Hi, everyone. New here and this is my first post in a thread not made by me (the others being my introduction thread and my WIP models thread).
When the CK goes live, I plan to quickly integrate my models as mods in the cleanest way I can. I also want to get my hands dirty and would love to help out on any large mods that TESA has plans for. First and foremost, I'm modeling, but I wouldn't mind using the CK to make some new destinations/quests/etc. I'd just have to learn how to use it. My favorite mods in Oblivion were the mods that added content to every aspect of the game, not just locations. That is, adding extra food, weapons, armor, and especially miscellaneous items to the loot lists so that this new content can be found and played with regardless of where you are. Adding to that same idea, new creature types are a must as well.
Skyrim's code has provided us with a lot of new facets for enjoyable creations and I had my eye out for them as soon as I began installing the game. One of these that interests me are the AI driven, animated, moving ingredients like butterflies and fireflies. When I first saw them in the game, I was really impressed (and am still impressed) and I'm trying to think of ways to expand that.
I couldn't be more excited to mod for Skyrim
Regarding your fear of overcrowding or, worse, overLAPPING content locations; I think you're absolutely right. I've already seen this as an issue in the modding community: Lack of communication or awareness of what others are doing. Right now, the people in the modding community seem to be lone-wolfing it, and many people are unfortunately reinventing the wheel when someone else has already made it. Now, I'm not talking about different takes on the same armor (like multiple but different reskins of the dark brotherhood gear, for instance), I'm talking about multiple people retexturing the same food with high detail textures and such when there's no real appreciable difference between them. This is wasted man-power. Communication is going to be KEY for the modding community, and I think at least on TESA, that won't be so hard. We have a good group here it seems and I hope to see a lot of collaborative effort. Treating the modding community like one big development studio I think would go a long way in producing some fantastic things for Skyrim. Workflow, workflow, workflow! Even if one wants to be a lone wolf, it would do everyone a huge favor if one keeps an eye on what's already in the works or especially what is already finished. Reinventing the wheel is typically bad.