Dont worry I myself am one of those people, but i still love skyrim for what it is, and i have actually found a hidden beauty beneath it that can be released very easily. Read below and i will go into detail of what i am talking about.
Ok so im about 280 hours in on 5 characters simultaneously and i can safely say skyrim is a truly epic game with a lot of attention paid to small details.
Now personally I still think Morrowind is the greatest game ever created, so i definitally have some biased opinions there. But over these last 280 hours of skyrim (not to mention the 1000+ on oblivion beforehand), ive come to realize some of the things that truly made morrowind so great (besides the more factions/skills/spells etc.) but ill get into that in a second.
Now What im ultimately suggesting is a few minor tweaks(modded in of course) that can make skyrim feel much bigger then it actually is, give you a lot more world immersion and in the end - play more like morrowind.
I personally havent modded any elder scrolls game, ive never had the time to sit down and actually learn. But i am pretty sure that all of these tweaks can be realitively easy to mod.
Anyway, here are the tweaks.
-Compass/Place Markers: Ok so one thing that made morrowind feel soo much bigger then oblivion(and skyrim) wasnt just the draw distance, but was also the fact that morrowind didnt have the compass that showed you all the places on it within a half mile radius.
My problem with this is i know where every single dungeon is now, and those dungeons that are hidden behind a rocky outcropping half a mile up the mountain arent so hidden anymore because i look up and KNOW theres a cave or a ruin or a house behind that rocky outcropping. I liked how in morrowind ive played the game 50 times over, and the 51st time i find a dungeon in a spot that ive passed a ton of times but never saw it, i actually feel a sense of accomplishment finding this new hidden dungeon.
What im suggesting here is simply give us an option to turn off the nearby place of interest markers on the compass (just like how they already have an option to turn off quest markers from showing up over doors and stuff.) This first tweak will make skyrim feel so much more vast and mysterious, seeing as alot of dungeons arent anywhere near paths and theres lots of hidden caves and such, but they appear on the compass, so they really arent hidden at all.
-Quest Indicator/Directions: Now another favourite aspect of morrowind was the directions that you had to read, and follow to find your destination. This not only put in a huge sense of immersion, but also made you the player come to get the lay of the land and know the place a lot better.
In morrowind when you had a quest to goto a dungeon, sometimes the directions would be a bit vague, making you have to think for yourself. Instead of just getting a quest marker pointing to the destination, the person would tell you " From X city take the road going north east. When the road branches, follow the road going south until you hit the mountains. From here, head north keeping the mountain range to your right, you will eventually see Y dungeon door facing to the west. "
After following directions like these, then getting lost and running into some badass ruin with a badass quest, and 4 hours later showing up at the destination you feel like you've just been through hell, but you feel accomplished, like your character is a hardened adventurer who just spent 6 ingame days in 3 dungeons and now has a legendary mace.
I know the only option i have is to not activate any quests, then im at a loss and have no idea where to go, this is definitally no good.
Now my solution to this is to create a bunch of in game notes that have directions on them written for every single dungeon in the game. This is the most time consuming tweak i think it will take to do, but i think it is entirely possible and not actually that bad.
So essentially what will happen is when someone gives you a radiant story quest, or even a scripted quest you will get your usual quest updates and quest markers, so if you so choose you can just follow your quest marker to the dungeon and so on yadda yadda. But Also you will get the note with the detailed directions to the dungeon, so if you want you can choose not to use the quest markers, and can still find your way to the dungeon. This is a solution that requires no voice acting or anything, something that can be relatively easy to pull off.
Now i know if you get a quest from a different person to a place youve already got directions to, you will get another set of directions worded exactly the same, but whatever its still not as bad and as generic as the "letter from a friend".
-Alternate Fast Travel: Now another thing about morrowind that made it feel so big was the fact that you couldnt fast travel everywhere, you had to take silt striders and boats, and even those were only in select towns. Ultimately that poor hick farming town out in the doonies actually felt like it was out in the doonies when there was no fast travel to it and you had to walk there. Also another good thing was the divine intervention spellls, they helped you out in a jam.
Now in this department bethesda does not bad seeing as they added in the carriages in the 5 main towns that you can take to the 9 holds(which is absolutely great i love it). All im suggesting is a couple more of them (like literally 3 or 4 more would be perfect) throughout the world in some of the harder to reach spots but with settlements that have lots of trade so it feels right. Also a spell of divine intervention and some scrolls to go with it would be nice too, they would teleport you to the nearest divine church. Then i can fully enjoy the game without even touching the fast travel and make that world feel so much bigger, and the more casual gamer can fast travel wherever the hell they want.
Master Difficulty: And last but not least, Put the difficulty on master. The game becomes very hard but also VERY fun and make you feel like you've accomplished something with every battle. playing the game on master will give it that last little substance that made morrowind so good, the difficulty. Morrowind was a very hard game (if you did it legitly) and you felt good everytime you accomplished something.
Now if you made these few tweaks to the game, you can play skyrim almost exactly like morrowind, and i can guarentee all hardcoe morrowind fans who havent been enjoying skyrim as much as you should be can actually see the beauty, attention to detail and work they have actually put into the game. Believe me, i am a hardcoe morrowind fan, and at first i thought skyrim was so much more shallower then morrowind, but these minor tweaks can change the game experience entirely.
.....
..
.
And one last thing i wanted to add as sort of an extra. One tweak, but this is a more dramatic tweak that i see more as a "that would be cool if someone did" thing and not actually one of the main things i am suggesting.(a wishlist thing if you will)
Anyway, that tweak would be: The removal of the lockpicking skill tree (well not complete removal, i would have the MAIN couple useful perks implemented into sneak and pickpocket) and replace that skill with Athletics/Acrobatics(jumping higher, running faster with armor, swimming) skill and make a skill tree with that and a few perks that give you like a duck/dodge and maybe some sidesteps/rolls. This is more a wish, if someone could actually do it that would be sweet but its more like a dream.
Anyway thats it, post your thoughts and opinions.