Do mods break immersion?

Post » Thu May 17, 2012 12:55 pm

No, because I don`t install http://www.skyrimnexus.com/downloads/file.php?id=441.

UI uncrapification, high-res textures, etc... all improve immersion for me. Because they remove instances of where I notice the game is a game.
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Vickytoria Vasquez
 
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Post » Thu May 17, 2012 5:30 pm

The OP has legitimate concerns. There IS a disparity of quality between what Bethesda puts out and what modders put out. This doesn't extend merely to art, but the implementation of some features (i.e. the ones that require dummy objects in the inventory). Inconsistency is also another problem that mods have. Crashes are another. Although, as people above mentioned, the more comprehensive the mod the less sway a mod has in breaking the overall immersion.
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Marie Maillos
 
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Post » Thu May 17, 2012 1:11 pm

Basically it depends on how lore friendly they are. The good thing is they're all optional so you can pick and choose the ones to suit your taste.
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Darlene DIllow
 
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Post » Thu May 17, 2012 3:24 pm

I remember the first time i got Level 20 in my only vanilla game in Oblivion.

Seeing every vulgar bandits roaming along the road or in a dirty cave ... and wearing a full set of Glass Armor. The best Light of the game.
THIS is breaking immersion. And mods allow you to stop that madness.
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Jake Easom
 
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Post » Thu May 17, 2012 2:25 pm

I have the same experience as the OP. I do my best to ignore it, because once I've played the game a certain amount, I notice the underlying system ("oh hey, it's that one corner piece all these dungeons have") just as much as I notice mod-added content. But I do have to be careful about the mods I use, especially ones that add new graphics type stuff (weapons, outfits, dungeon types, monsters, even some texture replacers), because they can feel out of place very easily and I'm already thinking of them as "that thing from that mod" before they stand out.

Apparently some people can add a mod and then forget that it's a mod and just not worry about it, which is lucky. Perhaps they are the ones who think this thread is trollish or flamebate or whatever else. It's not, guys.

Even with "immersion" mods, the effect is actually that I sit there going "man do I ever notice how much better that bit of the game is now. What a great immersion mod!" Which is the opposite of immersion. But if I feel like playing the game, and that mod makes the game better, then I'm still going to use it. And I feel that gameplay tweaks don't have this problem, because even with a vanilla install, thinking about your character's stats or scrolling through a menu is hardly immersive. Might as well change that up.

Possibly I am just not sold on "immersion" as a thing anyway. Immersion to me is what it's called when a game is brand new to me and I haven't started seeing through it yet. I don't add mods until after that point anyway, unless it's to stop being distracted by one really irritating flaw in the game. (For instance, I hate inventory limits, consider them bad game design. So for me, throwing a four-digit encumbrance mod on there is actually immersive, because I can stop being annoyed every three minutes and get back to the rest of the experience. But I'll still occasionally see the "1473/9999" in my menu and think about the mod.)

It's not a quality thing, by the way. This is true of the highest quality mods. They just won't have the same voice actors, or art style, or themes, or whatever else. However good and worthwhile they are, I will notice them. And even if they did blend in, I'd know the game and my modlist well enough to know on sight that that was added. It is how it is.
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Dezzeh
 
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Post » Thu May 17, 2012 8:14 pm

Immmmmmerrrrrrssssssioooon ?... no, it'll add that stuff into your game if you know what to add ! B)
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Josh Lozier
 
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Post » Thu May 17, 2012 12:10 pm

It's all about the lore, and how much research people put into making sure they were producing a mod that was lore-friendly.
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LuBiE LoU
 
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Post » Thu May 17, 2012 5:35 am

It's all about the lore, and how much research people put into making sure they were producing a mod that was lore-friendly.
That only matters if the player is also very learned in the lore. If someone creates original content that isn't "lore friendly" but not from another IP (see actual original content) it won't seem out of place at all to the player who isn't a lore sage from the college in Winterhold, or an archivist historian from the Imperial Library. A lot of the OOO stuff was absolutely not exactly lore friendly, but I didn't know where the Oblivion stuff ended and the OOO stuff began most of the time because of how well done it was. Only upon close inspection of the backstory of some of the items did you realize that maybe this wasn't included in the original game. I also had the advantage of only playing the vanilla game for about 2 hours, and thus after not enjoying it, getting a completely fresh OOO perspective on the game. Basically, I didn't experience some of great immersion breaking differences from some mods because I never saw the original.
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Mason Nevitt
 
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Post » Thu May 17, 2012 11:27 am

Some mods do but people who download the mod know all about what the mod adds.

Mods are one of the best things about TES games. The modders are so creative and talented

:D
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Katie Louise Ingram
 
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Post » Thu May 17, 2012 3:41 pm

The best mods are the ones you do not notice. :happy:
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Kevin Jay
 
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Post » Thu May 17, 2012 7:30 pm

It's all down to personal taste isn't it really. I install mods to enhance immersion. For example I just DL'd the Atlantean Sword mod for a Conan type character which will help with the immersion.

If there's a mod that (In my own opinion) does not, I will quietly pass it by. To me the only way you could break immersion by mods is if you DL'd a mod with more than one feature, and you didn't like one of them. But that's where reading the description, or RTFM, comes in. Then maybe you could politely ask the author to omit those features and upload it separately.
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gandalf
 
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Post » Thu May 17, 2012 12:00 pm

Guys. From the OP, emphasis mine:
But I also hate that when I'm playing with mods, I notice the mods' effects and I just can't help knowing that I deliberately put those features in. It totally breaks the immersion for me.
There's nothing in the OP saying that mods svck so much it breaks immersion. Being "lore-friendly" (are all mods quests now? is there a knowledge test before you can download mods?) or high quality or only including stuff you like won't address it. The problem is knowing it's from a mod. Like I said I have this problem too, and let me tell you, I notice every single mod in my game, always. I cannot look at a new mesh or hear a new voice without thinking about the mod it's from the entire time. I love mods, but I consciously choose to just give up on this "immersion" business in order to have them.

I think paladin181's post addresses it as well as can be done. A truly immersive mod is just one you install when you get the game.
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zoe
 
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Post » Thu May 17, 2012 11:19 am

No, the OP isn't trolling. I get what they're saying and have the same problem, and I love mods!

There's no way that I can carefully research the mods I want to add, evaluate the quality of integration, and then somehow forget it's a mod when I see the effects. When I'm playing and I notice something, say, "Awesome! I found a rapier!" I can't help know that rapiers aren't vanilla.
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Dustin Brown
 
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Post » Thu May 17, 2012 7:27 am

Back in the Morrowind days I coined a term called "Mod Anxiety." Mod Anxiety is when you spend more time in-game thinking about mods than you do playing the game.

You catch yourself wondering if your mods are working. You second-guess yourself. Am I experiencing a mod conflict or is that normal behavior? Do I like that new texture replacer? Would I like a different texture replacer better? Which mods are making my game slow down? Which mods are causing that terrain rip? Should I uninstall a mod to get better performance? Was that Velothi tower/Ayleid Ruin/house/shop/ there before, or did a mod add it? Is something wrong? Can I fix it? What's going on? My god, what did I do this time? I'm going to re-install, clear the board, wipe the slate clean.

You re-install your game without mods. After an hour or two you miss that companion mod you used to have. You miss that shop/house, that sword/bow/staff. You start adding mods back in. Just a few, you tell yourself. I'm not going overboard this time. You create a new character. Almost immediately you discover that a quest-giving NPC isn't in the place you expected him to be. You become paranoid. Is this normal? A conflict? Should I be worried? Are there more problems I don't know about? Have I borked my game again? Should I uninstall, start over...
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Rudi Carter
 
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Post » Thu May 17, 2012 6:57 pm

Sure, mods can break immersion.

They can also add immersion

Depends on the mod.
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kristy dunn
 
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Post » Thu May 17, 2012 5:44 pm

Of course you don't want to have to improve the game yourself, because playing it is not as fun. But with the level of greatness that comes with some of these essential mods, it far outweighs vanilla with immersion points IMO.
Agreed.
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Lance Vannortwick
 
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Post » Thu May 17, 2012 6:16 pm

To find mods that break immersion you have to look hard. In my experience it has always been the other way around.
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Amy Masters
 
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Post » Thu May 17, 2012 12:01 pm

when the person making them ignores lore yes they do break immersion sadly almost no modders consider lore when lore needs to be considered.
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courtnay
 
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Post » Thu May 17, 2012 5:54 pm

Back in the Morrowind days I coined a term called "Mod Anxiety." Mod Anxiety is when you spend more time in-game thinking about mods than you do playing the game.
Yes! Exactly, mod anxiety.
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Kortknee Bell
 
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Post » Thu May 17, 2012 11:24 am

Back in the Morrowind days I coined a term called "Mod Anxiety." Mod Anxiety is when you spend more time in-game thinking about mods than you do playing the game.

You catch yourself wondering if your mods are working. You second-guess yourself. Am I experiencing a mod conflict or is that normal behavior? Do I like that new texture replacer? Would I like a different texture replacer better? Which mods are making my game slow down? Which mods are causing that terrain rip? Should I uninstall a mod to get better performance? Was that Velothi tower/Ayleid Ruin/house/shop/ there before, or did a mod add it? Is something wrong? Can I fix it? What's going on? My god, what did I do this time? I'm going to re-install, clear the board, wipe the slate clean.

You re-install your game without mods. After an hour or two you miss that companion mod you used to have. You miss that shop/house, that sword/bow/staff. You start adding mods back in. Just a few, you tell yourself. I'm not going overboard this time. You create a new character. Almost immediately you discover that a quest-giving NPC isn't in the place you expected him to be. You become paranoid. Is this normal? A conflict? Should I be worried? Are there more problems I don't know about? Have I borked my game again? Should I uninstall, start over...

For that at least, I'm committed to practice strict Data folder hygiene this time around:
- Automatic versioned backups of everything in /steamapps/common/Skyrim, saves, skyrim.ini to one minute granularity. I even thought of committing the entire Skyrim folder to SVN, but perhaps that may be a bit overboard.
- Deployment of BAIN or NMM installer for everything possible
- More rational conflict testing. Automated scripts? BOSS? Etc.
- Coding Asserts() (does the new script language have something similar), consistency checks, etc in any scripts that I make

Too many instances in Oblivion were due to one or more of the above not working.
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Rex Help
 
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Post » Thu May 17, 2012 7:52 pm

If anything they add it since there really isnt much in the game to begin with
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Nick Pryce
 
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Post » Thu May 17, 2012 8:57 am

I'm pretty new to mods, but the only time I've felt that they were immersion-breaking was when I used a mod that only had written dialogue, when the rest of the game used spoken dialogue.
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Jade Payton
 
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Post » Thu May 17, 2012 6:32 am

Uh...why would it? Unless you're downloading Hello Kitty and Final Fantasy style mods, I'm not really certain why it would...?
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Kyra
 
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Post » Thu May 17, 2012 10:24 am

? Was that Velothi tower/Ayleid Ruin/house/shop/ there before, or did a mod add it?
Oh yeah I get that all the time. ~ ori for Morrowind, and FormID finder for Oblivion, I used them both so much. :P
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Elle H
 
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Post » Thu May 17, 2012 7:00 pm

Yes, mods break immersion. After all, you have to get out of the tub to go install them! Then again... by that logic, Skyrim itself is an immersion breaker unless you're using a waterproof computer.

Oh, wait... you don't mean that when you say 'immersion'? Fine... define the term, please. XD
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tegan fiamengo
 
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