla oversight. Kryptopyr (talk) 22:27, June 15, 2013 (MDT)
- (not consistent with vanilla but still very important; I agree with Kryptopyr that the "Legendary" skill reset seems silly) Kelmych (talk) 20:31, June 22, 2013 (MDT)
The Choice is Yours
Votes
- Changes dialogues, quest requirements, and quests. ~FarloTalk 15:25, June 9, 2013 (MDT)
- Wasn't seeing a problem with this until that paragraph right above the GEMS badge. Wish the author would provide a version without those extra changes that go beyond simple fixes for autostarting quests. Techangel85 (talk) 01:47, June 10, 2013 (MDT)
- (love this mod, not for core for sure, but i hope to see this mantained)Thecompiler (talk) 06:33, June 12, 2013 (MDT)
- Kelmych (talk) 14:35, June 13, 2013 (MDT)
- The only quest that has a non-vanilla option to resolve it is Boethiah's Calling. The problem I ran into here was that in certain situations it's possible for Boethiah to appear and actually assign you the quest. While it makes sense to be able to just say 'no' and walk away from a regular person, when a Daedric prince tells you to do something, I felt that there really needed to be a consequence for saying no or else adding the refusal choice just wasn't realistic. Despite what the description says, it's very unlikely that I'll add further options to other quests. It just takes too long and there's still plenty of work to do in just correcting the auto-starting quests. Kryptopyr (talk) 09:45, June 26, 2013 (MDT)
- ~z929669 Talk 17:05, June 20, 2013 (MDT)
Traps Make Noise
Votes
- ~FarloTalk 15:25, June 9, 2013 (MDT)
- Techangel85 (talk) 01:48, June 10, 2013 (MDT)
- ~z929669 Talk 17:05, June 20, 2013 (MDT)
- Kelmych (talk) 20:29, June 22, 2013 (MDT)
- Can be merged into Bash patch, so ESP limitations are not a problem. WilliamImm (talk) 20:34, June 22, 2013 (MDT)
- Kryptopyr (talk) 09:46, June 26, 2013 (MDT)
Wearable Lanterns
Votes
- Not a vanilla intent ~z929669 Talk 01:54, June 9, 2013 (MDT)
- Thecompiler (talk) 02:02, June 9, 2013 (MDT)
- ~FarloTalk 15:26, June 9, 2013 (MDT)
- Techangel85 (talk) 01:48, June 10, 2013 (MDT)
- Kryptopyr (talk) 12:28, June 12, 2013 (MDT)
- Kelmych (talk) 14:46, June 13, 2013 (MDT)
Lanterns for Caravans
Votes
- ~FarloTalk 15:26, June 9, 2013 (MDT)
- Plausible that caravans did have lanterns to help them see. Most did back in the day in our realm. Techangel85 (talk) 01:50, June 10, 2013 (MDT)
- Kryptopyr (talk) 12:28, June 12, 2013 (MDT)
- Kelmych (talk) 14:38, June 13, 2013 (MDT)
- ~z929669 Talk 17:05, June 20, 2013 (MDT)
Lanterns for Guards
Votes
- ~FarloTalk 15:27, June 9, 2013 (MDT)
- Techangel85 (talk) 01:50, June 10, 2013 (MDT)
- Kryptopyr (talk) 12:31, June 12, 2013 (MDT)
- Kelmych (talk) 14:35, June 13, 2013 (MDT)
- ~z929669 Talk 17:05, June 20, 2013 (MDT)
When Vampires Attack
Votes
- Thecompiler (talk) 02:12, June 9, 2013 (MDT)
- fixes behavior that should have been in vanilla Kryptopyr (talk) 08:53, June 9, 2013 (MDT)
- ~FarloTalk 15:29, June 9, 2013 (MDT)
- Techangel85 (talk) 01:51, June 10, 2013 (MDT)
- Kelmych (talk) 14:37, June 13, 2013 (MDT)
- ~z929669 Talk 17:05, June 20, 2013 (MDT)
Wet & Cold
Votes
- Potentially unsafe for using the cloaking method, and a bit advanced mod to be in Core STEP. I recommend adding Get Snow in Core STEP (it doesn't use scripts and it's very light), and instruct to remove it if installing the Pack with W&C Thecompiler (talk) 01:42, June 9, 2013 (MDT)
- ~FarloTalk 15:29, June 9, 2013 (MDT)
- Though I agree this might be too script heavy for Core, most of the features I feel are oversights from vanilla. Techangel85 (talk) 01:54, June 10, 2013 (MDT)
- Kelmych (talk) 14:36, June 13, 2013 (MDT)
- Kryptopyr (talk) 15:30, June 19, 2013 (MDT)
- ~z929669 Talk 17:05, June 20, 2013 (MDT)
Wet & Cold - Ashes
Votes
- Thecompiler (talk) 02:10, June 9, 2013 (MDT)
- ~FarloTalk 15:30, June 9, 2013 (MDT)
- Techangel85 (talk) 01:55, June 10, 2013 (MDT)
- Kelmych (talk) 14:36, June 13, 2013 (MDT)
- Kryptopyr (talk) 15:31, June 19, 2013 (MDT)
- ~z929669 Talk 17:05, June 20, 2013 (MDT)
- Basically, Wet&Cold for Solenthiem (or whatever it was spelled). If we are dropping that, then we can drop this one too. WilliamImm (talk) 19:52, June 20, 2013 (MDT)