Originally Posted by DNMock
Think about it as overclocking for the game engine. It's not necessary to spend hours tweaking and adjusting every voltage, ratio, and multiplier, but it's addictive. Same thing with all the mods. It's about seeing how far and how hard you can push the game engine.
Most people that have 200+ mods are using a bunch of little mods, like 30 different individual weapons, and 50 different individual outfits, some of which come with patches pushing upwards to 100+ mods just for some new outfits and weapons. In reality a majority of those little ones can be merged together, shrinking that 100+ to 10 or so.
Much truth in that, most count every single texture & mesh as a mod as well. Pretty much comes from using mod managers which install for them & keep track of those things, whereas I don't look at those as being within the aggregate total of "mods" at all. If it doesn't have a plugin or master...
Unofficial bug fixes, script extenders, ENB itself, et alia similarly don't tick my requirements either. That's just, like, my opinion man.
@ Silvergoat: I'd love to give a list, but that would take literally days to even sort out. As for why, it's mostly a hobby as DNMock said, pushing everything as far as possible w/o breaking what is a very fragile engine is an achievement unto itself. Additionally though, it comes down to making the game at least what it could've, & indeed should've been, when it was released.
To extrapolate on the last, take the npc's for instance. There is no excuse for the poor models used in Skyrim, & for a perfect example, look to the chin, nose, & cheekbones of all of the originals. Blocky, extremely low poly count meshes, equally bad normal maps, & more. I have no idea to this day why they hired skin texture artists that had apparently stabbed their eyes out with crayons whilst they where young. Even FONV had better npc models & textures, and don't even get me started on the clay-mation hair... lol
I run about 7 small to large group npc's replacer's, along with quite a few individual ones. Including:
- Foxy Skyrim as a male replacer, the females are mostly culled except where there is no better option available.
- Sidearm's JH series (Bandits, Elves, Donyakiin, Companions, Dawnguard, Housecarls, NPC_85, Dragonborn, & Forsworn) < Technically speaking, I probably should count them all as individual mods.
- SOG's (some)
- Dames of Skyrim (some)
- Bijiin series (some)
- Skykids (boys)
- Dolls (to pick up the couple of remaining female children)
- Ohmes Raht Khajit replacer
- Humanized Beast Races (Argonians only)
All pared down with TES5Edit & CK to remove any & all conflicts. Edited to use custom bodies per nearly each & every individual adult npc, btw (not Everybody's Different or any other Skyproc trick either).
Skyrim, like many of Bethsoft's less recent titles was/is a horrific console port, with little effort geared to leveraging the assets available. That's even taking into account the so-called "HD" texture packs, that were unworthy of mid-tier gaming computers of it's day. That legacy, while lessened in FO4, still rears it's ugly head quite a bit there as well.Edited by ForceProjection - 6/14/16 at 2:38pm