STEP:Core Proposal/M

From Step Mods | Change The Game

Ars Metallica-Smithing

Votes

Cross red.png (more appropriate for a pack) Kelmych (talk) 20:24, June 22, 2013 (MDT)

Auto Unequip Ammo

Votes

Tick green.png Thecompiler (talk) 02:05, June 9, 2013 (MDT)
Tick green.png Kryptopyr (talk) 08:22, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 14:44, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 00:46, June 10, 2013 (MDT)
Tick green.png Solist (talk) 10:34, June 10, 2013 (MDT)
Tick green.png Kelmych (talk) 14:20, June 13, 2013 (MDT)

Bring Out Your Dead

Votes

Cross red.png ~z929669 Ixian Insignia.png Talk 01:13, June 9, 2013 (MDT)
Tick green.png Thecompiler (talk) 01:28, June 9, 2013 (MDT)
Tick yellow.png Adds already present content to different locations (Depending on how "intrusive" it is) ~FarloUser Farlo Sig.pngTalk 14:45, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 00:49, June 10, 2013 (MDT)
Tick yellow.png (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)
Cross red.png 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)
Cross red.png 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

Cross red.png Not vanilla and not necessary ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Thecompiler (talk) 01:59, June 9, 2013 (MDT)
Cross red.png Kryptopyr (talk) 08:23, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 14:46, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:19, June 10, 2013 (MDT)
Cross red.png Solist (talk) 10:48, June 10, 2013 (MDT)
Cross red.png Kelmych (talk) 14:28, June 13, 2013 (MDT)

Clams Drop Pearls

Votes

Tick green.png corrects an inconsistency ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Tick green.png Thecompiler (talk) 01:59, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 14:47, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:19, June 10, 2013 (MDT)
Tick green.png Solist (talk) 10:52, June 10, 2013 (MDT)
Tick green.png Kelmych (talk) 14:26, June 13, 2013 (MDT)
Tick green.png 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

Cross red.png 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)
Tick green.png (barebones settings only) ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Thecompiler (talk) 01:29, June 9, 2013 (MDT)
Tick green.png (with minimal settings) ~FarloUser Farlo Sig.pngTalk 14:50, June 9, 2013 (MDT)
Cross red.png (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)
Tick yellow.png 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)
Cross red.png Kelmych (talk) 14:27, June 13, 2013 (MDT)

Death Cam Duration Options

Votes

Cross red.png Not necessary ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Thecompiler (talk) 02:03, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 14:50, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:20, June 10, 2013 (MDT)
Cross red.png Solist (talk) 16:22, June 10, 2013 (MDT)
Cross red.png Kelmych (talk) 14:28, June 13, 2013 (MDT)
Cross red.png Kryptopyr (talk) 14:38, June 19, 2013 (MDT)

Disable Thieves Guild Autostart

If deemed a 'fix', this needs to go in sec D.

Votes

Cross red.png Not vanilla intention. Blocks users from certain aspects of the game. ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 14:51, June 9, 2013 (MDT)
Tick green.png 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)
Tick green.png 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)
Tick yellow.png (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)
Tick green.png WilliamImm (talk) 11:57, June 12, 2013 (MDT)
Tick green.png Kelmych (talk) 14:44, June 13, 2013 (MDT)
Tick green.png Kryptopyr (talk) 17:44, June 29, 2013 (MDT)

Drop Lit Torches

Votes

Tick green.png A sensible correction of vanilla gameplay ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Tick green.png Thecompiler (talk) 02:00, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 14:52, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:21, June 10, 2013 (MDT)
Tick green.png Solist (talk) 17:49, June 10, 2013 (MDT)
Tick green.png Kelmych (talk) 14:43, June 13, 2013 (MDT)
Tick green.png Kryptopyr (talk) 09:36, June 26, 2013 (MDT)

Dual Wield Parrying

Votes

  • Cross red.png A sensible vanilla correction (but I defer to good points following ... does not adhere to the mandate) ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
  • Cross red.png An ingame loading screen suggests the non blocking is intended for the gameplay balance Thecompiler (talk) 01:29, June 9, 2013 (MDT)
  • Tick green.png Solist (talk) 17:49, June 10, 2013 (MDT)
Cross red.png Kelmych (talk) 14:29, June 13, 2013 (MDT)
Cross red.png 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)
Tick green.png 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

Cross red.png An unnecessary esp for an unnecessary feature, not for Core STEP imo Thecompiler (talk) 01:30, June 9, 2013 (MDT)
Cross red.png ~z929669 Ixian Insignia.png Talk 02:01, June 9, 2013 (MDT)
Cross red.png Causes issues of some fire "going out" that shouldn't. Such as hearths. Kryptopyr (talk) 08:25, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 14:58, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:23, June 10, 2013 (MDT)
Cross red.png Solist (talk) 17:50, June 10, 2013 (MDT)
Cross red.png Kelmych (talk) 14:29, June 13, 2013 (MDT)

Follower Trap Safety

Votes

Cross red.png This is nonessential and not necessarily an improvement ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Causes follows to not trigger traps Kryptopyr (talk) 08:25, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 15:00, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:24, June 10, 2013 (MDT)
Cross red.png Solist (talk) 17:50, June 10, 2013 (MDT)
Cross red.png (useful for companions, but may not needed in core STEP) Kelmych (talk) 20:26, June 22, 2013 (MDT)

Gildergreen Regrown

Votes

Cross red.png Not an improvement; not necessary ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 15:00, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:27, June 10, 2013 (MDT)
Tick green.png WilliamImm (talk) 04:42, June 10, 2013 (MDT)
Tick green.png 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)
Cross red.png Kryptopyr (talk) 18:08, June 10, 2013 (MDT)
Tick green.png Thecompiler (talk) 06:29, June 12, 2013 (MDT)
Tick green.png (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

Tick green.png 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)
Tick green.png Thecompiler (talk) 01:41, June 9, 2013 (MDT)
Tick green.png This one and others that we are keeping for similar reasons really should go into Sec D - Fixes. ~z929669 Ixian Insignia.png Talk 02:01, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 15:01, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:28, June 10, 2013 (MDT)
Tick green.png Solist (talk) 17:53, June 10, 2013 (MDT)
Tick green.png Kelmych (talk) 14:33, June 13, 2013 (MDT)

Lantern Caretakers

Votes

Cross red.png Supports a mod that adds new assets to the game ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Thecompiler (talk) 02:03, June 9, 2013 (MDT)
Cross red.png Kryptopyr (talk) 08:26, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 15:01, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:29, June 10, 2013 (MDT)
Cross red.png Kelmych (talk) 14:30, June 13, 2013 (MDT)

Lock Overhaul

Votes

Cross red.png Thecompiler (talk) 02:04, June 9, 2013 (MDT)
Cross red.png Makes leveling "lockpicking" easier. Adds non-vanilla features Kryptopyr (talk) 08:26, June 9, 2013 (MDT)
Cross red.png Adds missing features that can be considered an oversight. (Why can't I swing my axe and bash the lock?) ~FarloUser Farlo Sig.pngTalk 15:06, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:34, June 10, 2013 (MDT)
Cross red.png Kelmych (talk) 14:34, June 13, 2013 (MDT)

More Salt Please

Votes

Cross red.png Not necessary ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Thecompiler (talk) 02:05, June 9, 2013 (MDT)
Cross red.png Kryptopyr (talk) 08:26, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 15:07, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:35, June 10, 2013 (MDT)
Cross red.png 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

Tick green.png This is a decent 'correction' of a frequent vanilla problem ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Tick green.png (we can easily merge this in the STEP esp)Thecompiler (talk) 02:06, June 9, 2013 (MDT)
Cross red.png (if it can be done via tweaks) ~FarloUser Farlo Sig.pngTalk 15:10, June 9, 2013 (MDT)
Tick green.png (unless it can be done via tweaks) Techangel85 (talk) 01:36, June 10, 2013 (MDT)
Tick green.png This mod just changes four game settings. I'm for merging into patch. Kryptopyr (talk) 12:10, June 12, 2013 (MDT)
Tick green.png (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)
Tick green.png 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

Cross red.png ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Tick yellow.png (I'd rather see it done via tweaks) ~FarloUser Farlo Sig.pngTalk 15:11, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:37, June 10, 2013 (MDT)
Tick green.png 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)
Tick green.png (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)
Tick green.png (This is also easily mergeable in the STEP esp) Thecompiler (talk) 16:02, June 19, 2013 (MDT)
Tick green.png 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

Tick green.png corrects a vanilla inconsistency ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 15:15, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:38, June 10, 2013 (MDT)
Tick yellow.png 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)
Cross red.png Kelmych (talk) 14:43, June 13, 2013 (MDT)
Tick green.png 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

Cross red.png Not necessary ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Thecompiler (talk) 02:11, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 15:17, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:38, June 10, 2013 (MDT)
Cross red.png Kelmych (talk) 14:40, June 13, 2013 (MDT)
Cross red.png Kryptopyr (talk) 14:47, June 19, 2013 (MDT)

Paarthurnax Dilemma

Votes

Tick green.png 'Corrects' an oversight. Deviates from a vanilla quest line ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Tick green.png Thecompiler (talk) 02:09, June 9, 2013 (MDT)
Tick green.png Kryptopyr (talk) 08:52, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 15:19, June 9, 2013 (MDT)
Tick green.png (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)
Tick green.png 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

Tick green.png a sensible 'correction' ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Tick green.png Thecompiler (talk) 02:08, June 9, 2013 (MDT)
Tick green.png Kryptopyr (talk) 08:52, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 15:19, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:42, June 10, 2013 (MDT)
Tick green.png Kelmych (talk) 14:39, June 13, 2013 (MDT)

Skyrim Coin Replacer

Votes

Cross red.png Not vanilla intent. Arguably a 'correction' of a vanilla inconsistency ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Thecompiler (talk) 02:09, June 9, 2013 (MDT)
Cross red.png Adds new items that give a ton of money. ~FarloUser Farlo Sig.pngTalk 15:22, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:42, June 10, 2013 (MDT)
Cross red.png Potential for conflicts due to changes made to cells, containers, leveled lists, etc. Kryptopyr (talk) 12:27, June 12, 2013 (MDT)
Cross red.png Kelmych (talk) 14:46, June 13, 2013 (MDT)

Skyrim Uncapper

Votes

Tick green.png 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 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 15:23, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:43, June 10, 2013 (MDT)
Tick yellow.png (if it is a fix "as it is" yes, otherwise it's not necessary)Thecompiler (talk) 06:32, June 12, 2013 (MDT)
Cross red.png 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)
Cross red.png (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

Cross red.png Changes dialogues, quest requirements, and quests. ~FarloUser Farlo Sig.pngTalk 15:25, June 9, 2013 (MDT)
Cross red.png 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)
Cross red.png (love this mod, not for core for sure, but i hope to see this mantained)Thecompiler (talk) 06:33, June 12, 2013 (MDT)
Cross red.png Kelmych (talk) 14:35, June 13, 2013 (MDT)
Cross red.png 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)
Cross red.png ~z929669 Ixian Insignia.png Talk 17:05, June 20, 2013 (MDT)

Traps Make Noise

Votes

Tick green.png ~FarloUser Farlo Sig.pngTalk 15:25, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:48, June 10, 2013 (MDT)
Tick green.png ~z929669 Ixian Insignia.png Talk 17:05, June 20, 2013 (MDT)
Tick green.png Kelmych (talk) 20:29, June 22, 2013 (MDT)
Tick green.png Can be merged into Bash patch, so ESP limitations are not a problem. WilliamImm (talk) 20:34, June 22, 2013 (MDT)
Tick green.png Kryptopyr (talk) 09:46, June 26, 2013 (MDT)

Wearable Lanterns

Votes

Cross red.png Not a vanilla intent ~z929669 Ixian Insignia.png Talk 01:54, June 9, 2013 (MDT)
Cross red.png Thecompiler (talk) 02:02, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 15:26, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:48, June 10, 2013 (MDT)
Cross red.png Kryptopyr (talk) 12:28, June 12, 2013 (MDT)
Cross red.png Kelmych (talk) 14:46, June 13, 2013 (MDT)

Lanterns for Caravans

Votes

Cross red.png ~FarloUser Farlo Sig.pngTalk 15:26, June 9, 2013 (MDT)
Cross red.png 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)
Cross red.png Kryptopyr (talk) 12:28, June 12, 2013 (MDT)
Cross red.png Kelmych (talk) 14:38, June 13, 2013 (MDT)
Cross red.png ~z929669 Ixian Insignia.png Talk 17:05, June 20, 2013 (MDT)

Lanterns for Guards

Votes

Cross red.png ~FarloUser Farlo Sig.pngTalk 15:27, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:50, June 10, 2013 (MDT)
Cross red.png Kryptopyr (talk) 12:31, June 12, 2013 (MDT)
Cross red.png Kelmych (talk) 14:35, June 13, 2013 (MDT)
Cross red.png ~z929669 Ixian Insignia.png Talk 17:05, June 20, 2013 (MDT)

When Vampires Attack

Votes

Tick green.png Thecompiler (talk) 02:12, June 9, 2013 (MDT)
Tick green.png fixes behavior that should have been in vanilla Kryptopyr (talk) 08:53, June 9, 2013 (MDT)
Tick green.png ~FarloUser Farlo Sig.pngTalk 15:29, June 9, 2013 (MDT)
Tick green.png Techangel85 (talk) 01:51, June 10, 2013 (MDT)
Tick green.png Kelmych (talk) 14:37, June 13, 2013 (MDT)
Tick green.png ~z929669 Ixian Insignia.png Talk 17:05, June 20, 2013 (MDT)

Wet & Cold

Votes

Cross red.png 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)
Cross red.png ~FarloUser Farlo Sig.pngTalk 15:29, June 9, 2013 (MDT)
Cross red.png 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)
Cross red.png Kelmych (talk) 14:36, June 13, 2013 (MDT)
Cross red.png Kryptopyr (talk) 15:30, June 19, 2013 (MDT)
Cross red.png ~z929669 Ixian Insignia.png Talk 17:05, June 20, 2013 (MDT)

Wet & Cold - Ashes

Votes

Cross red.png Thecompiler (talk) 02:10, June 9, 2013 (MDT)
Cross red.png ~FarloUser Farlo Sig.pngTalk 15:30, June 9, 2013 (MDT)
Cross red.png Techangel85 (talk) 01:55, June 10, 2013 (MDT)
Cross red.png Kelmych (talk) 14:36, June 13, 2013 (MDT)
Cross red.png Kryptopyr (talk) 15:31, June 19, 2013 (MDT)
Cross red.png ~z929669 Ixian Insignia.png Talk 17:05, June 20, 2013 (MDT)
Cross red.png 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)