Ars Metallica-Smithing
Votes
- Prefer Complete Crafting Overhaul Remade DoubleYou (talk) 00:17, February 26, 2014 (EST)
- I see this as fitting the mandate much more that any other smithing mod. Maybe just drop crafting mods and get a crafting pack going. Essarrbee (talk) 03:49, February 28, 2014 (EST)
- Vanilla smithing has some noticeable gaps including how it handles faction armor and the limited number of craftable item types it handles. Ars Metallica is a reasonable smithing mod that fixes part of this, but can't be configured and needs 3 plugins. Complete Crafting Overhaul Remade has more features, better compatibility with mods that add craftable items, and has a fairly large MCM configuration menu that can change parts of what it does including making it closer to vanilla (e.g., ore smelting (Much more ore)) and adding some lore-friendly ore names. Kelmych (talk) 17:47, February 28, 2014 (EST)
- We should use CCOR ~z929669 Talk 12:36, April 7, 2014 (EDT)
Bring Out Your Dead
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- Techangel85 (talk) 01:06, February 28, 2014 (EST)
- Essarrbee (talk) 03:49, February 28, 2014 (EST)
- this and some other related Arthmoor mods add useful realism to Skyrim Kelmych (talk) 16:18, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Convenient Horses
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- I've never used horses in Skyrim so I tend to skip this mod in my personal installs. I understand for those that do use horse this mod is a massive improvement. Techangel85 (talk) 01:06, February 28, 2014 (EST)
- I never used horses until this mod, and now I can't play without a horse. Essential for playing without fast travel. Essarrbee (talk) 03:49, February 28, 2014 (EST)
- Ha! Nonsense! I just run on foot...for days...haha! Techangel85 (talk) 10:47, February 28, 2014 (EST)
- Horses are an important part of Skyrim and this mod makes it a lot easier to use them Kelmych (talk) 16:15, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Dual Wield Parrying
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- Techangel85 (talk) 01:06, February 28, 2014 (EST)
- Essarrbee (talk) 03:49, February 28, 2014 (EST)
- Kelmych (talk) 16:19, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Dynamic Fires
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- Can take or leave it. There are bugs with this mod though with some fires going out that shouldn't (some interior fires). Techangel85 (talk) 01:06, February 28, 2014 (EST)
- Essarrbee (talk) 03:49, February 28, 2014 (EST)
- I don't have any strong opinions Kelmych (talk) 00:35, April 4, 2014 (EDT)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Follower Trap Safety
Votes
- While this fixes stupidity in followers constantly triggering the same trap, I don't think it is right to make followers immune from triggering traps. Better perhaps in a follower-related pack. DoubleYou (talk) 00:17, February 26, 2014 (EST)
- I'd rather have a follower overhaul of some sort that includes this, but until then I see this mod as a fix for the terrible follower "engine" in Skyrim. Techangel85 (talk) 01:06, February 28, 2014 (EST)
- If the AI in game was better I'd say no, but it is to terrible not to use this mod. Essarrbee (talk) 03:49, February 28, 2014 (EST)
- the engine doesn't handle followers and traps properly, so this mod is needed as a fix Kelmych (talk) 17:49, February 28, 2014 (EST)
- Agree with DY ~z929669 Talk 12:36, April 7, 2014 (EDT)
Lock Overhaul
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- This is a more challenging and thus much better than vanilla Kelmych (talk) 17:55, February 28, 2014 (EST)
- Unless there is a better one ~z929669 Talk 12:36, April 7, 2014 (EDT)
More Salt Please
Votes
- Until we get a leveled list version. DoubleYou (talk) 00:17, February 26, 2014 (EST)
- I think EssArrBee said he will have a list version ready for the next release so we can drop it. Techangel85 (talk) 01:06, February 28, 2014 (EST)
- I'm already done adding this to the next STEP Extended Patch. It was actually super simple. Essarrbee (talk) 03:49, February 28, 2014 (EST)
- Important in some recipes but not for all users; in addition Essarrbee's patch will take care of salt needs Kelmych (talk) 16:14, February 28, 2014 (EST)
- Definitely, if we plan on ever using RN&D or other mods that vitalize cooking ~z929669 Talk 12:36, April 7, 2014 (EDT)
Oblivion Gates
In light of all this being lore friendly, I vote to move this to Core. No it's not in the vanilla gate; however, it should be for any familiar with Oblivion and lore. TechAngel85 (talk) 17:45, March 11, 2014 (EDT)
Votes
- This is Skyrim, not Oblivion. DoubleYou (talk) 00:17, February 26, 2014 (EST)
- I'm pretty sure the War of Oblivion extended to Skyrim as well, and it really wasn't that long ago in-universe. Should be kept for immersion. WilliamImm (talk) 22:24, February 27, 2014 (EST)
- Although it's not important and could be dropped I have to disagree with the reasons being stated for dropping by DoubleYou. Just because this is Skryim and not Oblivion makes no sense. The gates are lore friendly and it can be debated that they are remnants from the time which Oblivion took place. The lore can be found: here, here and here. Although the story of Oblivion took place in Cyrodiil, the gates were open across all of Tamriel which Skyrim is a part of; map. One can conclude that gates would have also existed in Skyrim lands as well. So finding an Oblivion gate should not be something out of context in Skyrim. If we don't take this into account then we're saying that oblivion gates only existed in Cyrodiil which isn't what the lore says. Yes, one can debate, "wouldn't they have torn them down?". Well, if they could then why didn't they tear them down in Oblivion to prevent the Oblivion Crisis in the first place? Techangel85 (talk) 01:06, February 28, 2014 (EST)
- I don't notice it enough that it becomes bothersome, but I do notice it enough that it is part of the scenery. Very nice touch. Essarrbee (talk) 03:49, February 28, 2014 (EST)
- I agree with Arthmoor that these gates are a key part of TES Lore and they wouldn't have vanished completely after Oblivion. Having them in the outdoors vs. cities makes them more realistic for me Kelmych (talk) 17:54, February 28, 2014 (EST)
- NOT a Core mod though, since this adds new models IIRC ~z929669 Talk 12:36, April 7, 2014 (EDT)
SM Drop Lit Torches
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- Techangel85 (talk) 01:06, February 28, 2014 (EST)
- improves realism by automatically dropping of torches before combat Kelmych (talk) 17:57, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Skyrim Coin Replacer Redux
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- Love this mod. Essarrbee (talk) 03:49, February 28, 2014 (EST)
- finally a coin mod that is unconditionally better than vanilla Kelmych (talk) 18:10, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Wet and Cold
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- I love this mod. We need to instruct users how to set it up in the MCM though. Techangel85 (talk) 01:06, February 28, 2014 (EST)
- Personally I think this adds a bunch of cloaks and stuff that is a bit of a stretch from vanilla. Essarrbee (talk) 03:49, February 28, 2014 (EST)
- Would clocks "and stuff" not have existed in such times? I think so. Remember, this isn't Core and doesn't have to adhere to Vanilla as strictly, especially in this section. If it makes logical sense, it's fair game to be added/kept. I think the effects from this mod alone are enough for it to be kept, regardless of the items it adds (which can be turned off in MCM). Techangel85 (talk) 10:53, February 28, 2014 (EST)
- adds more immersion for me, provides reasonable compatibility with other mods, and flexibility with its MCM menu Kelmych (talk) 18:00, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Wet and Cold-Ashes
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- Techangel85 (talk) 01:06, February 28, 2014 (EST)
- if we have the basic Wet and Cold we should have this for consistency Kelmych (talk) 18:05, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Even Better Quest Objectives
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- this mod is a gameplay fix to allow following quests without always using the map since the vanilla quest descriptions all too often need the map and the map pointers are too specific Kelmych (talk) 18:09, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
The Choice is Yours
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- Techangel85 (talk) 01:06, February 28, 2014 (EST)
- helps reduce problems with starting (or not) some quests Kelmych (talk) 18:12, February 28, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)
Thieves Guild Requirements
Votes
- DoubleYou (talk) 00:17, February 26, 2014 (EST)
- Techangel85 (talk) 01:06, February 28, 2014 (EST)
- this is an excellent mod, but is only useful for thief characters. If STEP Extended is going to include some mods that are only relevant to a portions of the users but work well and provide some fixes and improvement while remaining reasonably true to the vanilla game, it's fine with me. However, if we include this mod in STEP Extended then we should include other similar mods like ESF Companions that provide equivalent functionality for a different guild (Companions). Unfortunately there does not seem to be an equivalent mod for the Magic College. Kelmych (talk) 01:40, March 1, 2014 (EST)
- ~z929669 Talk 12:36, April 7, 2014 (EDT)