>>7237just a couple
most importantly imo tho is
>quest pack 1doubles the quest variety for all factions/guilds. unless youre rly familiar w basegame, youll never know the diff. i think some actually were cut/unfinished quests they re-implemented. its cool since a lot add skill checks and other neat stuff. it has a few dependencies like "actions" to allow for skill checks/special triggers. im sure i dont need to hand-hold how the nexus and mod dependencies work
if nothing else tho, get this quest pack its just an all around improvement
added some minor gameplay ones, mostly for thief builds cuz "thief running around in plate mail" and "le sneaky knight" always felt retarded in vanilla
>roleplay realism-itemsadds leather and chain armor variants and some light variants of flails/axes for low STR rogue-ish chars
theres some other mods in this "set" i havent tried. seemed kinda tedious so i didnt bother
>archaeologistsadds a guild. basically mage guild for high INT non-mages. fun quests and gud guild services
>skullduggery-a thief overhaulmassive overhaul to how stealth and thieves guild work. actually have to sneak in order to lvl sneak. can wake ppl up breaking into houses and stores if you suck/wear heavy armor/run thru the door. guards can arrest you from farther away if they have line of sight. guild sells skill boosting items like rope that boost climb skill etc
dont bother if you dont intend to be a rogue somewhat
this last group is basically just for the outside/overworld. if youre just gonna fast travel like how it was in vanilla
ie open map. click. simulate days passed. ur there they hardly matter. only for if you wanna have a reason to explore like an autist
>travel optionscombines old mod "tedious travel"
waaaaaayyyy too autistic. also broken in new unity ver with vanilla. fasttravel by inns/ship is vanilla, but now if you choose to camp out it goes to time compression where you can zoom thru overworld on horseback. unless you have a gud computer, dont go past like 30x, youll fall thru the floor/outrun the distant terrain being loaded ime
>basic roadsadds roads that connect major towns. also a "snap to road" button that you can use to instantly go into the above time compression mode, but without specific destination. i think it also gives you a speed buff/bonus to avoid encounters? idk rly but its hand in hand w travel options
>world of daggerfalladds random shit to overworld. old ruins, orc strongholds, stuff to explore. also makes some dungeon called like "yeomsly castle" or whatever
actually be a castle and not some hole in the ground like vanilla. has dependencies like "daggerfall enhanced textures" and "location loader"
>mountains and hillsadds BEEG ROCKS
at least i think it does. i lik to cast climb spell, scale cliffs, wait till sunset/rise, get on horse, cast jump spell, then jump off cliffs and cast slowfall/levitate and slowly FLAOT and look around
>enhanced skyi kinda like the old skyboxes but it starts to get disorienting with terrain turned up to 3 or 4 cells in unity. way better sunsets tho the vanilla ones looked like satan
>SIGIL>warm ashesquest packs to add random encounters. i think SIGIL is better as it adds some friendly ones too and not just LOL I SPAM MONSTARS @ U like warm ashes. i manually deleted the "overworld" and "siege" parts of the warm ashes. the overworld ones crashed into the more interesting SIGIL ones
so group of friendly soul merchants get spawnkilled by a group of centaurs etc. the sieges ones just made my game run poorly constantly spawning mobs
tl;drget questpack 1 and tbh turn on smaller dungeons. doesnt effect MQ dungeons and makes em feel way more epic which is how it shouldve been imo. nice lil vanilla+ set-up
rest is just me fucking around