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[The Elder Scrolls] Stolen? No! This one found this thread by the side of the road.

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  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    Jragghen wrote: »

    that's adorable

    See You Space Cowboy: a ttrpg about sad space bounty hunters
    https://podcast.tidalwavegames.com/
    JragghenHappylilElfNeveronThe Escape Goat
  • JragghenJragghen Registered User regular
    I'm kinda...sorta...maybe mostly retired from doing patches at this point (haven't felt motivated), but I'm cleaning up and pushing out stuff I had mostly done.

    https://www.nexusmods.com/skyrimspecialedition/mods/93825

    This one's probably one of the bigger ones, and might interest some folks, I dunno.
    • Trainers no longer train you to the next level, they give "Skill XP" instead. So you can progress on past the cap (no more "waste" if you train towards the end of a skill level) and you can actually get multiple levels within a single training session. On the flip side, as you reach the limit/surpass given trainers, you might need to train with someone multiple times to gain a skill level.
    • Similarly, there is no longer a training cap, so you can train with trainers past the point where they should be useful (think of it as practicing with someone lower than you - you can skill hone your skills)
    • Master Trainers will always give more XP than Expert Trainers will always give more XP than Common Trainers. However, cost scales based off the usefulness of the trainer, with some other factors.
    • This has the end result of Common trainers being the "best" until skill level 55 (roughly), Expert until 78, and Master above that, in terms of "bang for your buck" - better trainers will (mostly) be more effective at training you, but they will be more expensive to where they don't want to bother with someone so novice - Master training is actually MORE expensive at skill level 10 than at skill level 20.

    DelduwathSkeithFleebElvenshaeSynthesis
  • JragghenJragghen Registered User regular
    https://youtu.be/H1q1nXLDjB8

    Skyblivion has given an update showing where they're at progress-wise in reach category. It's both a recruitment video and also a progress report, but it really gives you an idea where they're at.

    I know a number of folks who got recruited at various stages (Ryn is doing a lot of work right now, and eeekie and mocia have both been doing NPCs), but yeah - this one is the megaproject I'd say has the highest likelihood of releasing.

  • NeveronNeveron HellValleySkyTree SwedenRegistered User regular
    Tamriel Rebuilt is my personal TES megaproject of choice, but that's a proper infinity project where you're just going to have to be happy with getting a huge chunk of playable content every couple years.
    Like, I wouldn't be surprised if mainland Morrowind is complete by 2030 or something. But that's just one province, and it's not Morrowind Rebuilt.

    Skyblivion et. al. are super impressive and it's cool that they've got, y'know, a relatively achievable end goal.

  • Jealous DevaJealous Deva Registered User regular
    edited June 25
    Neveron wrote: »
    Tamriel Rebuilt is my personal TES megaproject of choice, but that's a proper infinity project where you're just going to have to be happy with getting a huge chunk of playable content every couple years.
    Like, I wouldn't be surprised if mainland Morrowind is complete by 2030 or something. But that's just one province, and it's not Morrowind Rebuilt.

    Skyblivion et. al. are super impressive and it's cool that they've got, y'know, a relatively achievable end goal.

    Yeah, though even with the reasonable scope how many full game sized projects like this have ever been released?

    Nehrim, Enderal, Tale of two wastelands, Tamriel rebuilt…

    Still hopeful they will do it, I would love obliviom in the skyrim engine.

    Jealous Deva on
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    Neveron wrote: »
    Tamriel Rebuilt is my personal TES megaproject of choice, but that's a proper infinity project where you're just going to have to be happy with getting a huge chunk of playable content every couple years.
    Like, I wouldn't be surprised if mainland Morrowind is complete by 2030 or something. But that's just one province, and it's not Morrowind Rebuilt.

    Skyblivion et. al. are super impressive and it's cool that they've got, y'know, a relatively achievable end goal.

    Mainland Morrowind is all that TR is aiming to create, not all of Tamriel.

    JtgVX0H.png
  • NEO|PhyteNEO|Phyte They follow the stars, bound together. Strands in a braid till the end.Registered User regular
    So why is it called tamriel rebuilt?

    It was that somehow, from within the derelict-horror, they had learned a way to see inside an ugly, broken thing... And take away its pain.
    Warframe/Steam: NFyt
    Skeith
  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    edited June 26
    As a side note: I am an active writer on Skywind (albeit one who is routinely laid low by my own stupid mental health issues) and the writing team is approaching [REDACTED] milestone

    ...

    But it's a very cool milestone



    And we're a volunteer team so cease your "it will never happen why wasn't it out yesterday" jokes (it wasn't out yesterday bc we're an unpaid volunteer team) (but golly we are working on some EXCITING STUFF) (... very slowly)

    Lucid_Seraph on
    See You Space Cowboy: a ttrpg about sad space bounty hunters
    https://podcast.tidalwavegames.com/
    Commander ZoomJragghenDarmakThe Escape Goat
  • DarmakDarmak RAGE vympyvvhyc vyctyvyRegistered User regular
    NEO|Phyte wrote: »
    So why is it called tamriel rebuilt?

    Because it's original scope was to recreate the rest of Tamriel, but they realized at the pace they work at that it would never fucking happen, so they cut back their scope to only include mainland Morrowind. Project Tamriel, however, is a collection of mods that aims to add the rest and they work closely with TR (such as sharing assets and whatnot). Project Tamriel is just two mods currently (Skyrim: Home of the Nords and Province: Cyrodil) and a third (High Rock 3e427) is in the planning stage. I've played a tiny bit of SHotN and the tiny bit I explored was pretty nice!
    As a side note: I am an active writer on Skywind (albeit one who is routinely laid low by my own stupid mental health issues) and the writing team is approaching [REDACTED] milestone

    ...

    But it's a very cool milestone



    And we're a volunteer team so cease your "it will never happen why wasn't it out yesterday" jokes (it wasn't out yesterday bc we're an unpaid volunteer team) (but golly we are working on some EXCITING STUFF) (... very slowly)

    Pffffft, everyone should know that these big modder projects will take awhile. It's just the nature of the beast! Now if everyone on the modding team (hell, for Skywind or Tamriel Rebuilt) was able to quit their jobs and they could hire people to fill in any gaps and then work full-time on the project, I'll bet we could see some real progress! But alas, it's big groups of unpaid volunteers doing what they can in their free time so we'll just have to wait patiently

    JtgVX0H.png
    JragghenSynthesis
  • JragghenJragghen Registered User regular
    As a side note: I am an active writer on Skywind (albeit one who is routinely laid low by my own stupid mental health issues) and the writing team is approaching [REDACTED] milestone

    ...

    But it's a very cool milestone



    And we're a volunteer team so cease your "it will never happen why wasn't it out yesterday" jokes (it wasn't out yesterday bc we're an unpaid volunteer team) (but golly we are working on some EXCITING STUFF) (... very slowly)

    Oh yeah, absolutely on "never coming out" I think that both Skywind and Skyblivion are in better shape than the Beyond Skyrim stuff, but volunteer teams having their rotating teams depending on interest and expertise make things super hard.

    Honestly my secret hope is that once one of them releases some of the active members will roll into one of the other ones to help out and cause a cascading wave of releases.

  • SyngyneSyngyne Registered User regular
    oh my god

    https://www.youtube.com/watch?v=h8Jfg8oh3YE

    sadly lacks Keytargonian

    5gsowHm.png
    Commander ZoomNeveronDanHibikiThe Escape Goatrahkeesh2000BlackDragon480SkeithHadesFiatil
  • JragghenJragghen Registered User regular
    https://www.youtube.com/watch?v=eaorZ9K0Nzw

    Extended Cut released one of their first look things.

    It's interesting, and also makes a lot of sense, but may run into some difficulty curve challenges with the main quest. But whatever. Neat!

    Synthesis
  • TerrendosTerrendos Decorative Monocle Registered User regular
    Ran into a problem yesterday, and I'm not sure how to deal with it. I set up a bunch of Skyrim mods last week with MO2 since I'm reasonably familiar with it. Got them all working together and started a new game.

    Yesterday I saw a mod pack on Nexus that looked like it might do everything I wanted while also having nicer graphics, so I figured I'd give it a try. But I had to use Vortex to download it because... it said I needed Vortex. Whatever, downloaded and installed, get things set up, create a new profile or whatever they call instances, and downloaded the modpack.

    Start it up, seems to work okay (though I only played a few minutes). But then I looked back at my MO2 instance where I had my original set of installed mods, and all the mods from the new pack have been installed in that instance. I would very much like to keep my peas and carrots separated, so to speak. I'm not committed to MO2, but if I tried to re-construct this custom mod pack from scratch, I anticipate it taking at least 3 hours or so, and I'd prefer to avoid that. I also don't want this same thing to happen in the future the next time I download some other mods or modpack. MO2 is not associated with nxm files (or whatever the extension is for files from Nexus) anymore, but somehow those mods still got installed (and I did verify they're installed, started up the game from MO2 and things were noticeably different).

    Anyone know what I did wrong? Or how to undo this and stop it from happening again?

  • FiatilFiatil Registered User regular
    edited September 7
    Terrendos wrote: »
    Ran into a problem yesterday, and I'm not sure how to deal with it. I set up a bunch of Skyrim mods last week with MO2 since I'm reasonably familiar with it. Got them all working together and started a new game.

    Yesterday I saw a mod pack on Nexus that looked like it might do everything I wanted while also having nicer graphics, so I figured I'd give it a try. But I had to use Vortex to download it because... it said I needed Vortex. Whatever, downloaded and installed, get things set up, create a new profile or whatever they call instances, and downloaded the modpack.

    Start it up, seems to work okay (though I only played a few minutes). But then I looked back at my MO2 instance where I had my original set of installed mods, and all the mods from the new pack have been installed in that instance. I would very much like to keep my peas and carrots separated, so to speak. I'm not committed to MO2, but if I tried to re-construct this custom mod pack from scratch, I anticipate it taking at least 3 hours or so, and I'd prefer to avoid that. I also don't want this same thing to happen in the future the next time I download some other mods or modpack. MO2 is not associated with nxm files (or whatever the extension is for files from Nexus) anymore, but somehow those mods still got installed (and I did verify they're installed, started up the game from MO2 and things were noticeably different).

    Anyone know what I did wrong? Or how to undo this and stop it from happening again?

    edit: whoops, misread. haven't really used the Vortex mod pack stuff and can't comment

    Fiatil on
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  • Jealous DevaJealous Deva Registered User regular
    edited September 7
    Does vortex mess with the main game directory? I don’t use vortex but that sounds like its messing with the main directory. Which is fine it just means it isn’t going to play nice with MO2.

    It sounds like to fix it you need to open vortex and undeploy all mods run by vortex.

    Jealous Deva on
  • GoumindongGoumindong Registered User regular
    Terrendos wrote: »
    Ran into a problem yesterday, and I'm not sure how to deal with it. I set up a bunch of Skyrim mods last week with MO2 since I'm reasonably familiar with it. Got them all working together and started a new game.

    Yesterday I saw a mod pack on Nexus that looked like it might do everything I wanted while also having nicer graphics, so I figured I'd give it a try. But I had to use Vortex to download it because... it said I needed Vortex. Whatever, downloaded and installed, get things set up, create a new profile or whatever they call instances, and downloaded the modpack.

    Start it up, seems to work okay (though I only played a few minutes). But then I looked back at my MO2 instance where I had my original set of installed mods, and all the mods from the new pack have been installed in that instance. I would very much like to keep my peas and carrots separated, so to speak. I'm not committed to MO2, but if I tried to re-construct this custom mod pack from scratch, I anticipate it taking at least 3 hours or so, and I'd prefer to avoid that. I also don't want this same thing to happen in the future the next time I download some other mods or modpack. MO2 is not associated with nxm files (or whatever the extension is for files from Nexus) anymore, but somehow those mods still got installed (and I did verify they're installed, started up the game from MO2 and things were noticeably different).

    Anyone know what I did wrong? Or how to undo this and stop it from happening again?

    Wabbajack. Which will auto download all mods in a pack and have a separate install for all of them

    wbBv3fj.png
  • Jealous DevaJealous Deva Registered User regular
    How is wyrmstooth? It seems like it and BS Bruma have been adopted by the mod community as unofficial DLC so I thought it might be time to try them.

  • TerrendosTerrendos Decorative Monocle Registered User regular
    Goumindong wrote: »
    Terrendos wrote: »
    Ran into a problem yesterday, and I'm not sure how to deal with it. I set up a bunch of Skyrim mods last week with MO2 since I'm reasonably familiar with it. Got them all working together and started a new game.

    Yesterday I saw a mod pack on Nexus that looked like it might do everything I wanted while also having nicer graphics, so I figured I'd give it a try. But I had to use Vortex to download it because... it said I needed Vortex. Whatever, downloaded and installed, get things set up, create a new profile or whatever they call instances, and downloaded the modpack.

    Start it up, seems to work okay (though I only played a few minutes). But then I looked back at my MO2 instance where I had my original set of installed mods, and all the mods from the new pack have been installed in that instance. I would very much like to keep my peas and carrots separated, so to speak. I'm not committed to MO2, but if I tried to re-construct this custom mod pack from scratch, I anticipate it taking at least 3 hours or so, and I'd prefer to avoid that. I also don't want this same thing to happen in the future the next time I download some other mods or modpack. MO2 is not associated with nxm files (or whatever the extension is for files from Nexus) anymore, but somehow those mods still got installed (and I did verify they're installed, started up the game from MO2 and things were noticeably different).

    Anyone know what I did wrong? Or how to undo this and stop it from happening again?

    Wabbajack. Which will auto download all mods in a pack and have a separate install for all of them

    I thought Wabbajack was only for modpacks, not individual mods. MO2 does this too with instances, and I was under the impression that Vortex had the same functionality. Unfortunately this pack does not yet have a Wabbajack equivalent yet (it's called Gate to Sovngarde, if anyone cares) as it just released recently. Plus I really don't want to install a THIRD mod management program for a single game.

  • JragghenJragghen Registered User regular
    edited September 7
    It's been a long time, but if memory serves - if MO2 was done as a portable session, it keeps all its mods locally in its folder. They get deployed at runtime, and you can control it there. Vortex deploys on install, so when you enable the mods in vortex, they get populated. So if you want to disable them in MO2, you'll need to disable them in vortex, I think?

    e: When I was juggling both, I did separate Skyrim installs on two different hard drives and had one manage each.

    Jragghen on
  • JragghenJragghen Registered User regular
  • Jealous DevaJealous Deva Registered User regular
    Looking at that modlist, its funny how now every modlist has similar things going on.

    Like everything now has COTN +great city of winterhold + Great villages and everything has simonrim

    I feel like you could almost throw up a “bare ass minimum mod list” on the wabbajock or something and then just have people add to that.

  • TerrendosTerrendos Decorative Monocle Registered User regular
    Fiddled around a bit, and turns out it's a reasonably simple (if somewhat annoying) fix. I just have to swap my Vortex profile over to the "default" one I had made, and it re-packaged up all the new mods that Gate to Sovngarde installed and returned it to an effectively vanilla installation. When I restarted MO2, it was back to showing my regular mod pack. It does take a few minutes to pack and unpack if I want to swap back and forth, but eh, I can live with that.

    I appreciate the offered help.

    JragghenJustice
  • JragghenJragghen Registered User regular
    This is completely irrelevant to anything current (there was some discussions regarding some stuff earlier, I think?) but folks might appreciate this when it comes to mods of...certain content types - it came up in an argument on the xEdit server:

    image.png

    DelduwathCommander ZoomLucid_SeraphL Ron HowardHadesElvenshaeSkeithFiatilThe Escape GoatNeveronGiantGeek2020
  • Jealous DevaJealous Deva Registered User regular
    edited September 10
    Someone posts in the Elder scrolls list and I have to spend 3 days making a mod setup…


    Favorite mod in the “I just installed this as a joke to play with it with console but now its going in my load order forever” category

    https://www.nexusmods.com/skyrimspecialedition/mods/73586?tab=images

    Blue deathclaws as some random obscure lore monster that lurks in the deepest icy plains.

    Jealous Deva on
    JragghenElvenshaeThe Escape Goat
  • Jealous DevaJealous Deva Registered User regular
    edited September 13
    Whee now I get to be in the “I have 20 hours into this playthrough and have a few mods that I kind of wish I didn’t install so do I start over or just deal with my OCD” stage of Skyrimming.

    Edit: never mind as well that the “problems” I am having are extremely minor (like minor text errors or one creature mod spawning more that I would like, that kind if thing.) and have virtually no effect on gameplay.

    I think I “solved” the problem by obsessively taking notes on my setup for my “next” playthrough, which will invariably take place long after mod updates and new mods make the notes irrelevant.

    Jealous Deva on
    JragghenCommander Zoom
  • TerrendosTerrendos Decorative Monocle Registered User regular
    I'm thinking of making my Mage character a Vampire Lord. Unfortunately, my only prior experience with playing as a vampire is in Oblivion, where I managed to get myself stuck in an inn at max vampirism so I got attacked on sight and with a high level NPC downstairs, so I just gave up after repeatedly dying. But as I understand it, the VL version doesn't turn all NPCs hostile at max vampirism? What about my followers? If I have Lydia along when I transform, is she going to attack me/flee? I probably wouldn't be doing the full Dawnguard DLC, just picking up the transformation and bailing. Will I be repeatedly hassled by Dawnguard soldiers for the rest of the game if I do that?

  • Jealous DevaJealous Deva Registered User regular
    edited September 14
    IIRC it works like werewolves, no one cares unless you run around in full manbat warform, companions don’t care whatever.

    Dawnguard and vigilants may turn hostile but there aren’t that many around to worry about. Once dawnguard starts there are like 3 static ones in the game I think? (Edit: in the main space, that is, rather than expansion zones.)

    Jealous Deva on
  • Jealous DevaJealous Deva Registered User regular
    edited September 27
    Finished a 100 hour playthrough of skyrim, still haven’t done the theives and mages guild …

    I had a lot of fun with bs bruma and wyrmtooth. I don’t know if I would include them on every playthrough but definitely worth a run through.

    Already have a mod list worked up for a new run, trying to talk myself out of playing again and into playing Starfield, BG3, or Cyberpunk.

    Opusglass’s solstheim creatures and birbwalker’s creatures are really good.

    Biggest thing with mods I feel like is lacking right now is there are mods that deal with CC content piecemeal but I’d live a really comprehensive treatment of it. Some of the default quests are fine, some are terrible, but in general I feel like its way too east to just wander up on some ridiculously gamebreaking equipment, and some of the quality of the quests specifically is pretty low.

    There is a lot of mod content that deals with bits and peices and that’s great (I like on a crimson trail, I like the knights of the nine scavenger hunt, I like the bits in tamrielic distribution that handles vigilant armor and netch leather, etc). But there are still pretty big gaps. I considered if I do another run trying to just disable any cc content that isn’t referenced by another mod. I can’t seem to get mod organizer to like doing that though.

    Jealous Deva on
    JragghenCommander ZoomElvenshae
  • TerrendosTerrendos Decorative Monocle Registered User regular
    I tried out being a VL and it mostly just felt gimmicky, same as playing werewolf. Reloaded to pre-choice and continued onward ignoring Dawnguard entirely. Tries the Lich mod instead, which was better but damn near impossible to aim (I do not like 3rd person Skyrim) but it at least trivialized Survival mode. Got kinda bored constantly swapping spells around, so I decided to restart as a paladin/cleric sort of build. Heavy armor sword and board with Restoration magic to supplement.

    Good to know about Bruma and Wyrmtooth, I have both in my list but never got to them as my Mage. I'll try to prioritize giving them a look.

  • Jealous DevaJealous Deva Registered User regular
    edited September 27
    Yeah. They are both worth playing. The worst thing I can say about Bruma is its clearly a demo and while its very polished there are some obvious places where a quest line just ends, and the edge of the map has invisible wall syndrome. Which is all understandable for what it is just be aware.

    Wyrmtooth is fun, worse thing I can say about it is that it is just more skyrim. There’s a lot that will be familiar if you’ve done the main quests (not direct repetition or anything, just expect a big draugr area, a big falmer area, an underground/dwarven ruins area, etc.).

    But whatever, it’s good content. Overworld terrain design is really cool. Sometimes I feel like some side content is a bit overly difficult if you already finished the main quest because you don’t get to keep the npcs once its done, so be aware of that (you’ll have a few opportunities to leave the main dungeon, thats a good time to do the sidequests). Not a huge deal though, everything is still doable, just might require a few more levels or better equipment/cheese without the NPCs. I’d probably run it again if I did another run.

    Edit: also, I will say I liked Simonrim’s take on “survival” mode (Gourmet+Starfrost+blade and blunt basically). Instead of constantly needing to eat, eating gives you bonuses you’ll want to reasonably try to keep up. Instead of cold killing you, it affects movement speed and in extreme cases saps stamina. You still accumulate tiredness, injuries, etc that can be cured by sleeping which pushes you to interact with the game’s housing, inns, camping, etc systems.

    It seems to have a lot of the good parts of survival (meaningful interact with food, beds, trying to avoid cold and cold water, etc) without putting you in the situation of “OH SHIT I’M 2/3 OF THE WAY THROUGH THE FORGOTTEN VALE AND I NEED A SANDWICH OR I’LL DIE”

    Jealous Deva on
    Lucid_SeraphElvenshae
  • captainkcaptaink TexasRegistered User regular
    Starfield being a mild disappointment has me looking at Skyrim for the first time in a long time. Steam says I last played in 2013. I would like to come back and do the fully modded out playthrough I always told myself I would do. A few questions.

    I have The Elder Scrolls V: Skyrim Special Edition because the exact edition seems to matter from my cursory searching. This also seems to be generally the best edition to have from a modding standpoint? I have plain old TES5: Skyrim too but I'm sure that's not the best base to start from in 2023.

    How well do Nexusmods' mod packs work? Seems like it would save a lot of trouble. I'm pretty sure if I do the thing where I try to build my own modlist I'll never actually start playing the game. While that can be its own kind of fun it's not what I want right now. I'm also open to non-Nexus modpacks since I'd probably pay for Premium to do theirs.

    Are there any suggested modpacks/overall mods? I don't really know what I want other than to make magic fun/useful/powerful, fix any remaining egregious bugs, and probably some amount of new content. Improved graphics I can take or leave, I don't want to go to a lot of trouble to improve them and my GPU wants a break after Cyberpunk. Not interested in adult mods (there's...so many) or anything that's super hardcore survival or difficulty.

    How do you even evaluate what a modpack does, as someone who hasn't touched the game or mods in a decade? I find the overviews to be vague but actually going through all the mods to see what they do seems too in the weeds. I need a medium amount of information.

  • Steel AngelSteel Angel Registered User regular
    captaink wrote: »
    Starfield being a mild disappointment has me looking at Skyrim for the first time in a long time. Steam says I last played in 2013. I would like to come back and do the fully modded out playthrough I always told myself I would do. A few questions.

    I have The Elder Scrolls V: Skyrim Special Edition because the exact edition seems to matter from my cursory searching. This also seems to be generally the best edition to have from a modding standpoint? I have plain old TES5: Skyrim too but I'm sure that's not the best base to start from in 2023.

    I didn't do any modpacks when I did my own Skyrim binge win the last few years, but the SE is indeed where you want to start. A lot of mods are only updated for it now given some critical tools and mods only support that because modders often don't have the time to maintain two distinct versions of their stuff. And then a lot of other mods build on top of those so they only support the SE as well.

    Big Dookie wrote: »
    I found that tilting it doesn't work very well, and once I started jerking it, I got much better results.

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  • TerrendosTerrendos Decorative Monocle Registered User regular
    captaink wrote: »
    Starfield being a mild disappointment has me looking at Skyrim for the first time in a long time. Steam says I last played in 2013. I would like to come back and do the fully modded out playthrough I always told myself I would do. A few questions.

    I have The Elder Scrolls V: Skyrim Special Edition because the exact edition seems to matter from my cursory searching. This also seems to be generally the best edition to have from a modding standpoint? I have plain old TES5: Skyrim too but I'm sure that's not the best base to start from in 2023.

    How well do Nexusmods' mod packs work? Seems like it would save a lot of trouble. I'm pretty sure if I do the thing where I try to build my own modlist I'll never actually start playing the game. While that can be its own kind of fun it's not what I want right now. I'm also open to non-Nexus modpacks since I'd probably pay for Premium to do theirs.

    Are there any suggested modpacks/overall mods? I don't really know what I want other than to make magic fun/useful/powerful, fix any remaining egregious bugs, and probably some amount of new content. Improved graphics I can take or leave, I don't want to go to a lot of trouble to improve them and my GPU wants a break after Cyberpunk. Not interested in adult mods (there's...so many) or anything that's super hardcore survival or difficulty.

    How do you even evaluate what a modpack does, as someone who hasn't touched the game or mods in a decade? I find the overviews to be vague but actually going through all the mods to see what they do seems too in the weeds. I need a medium amount of information.

    Unfortunately there's a fair amount of tribal knowledge. For example, if they mention Enairim or Simonrim, those are each a suite of mods intended to rebalance the game in specific ways. Enai is much more "power fantasy" whereas Simon is "vanilla, made balanced." Less popular is Requiem, which is more of a Hard Mode situation and probably not what you're looking for.

    If you're going to download modpacks to fiddle with them, you will probably want a month of Nexus premium, or else it'll take forever to download. Wabbajack is a good resource for a bunch of major modpacks that are just download and play, no fiddling. It also automatically establishes forks if your Skyrim install so you can still launch the vanilla game unmodified through the regular exe. Nexus does have its own packs, but IIRC they are only downloadable through Vortex, and IMO Mod Organizer 2 is much better.

    I'd just try out a few different modpacks and lock down a few specific mods or mod suites that you like the feel of, and then search for packs with those mods. But if you want a blind recommendation based purely on what you've mentioned here, maybe give Gate to Sovngarde a try, it's a pretty new pack by a particularly prolific modder called jayserpa.

    Jragghen
  • JragghenJragghen Registered User regular
    Important question 1: What mod organizer are you using?
    • Nexus Mod Manager - No modlists will be supported, and also you're just making stuff hard for yourself
    • Vortex - Nexus Collections are your only option
    • Mod Organizer 2 - Wabbajack is your only option
    • I don't use a mod manager I just install stuff directly into my Data directory - *smacks you upside the head*

    Can't help you with Vortex collections, I don't really use Vortex and have never really looked into them, buuuuuuuut Jayserpa made one, so that'd probably be where I'd default start. https://next.nexusmods.com/skyrimspecialedition/collections/qdurkx Please note: I have legitimately not even remotely looked at this modlist. Jayserpa just makes such good shit that I'd assume a modlist he makes is good.


    Wabbajack, click this link and follow the flowchart: https://www.figma.com/file/obqet5Mvte1C2l849BbBSq/Wabbajack-Skychart?type=whiteboard&node-id=706-264

    captainkJusticeGiantGeek2020Elvenshae
  • captainkcaptaink TexasRegistered User regular
    edited November 2
    I have Vortex for other games but I am not married to it.

    Edit: That flowchart is exactly what I needed, honestly.

    captaink on
    Jragghen
  • Jealous DevaJealous Deva Registered User regular
    edited November 2
    I would recommend Kezail https://keizaal.github.io/Keizaal/ .

    I think it may require Anniversary edition though.


    There's a lot of overlap between it and Gate to Sovngarde IIRC, though.


    Skyrim is so weird because there's so much out there and so much is preference based. Neither of the above modlists is exactly what I would use if I made my own modlist, but it's hard to explain exactly what I would do short of me just outright making a wabbajack and maintaining it. Like I don't even know where to start trying to explain how to make DynLOD and LODGENs and how to make SSEDIT patches and things like that, because its just something I gradually picked up over 10 years.

    Jealous Deva on
    Jragghen
  • JragghenJragghen Registered User regular
    edited November 2
    Also if you want to go nuts, one of my friends (well, I guess I could say multiple of them at this point) help make this one: https://skyrimunificationproject.github.io/index.html (he's the person doing the project arch part and is a crazy person) and I can toss the link for the wabbajack for that, too. It's constantly getting updated atm, though. The WJ link is available in the discord until it stabilizes for a proper release.

    It's very much a LOTD-centric one. You can kinda think of it as a fork/rebuild of Lexy's list, for other folks familiar with that one.
    Skyrim is so weird because there's so much out there and so much is preference based. Neither of the above modlists is exactly what I would use if I made my own modlist, but it's hard to explain exactly what I would do short of me just outright making a wabbajack and maintaining it. Like I don't even know where to start trying to explain how to make DynLOD and LODGENs and how to make SSEDIT patches and things like that, because its just something I gradually picked up over 10 years.


    If you WANT to learn some of that stuff, install this list: https://lexyslotd.com/

    It's explicitly NOT a wabbajack pack, but does walk through every single one of those tools and steps, including having like....people who do youtube videos walking through it with you. It's how I started going down the rabbit hole - it takes a long time, but you WILL get a passing familiarity with a lot of tools which will teach you enough to be dangerous dicking around on your own. (It's also a genuinely good modlist if you're into legacy of the dragonborn, but doing the manual installation is a legitimately large time commitment).

    Jragghen on
  • SkeithSkeith Registered User regular
    edited November 3
    Jragghen wrote: »
    Important question 1: What mod organizer are you using?
    • Nexus Mod Manager - No modlists will be supported, and also you're just making stuff hard for yourself
    • Vortex - Nexus Collections are your only option
    • Mod Organizer 2 - Wabbajack is your only option
    • I don't use a mod manager I just install stuff directly into my Data directory - *smacks you upside the head*

    Can't help you with Vortex collections, I don't really use Vortex and have never really looked into them, buuuuuuuut Jayserpa made one, so that'd probably be where I'd default start. https://next.nexusmods.com/skyrimspecialedition/collections/qdurkx Please note: I have legitimately not even remotely looked at this modlist. Jayserpa just makes such good shit that I'd assume a modlist he makes is good.


    Wabbajack, click this link and follow the flowchart: https://www.figma.com/file/obqet5Mvte1C2l849BbBSq/Wabbajack-Skychart?type=whiteboard&node-id=706-264

    I was stuck in my ways for a long time because of Morrowind, okay?!

    Skeith on
    aTBDrQE.jpg
    JragghenFiatil
  • captainkcaptaink TexasRegistered User regular
    Am I correct in understanding that installing a modlist through Wabbajack is vastly simpler?

    I ended up most interested in two projects: Lost Legacy and Wildlander. Judging from the flowchart Lost Legacy is based upon Legacy of the Dragonborn, and Wildlander upon Requiem. Both seem to have simplified installs.

    DanHibikiElvenshae
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