When people say a game got inspiration from a mod I get a sick feeling in my mouth, that the modder has a monopoly on any use of the same idea.
That's only in your head, I never implied anything like that. Though a little nod towards the original mod developper can be considered proper etiquette .
You know, it's entirely possible that mod developer is now working for bethesda.
I know that Bethesda hired Oscuro, who created several game balance and immersion mods, and tweaked and compiled many other mods, for Oblivion. I have a feeling his "Oblivion Overhaul" largely inspired the way Radiant Story sets the difficulty level of dungeons to your level when you first reach them.
Still, I was surprised to see how many of the mods I had incorporated into my Oblivion game seemed to show up, in some form or other, in Skyrim... mechanics to encourage resting, the ability to recruit even regular NPCs as companions, wandering NPCs and NPCs with jobs, dual wielding, item crafting, and more. I was hoping for more survival-immersion features, such as making food necessary for survival (rather than essentially making it a weak potion), adding a penalty for not sleeping, expanding on the effects of wounds and fatigue (stumbling, etc.) and adding portable bedrolls and camping kits. Ah well, that's what mods are for... and if I don't see those sorts of mods soon, I might just have to learn how to script for Skyrim!
This game is grueling on the hardest difficulty setting... but I like that. I found myself hiding from a Dragon Fight when I knew I was underprepared... my second fight cost me 1k in potions, and I probably wouldn't have won if a pilgrim priest hadn't joined the fight. On that note, I really like how your NPC companions can permanently die, rather than resurrecting. I find myself making sure to set aside a few healing potions for my Housecarl, whenever I brew them for myself.