The Elder Scrolls Megathread XV: A Song of Ice and Draugr
25,933 replies, posted
[t]http://cloud-2.steampowered.com/ugc/594755968063384840/1F1183132B90DF0B4085762684E10845C177D975/[/t]
They suspect nothing.
[QUOTE=Medevilae;41219852]That looks fucking SICK (in multiple ways!)
I'd totally use it if it doesn't do that for [I]every[/I] kill
[editline]28th June 2013[/editline]
configs through MCM, gooooood goood[/QUOTE]
Yea it definitely does a good job at spicing up Skyrim's combat. Ever since I started my warhammer-centric Barbarian build I've been doing [url=http://cloud-2.steampowered.com/ugc/594755968061559310/B210C1564E993ED71E0AE7E603FC30481BFFB803/]this[/url] to every filthy Thalmor soldier I come across.
Are there any mods that add fast-travel random encounters that's NOT Sands of Time? Because I swear, that mod adds too much unnecessary shit, and I'd like my game to run longer than 30 minutes without crashing.
Starting a fresh playthrough of Skyrim. Which overhaul mod should I use if any? I'm assuming Requiem?
I got bored, decided to doodle something.
[t]http://images.uesp.net/thumb/7/72/SR-quest-Ill_Met_By_Moonlight.jpg/800px-SR-quest-Ill_Met_By_Moonlight.jpg[/t]
I'll upload my progress on it at some point, hopefully tomorrow.
[QUOTE=smoothkriminal;41222182]Starting a fresh playthrough of Skyrim. Which overhaul mod should I use if any? I'm assuming Requiem?[/QUOTE]
Use individual mods that change a couple things at a time. That way you maximize compatibility and don't have to deal with shit that you don't want from the overhaul mod.
Most Skyrim overhauls suck, because the authors assume superior knowledge of all items, perks and other game mechanics. And often they don't and they mess things up instead of fixing them.
[QUOTE=Morderator;41222755]Most Skyrim overhauls suck, because the authors assume superior knowledge of all items, perks and other game mechanics. And often they don't and they mess things up instead of fixing them.[/QUOTE]
Honestly, SkyRe is the only overhaul mod I've actually liked. Combat's more visceral, a skill tree for Frostfall, and a lot of other pretty sleek additions. Game's doubled in crashiness because I have way too many mods and they conflict with overhauls, but that's TES for you.
I just got morrowind, but I can't play in the resolution I want to, should I get the overhaul mod or is there a mod that only changes graphics options?
[QUOTE=Kingy_who;41222861]I just got morrowind, but I can't play in the resolution I want to, should I get the overhaul mod or is there a mod that only changes graphics options?[/QUOTE]
FPS Optimizer. Overhaul looks fugly in motion.
[QUOTE=Durrsly;41222869]FPS Optimizer. Overhaul looks fugly in motion.[/QUOTE]
I got it off steam, but the FPS optimiser does not recognize morrowind.exe.
[QUOTE=.Isak.;41222827]Honestly, SkyRe is the only overhaul mod I've actually liked. Combat's more visceral, a skill tree for Frostfall, and a lot of other pretty sleek additions. Game's doubled in crashiness because I have way too many mods and they conflict with overhauls, but that's TES for you.[/QUOTE]
SkyRE is just as bad. Sure, some things like Smithing are too OP in vanilla Skyrim but it's not worth breaking the other skills as well because the author never really played the game enough to properly understand it. Quote from the SkyRe mod page
[quote]Archery: All perks were either boring "KILL MOAR"-perks or useless.[/quote]
That signifies someone who doesn't know anything about archery and just wants to change stuff for the sake of change. Archers in Vanilla Skyrim have Eagle Eye to zoom, a stagger perk, can slow time, paralyze, faster drawing, recovering more arrows, etc. Lots of perks that are not boring or kill more. Vanilla archery, even without Alchemy is very powerful late game, much more so than Oblivion.
If think the intention of SkyRe is not that bad but a lack of game mechanics understanding shines through. I'd rather have some Bethesda employees create some alternative perk system, like the Witcher devs, who created a combat overhaul for TW2
[thumb]http://img2.etsystatic.com/010/0/5621670/il_fullxfull.418772962_dsvf.jpg[/thumb]
Dwemer USB pen?
[QUOTE=war_man333;41223702][thumb]http://img2.etsystatic.com/010/0/5621670/il_fullxfull.418772962_dsvf.jpg[/thumb]
Dwemer USB pen?[/QUOTE]
Needs more gears.
[IMG]http://i.imgur.com/XPwPwY0.jpg[/IMG]
There goes my summer vacation.
Would it make any sense, role-play/lore wise for me as a Dunmer to join the Stormcloaks in Skyrim? I know they are brutal and hate the dark elves but the Empire on the other hand seems ultimately worse and evil on a much larger scale.
I know we had this debate a while back, somebody mentioned how lore-wise one of the factions had to win or else the world was doomed or something - but I can't remember, something about a threat.
[QUOTE=Excalibuurr;41218875]Even better: [url]http://skyrim.nexusmods.com/mods/21377/?[/url][/QUOTE]
Does this allow you to choose which skins (not just which packs) you want to use? I like most of bellyache's stuff, but I don't want to see lions or zebras occasionally running around.
[editline]28th June 2013[/editline]
[QUOTE=MrJazzy;41224063]Would it make any sense, role-play/lore wise for me as a Dunmer to join the Stormcloaks in Skyrim? I know they are brutal and hate the dark elves but the Empire on the other hand seems ultimately worse and evil on a much larger scale.
I know we had this debate a while back, somebody mentioned how lore-wise one of the factions had to win or else the world was doomed or something - but I can't remember, something about a threat.[/QUOTE]
The world is doomed no matter who wins. At the end of the war, everyone is out of resources, which allows for the Thalmor to just steamroll the entire land from Solitude to Riften. This way Bethesda don't have to reference any of the side actually "winning" in their next game.
There is a book explaining most of this stuff in the Thalmor embassy.
I can't remember if I ever posted this here. If not - I'm sure you guys will enjoy it :v:
[img]http://i.minus.com/ibm2Ct5KVlQIaj.gif[/img]
[QUOTE=Legolas;41224666]I can't remember if I ever posted this here. If not - I'm sure you guys will enjoy it :v:
[img]http://i.minus.com/ibm2Ct5KVlQIaj.gif[/img][/QUOTE]
You did, and you are a horrible person.
[QUOTE=Kingy_who;41222861]I just got morrowind, but I can't play in the resolution I want to, should I get the overhaul mod or is there a mod that only changes graphics options?[/QUOTE]
use [url=http://www.ornitocopter.net/morrowind-overhaul/]mgso 3.0[/url]
Guars are the best :c
Dopey land whales.
So I made a bow that I'd like to Mod into Skyrim and maybe build a small environment for people to find it in, but every tutorial for doing so is about replacing a weapon already in game instead of adding one. Does anyone have any (fairly idiot proof) tutorials for doing so?
[QUOTE=DrasarSalman;41225350][url]http://www.creationkit.com/Bethesda_Tutorial_Customizing_Weapons_%26_Armor[/url][/QUOTE]
You know, I didn't even think of using the Wiki. Cheers!
That's good and all, but if you like bows, you may download a few mods that add more bows. If you do that, you have to wait for the author to make a SkyRe patch because apparently that mod is so incompatible that it literally conflicts with mods that add new stuff.
I can understand that some overhauls are good like requiem balancing gold costs and making it an actual burden and SkyRe improving combat, but I don't want all my perk trees to be turned upside down or getting a million different features that fucks my game up and redoes stuff I already have a mod for.
They could just make a script for it. Just using the SKSE functions, they can punch in their formula/algorithm to calculate damage and make it activate when you start a new game or install a new mod.
[QUOTE=DrasarSalman;41226419]They could just make a script for it. Just using the SKSE functions, they can punch in their formula/algorithm to calculate damage and make it activate when you start a new game or install a new mod.[/QUOTE]
This is what I'm doing.
It's completely retarded to mod skyrim's default weapon/armor/magic/etc values right in the CK, because you'll conflict with any mod that relies on that base item and your changes won't affect any mods that add stuff to the game.
You don't even need SKSE, simply by using magic effects that are set to conditionalize depending on the keywords for weapon material type and weapon type you can pretty much modify anything in the game from weapon attack speed to weapon damage to incoming damage, and because you apply these hidden magic effects to the player (or enemies, but that's slightly more complicated and not necessary) depending on the keywords that are associated with weapons rather than editing the weapons directly, it'll work with any mod assuming the mod author was smart enough to keyword his own weapon with the default skyrim keywords.
SKSE helps though because you can actually change direct values with a weapon type that go into effect globally (i.e. if I set the speed of the iron sword to be 3X default when I equip it, all iron swords in the game are going to be 3X the default). It's trickier in some ways though because you can only change what you already know is in the game, so in my case I've made an index of all the default weapon types of a certain class, and everytime the player equips a weapon it'll check this index to see if its in there. If not, it means its a modded/new weapon, and then it'll add it to the index and make the changes.
You also have to watch out because if you uninstall a mod that does stuff like the above it'll permanently change things, which is why you need to implement an "uninstall" script that reverts everything to default, which can be time consuming and/or hard to implement if you've never done it before (like me!).
For my mod it was important to be as compatable as possible with other mods and things players might add to their own game (because who plays with just one mod? Nobody), so right from the get go I've never modified a single default game setting value, item, magic effect, etc.. only added new ones that over-ruled or modified how the player handles certain types of weapons/etc instead of directly editing the items to do that. Anything I couldn't do through the CK, I script in my changes (which can be reversed via an uninstall of sorts).
Is there a mod that makes Argonians punch instead of claw?
Some guy's trying to make Skyrim "child safe". By removing most of the features.
You say Nexus ain't fulla whacked up weirdos? Explain this.
[url]http://skyrim.nexusmods.com/mods/37714/?[/url]
[QUOTE=Lium;41230567]Some guy's trying to make Skyrim "child safe". By removing most of the features.
You say Nexus ain't fulla whacked up weirdos? Explain this.
[url]http://skyrim.nexusmods.com/mods/37714/?[/url][/QUOTE]
It's a joke mod.
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