This. I can't stand "lore-friendly" gate keeping. I am in the beginning stages of making a large mod and I already know that if I release it, I will read comments about "lore changes/not 100% lore-friendly," "ruining Morrowind," and how they refuse to download and try it out. I am fine with that. It is funny, considering that Bethesda can't maintain their own lore; changing it all of the time (Cyrodil being a tropical jungle yet now a generic medieval fantasy land is one glaring example.)
This thread gave me hope. Some of my favorite mods are ones that don't follow the lore at all, or convert it completely (Starwind, Ashes of Apocalypse). Roscrea was this amazing and well-crafted mod that is hated by the community because it had a quest that took you to a future Mournhold, and it looked more like Fallout than Elder Scrolls. It was so well done, and people complained that it wasn't "lore friendly" (never mind that it's well within both the Telvanni's wheelhouse to time travel and Bethesda's to have post-apocalyptic wastelands excel on it's engine). Why put these rules on creatives? Soon as you started modding this game, it stopped being gospel that couldn't be tampered with, and became a clean-slate DnD campaign where you're the Dungeon Master. You can tell the story however you want to yourself as soon as it's downloaded.
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(Note: I had too much fun using this mod.)
Sure theres someone else whos loving you for these mods
Why put these rules on creatives? Soon as you started modding this game, it stopped being gospel that couldn't be tampered with, and became a clean-slate DnD campaign where you're the Dungeon Master. You can tell the story however you want to yourself as soon as it's downloaded.