As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/

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

1434446484961

Posts

  • Ivan HungerIvan Hunger Registered User regular
    In my playthrough of Morrowind, I didn't use any custom spells, with two exceptions. Custom spells cost double the mana of default spells for the same effect, and my character didn't really have the intelligence to spend that much mana.

    The first exception was a few cheap, worthless spells I made in several different schools for the purposes of skill grinding. The idea was that, before I would go to sleep, I would cast one of those spells repeatedly until my mana was all spent.

    The second exception was a spell I called Theft Enabler. It was a 100% chameleon effect that lasted only 2 seconds, just long enough to grab something off a merchant's shelf and stick it in my pocket.

  • Commander ZoomCommander Zoom Registered User regular
    edited December 2020
    In my playthrough of Morrowind, I didn't use any custom spells, with two exceptions. Custom spells cost double the mana of default spells for the same effect, and my character didn't really have the intelligence to spend that much mana.

    The first exception was a few cheap, worthless spells I made in several different schools for the purposes of skill grinding. The idea was that, before I would go to sleep, I would cast one of those spells repeatedly until my mana was all spent.

    The second exception was a spell I called Theft Enabler. It was a 100% chameleon effect that lasted only 2 seconds, just long enough to grab something off a merchant's shelf and stick it in my pocket.

    All of my abuse of Morrowind was potions, not spells. In Oblivion, though, pretty much the same as you: some simple cantrips to grind skill, and one that was straight up abuse. Not 100% Cham, though, I had items for that. No, mine was what I called "The Face" - a few seconds of Fortify Charisma, Fortify Mercantile, etc, which I'd cast right before starting a conversation (which froze time). No one could resist "The Face".

    Commander Zoom on
  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    .
    In my playthrough of Morrowind, I didn't use any custom spells, with two exceptions. Custom spells cost double the mana of default spells for the same effect, and my character didn't really have the intelligence to spend that much mana.

    The first exception was a few cheap, worthless spells I made in several different schools for the purposes of skill grinding. The idea was that, before I would go to sleep, I would cast one of those spells repeatedly until my mana was all spent.

    The second exception was a spell I called Theft Enabler. It was a 100% chameleon effect that lasted only 2 seconds, just long enough to grab something off a merchant's shelf and stick it in my pocket.

    All of my abuse of Morrowind was potions, not spells. In Oblivion, though, pretty much the same as you: some simple cantrips to grind skill, and one that was straight up abuse. Not 100% Cham, though, I had items for that. No, mine was what I called "The Face" - a few seconds of Fortify Charisma, Fortify Mercantile, etc, which I'd cast right before starting a conversation (which froze time). No one could resist "The Face".

    iuY6ZQY.jpeg

    See You Space Cowboy: a ttrpg about sad space bounty hunters
    https://podcast.tidalwavegames.com/
  • Commander ZoomCommander Zoom Registered User regular
    Exactly.

  • Ninja Snarl PNinja Snarl P My helmet is my burden. Ninja Snarl: Gone, but not forgotten.Registered User regular
    edited December 2020
    I could never stand using potions in actual gameplay, using anything but heal potions involves so much fiddley crap that it was nowhere near worth my time to deal with any of it.

    For me, potions should be redone into a limited-used system where you can select the potions you want before venturing out. The potion count is from clothing you can make/find in order to increase the potion count, but the number of uses per potion is determined by your Alchemy level. So you start the game able to carry something like four potions and can use each one twice, but a high Alchemy means you can use them each five or ten times eventually. Four health potion might be ridiculous overkill for somebody at 50 Alchemy, but barely sufficient for somebody at level 10 Alchemy. Resting at an inn lets you recharge for free any potion you can make yourself, and anything higher costs money. Experimenting with potions let you just update whatever you want to carry instead of generating fifty potions of slightly varying quality.

    And no more of this crap with ingredients that produce potions that buff and damage the same stat, that is just a fucking waste of the player's time. None of the other sets of abilities do that nonsense. There's no Archery ability for "slow time by 50% while speeding time by 25%" ability that takes 50 levels to take the negative effect off. There's no Smithing results that make armor that make you 15% stronger and then 5% weaker. Make healing potions heal. Make poison potions poison things. At most, make it so potion effects are diluted between effects; in other words, level 10 in Alchemy gives you a Heal potion that restores 20 health and buffs you 20 health, but level twenty in Alchemy lets you make a potion to restore 40 health or buff for 40 health.

    Mostly just streamline this potion nonsense waaaaay down and make it actually useful for the average character. I'd love to do some Alchemical Archer stuff, but there's no way it's worth the effort when I can just Smith/Enchant up a super-murder bow that doesn't require fumbling with potions for the desired effect.

    Ninja Snarl P on
  • Ivan HungerIvan Hunger Registered User regular
    I avoid all crafting skills because they break both the exploration loop and the economy loop even faster than you will anyway. There's no point in dungeon crawling or shopping if the stuff you've already made yourself is always going to be better.

    But I understand that, for some people, breaking the game is the point of the game, and crafting skills are for them.

  • Lucid_SeraphLucid_Seraph TealDeer MarylandRegistered User regular
    I think the most wonderful thing about Elder Scrolls games is that all those gameplay styles are completely valid. You can completely ignore the crafting system in most of them and do just fine. And on PC you can even mod things to remove the crafting system entirely. But if you *want* to use those systems, you can go hog wild.

    See You Space Cowboy: a ttrpg about sad space bounty hunters
    https://podcast.tidalwavegames.com/
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    edited December 2020
    Like playing as an argonian alchemist that fights using a dwemer rifle and grenades.

    Ahhh...that was a good one. I miss playing Skyrim but I can't justify going back to it when I still have two million hours of content to go through in ESO.

    Dr. Chaos on
    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • JragghenJragghen Registered User regular
    https://forum.step-project.com/topic/15348-dyndolod-300-alpha-2/

    And building on top of the "no grass in objects" mod, dyndolod now has grass lods.

  • JragghenJragghen Registered User regular
    edited January 2021
    Oh hey, it's been over a month.

    I'm now 170-something days in-game into my playthrough and it's miraculously still (mostly) stable - there's two places that were having some issues-ish but I've mostly been avoiding them. Now, because I'm...you know...playing, I haven't had a chance to update everything, or dig into everything, as much as I previously would (no point in looking at combat mods if I can't install them, yaddah yaddah). So this is largely highlights.

    Another guy has started posting SKSE plugins for QOL things, I'll be posting a few of those:

    https://www.nexusmods.com/skyrimspecialedition/mods/43339 - Stagger Direction Fix. Makes you stagger in the direction that makes sense
    https://www.nexusmods.com/skyrimspecialedition/mods/43430 - I don't do many individual NPC makeovers, but this is a really good Serana that manages to look like an upgrade to the original (so keeping a lot of the character, so to speak), while looking nice. It's worth noting that he has a version for both vampire and human form, so you can actually swap mid-game if you choose to cure her vamprism.
    https://www.nexusmods.com/skyrimspecialedition/mods/43494 - Maximum Carnage is an SSE dismemberment mod if folks want that back
    https://www.nexusmods.com/skyrimspecialedition/mods/42997 - SKSE removing dropping, losing, selling, disenchanting, etc favorited weapons

    https://www.nexusmods.com/skyrimspecialedition/mods/43816 - Choose your character's pronouns separate from their appearance.

    https://www.nexusmods.com/skyrimspecialedition/mods/43097 - tool largely for testing, but it allows you to find or spawn any NPC in the game.
    https://www.nexusmods.com/skyrimspecialedition/mods/43708 - move while in dialogue
    https://www.nexusmods.com/skyrimspecialedition/mods/43500 - fixes a couple bugs with reanimation
    https://www.nexusmods.com/skyrimspecialedition/mods/43297 - someone made a patch hub for window shadows, so for people who want to check that out, probably a good option
    https://www.nexusmods.com/skyrimspecialedition/mods/43041 - There's lots of textures that got released, but this is a larger one for high hrothgar, which is an oft-ignored area
    https://www.nexusmods.com/skyrimspecialedition/mods/43413 - Northbourne released Winterhold, using a lot of the awesome new beards from something released last month
    https://www.nexusmods.com/skyrimspecialedition/mods/43936 - fixes combat escape some. No more "hey, this random slaughterfish 3 miles away is aggro'd"
    https://www.nexusmods.com/skyrimspecialedition/mods/43407 - port of DK's realistic nord ships, which looks great, but has tons of patching impacts (navmesh, etc)
    https://www.nexusmods.com/skyrimspecialedition/mods/43991 - Newly released, but JK looks like he's doing Solitude next, with an overhaul of The Winking Skeever

    And I released my first non-patch mod. It's stupid. I don't even use it myself, but it's a niche which seemed to be lacking in a stripped down form: https://www.nexusmods.com/skyrimspecialedition/mods/43695 - changes how much effort/drop rate of ores from mines based off of ore type. Ebony is rare and hard, iron is common and easy. It just seemed stupid people go to such effort to MLU things to prevent ebony weapons, then you walk into a mine and get a fuckton easily.

    Jragghen on
  • SynthesisSynthesis Honda Today! Registered User regular
    edited January 2021
    Hey, has anyone using one of the various mods to replace male mannequins with female ones....run into mannequins being stuck as male and with the "missing texture" purple-blue skin?

    Honestly, mannequins are one of those things I wish didn't exist Skyrim until Bethesda got it through their skulls that maybe there needed to be a way in-game to switch their gender without them glitching out horrifically. I'm tempted just to delete every one I find via the console.

    EDIT: So, if anyone else runs into this issue when using something like "Immersive College of Winterhold"--it's actually a compatibility issue with the mod itself, and can be mostly fixed via some enterprising fan's patch.

    Synthesis on
  • Dr. ChaosDr. Chaos Post nuclear nuisance Registered User regular
    Currently going through Enderal for the first time.

    Nehrim was pretty solid but this is on another level.

    Really good stuff.

    Pokemon GO: 7113 6338 6875/ FF14: Buckle Landrunner /Steam Profile
  • SynthesisSynthesis Honda Today! Registered User regular
    edited January 2021
    Jragghen wrote: »
    Periodic "when I feel like it" update.

    https://www.nexusmods.com/skyrimspecialedition/mods/42161 - that "no grass in objects" thing got updated again, this time with a method to pre-cache all your grass. It can apparently take up a lot of disk space, but....yeah. Grass!

    I can't get the "basic" version of the mod to work (now at v6), and the PreCache Plugin in MO2 won't run. Presumably I did something wrong, except...they're aren't a lot of steps, and I already had .Net Framework installed.

    On the other hand, considering how many hours it can take to precache everything, maybe it not working is actually doing me a favor and I can just learn to ignore the grass peaking through stone tiles. :?

    EDIT: Uh oh...might've broken the game even with it disabled and uninstalled now. I get crashes on loading, indoor, outdoor, no message or anything. Yikes. :bigfrown:

    EDIT EDIT: Oh, thank you lord, apparently updating .Net Framework from v12 to v14 was what caused it. At least I didn't completely fuck over my installation.

    Synthesis on
  • JragghenJragghen Registered User regular
    Okay, last one of these for a while, probably. My level 65 game is finally sagging under its weight (I got over 2100 items in the museum) and my attempt to fix things I apparently misclicked and didn't get backups for my .esps I modified, so I feel like this is held together by bubblegum.

    I may just go "fuck it" and head to some of the worldspaces I haven't yet, so maybe not done, but it does take a lot of wind out of the sails when there's persistent crashes near one of the cities. Given the crash logs, I swear what I'm hitting now is something that's navmesh related, which I can fix, but.....yeah. In a very "meh" mood atm :D

    So just running down some of the top stuff from the past 30.

    https://www.nexusmods.com/skyrimspecialedition/mods/44483 - some settings stuff which are just global settings but should give better shadows
    https://www.nexusmods.com/skyrimspecialedition/mods/43991 - JK's Winking Skeever, https://www.nexusmods.com/skyrimspecialedition/mods/44482 - Angeline's Aromatics, https://www.nexusmods.com/skyrimspecialedition/mods/44642 - Bits and Pieces, https://www.nexusmods.com/skyrimspecialedition/mods/44858 - Radiant Raiment
    https://www.nexusmods.com/skyrimspecialedition/mods/44388 - Upgrade to SMIM
    https://www.nexusmods.com/skyrimspecialedition/mods/44625 - new first person animations
    https://www.nexusmods.com/skyrimspecialedition/mods/44899 - new grass mod that looks nice
    https://www.nexusmods.com/skyrimspecialedition/mods/42990 - Windhelm Expansion which is one of the best looking...well, expansions of Windhelm I've ever seen. Adds quests and shit, too.
    https://www.nexusmods.com/skyrimspecialedition/mods/45148 - Conditional facial animations

    Honestly, was a pretty quiet month. Lots of textures, lots of followers, lots of NPC/hair type stuff, but since I'm so deep I'm not installing stuff, and not a whole lot really caught my attention >_>

  • JragghenJragghen Registered User regular
    Okay, I lied. Resolved that thing and I'm up to level 82 and over 2700 display items >_> Work has been kicking my ass, so I haven't been diving into stuff as much as usual, but trying to pick through stuff.

    Some relatively big stuff since the last update.

    https://www.nexusmods.com/skyrimspecialedition/mods/45565 - Wyrmstooth is back on Nexus and is getting actively updated again. This is a DLC-level expansion that's been around for a while and is highly regarded
    https://www.nexusmods.com/skyrimspecialedition/mods/45148 - DAR continues to be amazing and now there's conditional subtle facial animations. Adds a lot more than you'd expect
    There's been a ton of animation mods this time period, for whatever reason. here's the top endorsed: https://www.nexusmods.com/skyrimspecialedition/mods/45221 https://www.nexusmods.com/skyrimspecialedition/mods/45177 https://www.nexusmods.com/skyrimspecialedition/mods/45799
    https://www.nexusmods.com/skyrimspecialedition/mods/46000 - Enai (Ordinator, et al) released a Vanilla+ magic overhaul
    https://www.nexusmods.com/skyrimspecialedition/mods/46620 - Person behind the TPF modlist released a mod which allows you to have multiple active PCs in the same save/playthrough, swap between them, spawn them as followers, and permanently edit stats/appearance of items/npcs/etc in-game. This thing looks nuts, I haven't dug into it at all.
    JK continued with his interior stuff: https://www.nexusmods.com/skyrimspecialedition/mods/45324 - Blue Palace, https://www.nexusmods.com/skyrimspecialedition/mods/45617 - Candlehearth Hall. My pages continue to have patches for them, I was just slower in releasing than normal.

    (I also got an invite to his dev discord server, which is kinda neat >_> )

    Lots of retextures, just some assorted picks: https://www.nexusmods.com/skyrimspecialedition/mods/45734 https://www.nexusmods.com/skyrimspecialedition/mods/45788 https://www.nexusmods.com/skyrimspecialedition/mods/45601 https://www.nexusmods.com/skyrimspecialedition/mods/46612 https://www.nexusmods.com/skyrimspecialedition/mods/45867 https://www.nexusmods.com/skyrimspecialedition/mods/46627 https://www.nexusmods.com/skyrimspecialedition/mods/46564
    Juniper added to the spherical berry group: https://www.nexusmods.com/skyrimspecialedition/mods/45431 https://www.nexusmods.com/skyrimspecialedition/mods/45437

    https://www.nexusmods.com/skyrimspecialedition/mods/46358 - Completionist quest tracker thing from the same guy who made The Curators Companion, so SSE has its version of SkyComplete, except with support for a bunch of quest mods

    https://www.nexusmods.com/skyrimspecialedition/mods/45401 - No sunlight through mountains. There's been some weird stuff with regards to sun shadows lately

    And then there's stuff like a SKSE plugin that gives locational damage which was today? https://www.nexusmods.com/skyrimspecialedition/mods/46932 And a fully compatible "killable children" thing without needing to worry about appearance compatibility? https://www.nexusmods.com/skyrimspecialedition/mods/46826

    New male body mod/SOS or SAM alternative with better permissions which I'm including just because the name is great - https://www.nexusmods.com/skyrimspecialedition/mods/46311 "Highly Improved Male Body Overhaul -HIMBO-"

    I threw together a stupid little thing that lets you craft lunar weapons at the lunar forge which honestly has no need to exist if you're not playing with LOTD: https://www.nexusmods.com/skyrimspecialedition/mods/45992 yet no one ever actually made this thing, which blows my mind.

    And a couple things that have been significantly updated since previously mentioned so I'm calling them out.

    First off, Lux's creator has made patches for goddamn everything, and it's basically the most complete alternative to ELFX at this point. It's looking pretty nice and I might give it a shot next time: https://www.nexusmods.com/skyrimspecialedition/mods/43158

    Secondly, Lucien just had a major update drop last night - https://www.nexusmods.com/skyrimspecialedition/mods/20035 which adds 2000 more lines to what was already one of the most verbose followers in the game. Like, this update almost doubled his content if I'm not mistaken. It's adding more lines to him than most followers ever get. Actual kinda spoilers, but a great thing for other followers, too
    It's a stealth Inigo update, too, and has a bunch of character action with the two of them that are newly-recorded, as opposed to being spliced lines like previously done.

  • UncleSporkyUncleSporky Registered User regular
    I saw this online and I liked it.

    PffDRNX.png

    Switch Friend Code: SW - 5443 - 2358 - 9118 || 3DS Friend Code: 0989 - 1731 - 9504 || NNID: unclesporky
  • UncleSporkyUncleSporky Registered User regular
    Also I have thought of a mod for Skyrim which is a very important mod that needs to exist as soon as possible.

    There should be a boob/poop machine added to every city.

    DXNx3Wf.gif

    Maybe a square foot large, sitting on top of some barrel.

    The player can go crank it for as long as they want, but it should also be incorporated into NPC behavior, alongside behaviors like manning stalls, sweeping, smithing, and leaning up against things.

    Nazeem goes up to the machine and cranks it over to boob but Jon Battle-Born is not a fan of that and changes it back to poop. A little daily argument the villagers are all having with each other.

    I feel like this would be a very immersive mod.

    Switch Friend Code: SW - 5443 - 2358 - 9118 || 3DS Friend Code: 0989 - 1731 - 9504 || NNID: unclesporky
  • JragghenJragghen Registered User regular
    For any folks interested in learning a bit more about how light and meshes work, I figured out how to partition them, wrote up a guide: https://www.nexusmods.com/skyrimspecialedition/mods/47109/ and have two uploads with chopped up meshes for COTN now:

    https://www.nexusmods.com/skyrimspecialedition/mods/47101
    https://www.nexusmods.com/skyrimspecialedition/mods/47245

  • BotznoyBotznoy Registered User regular
    I saw this online and I liked it.

    PffDRNX.png

    Sequel to Clout Ruler Temple when?

    IZF2byN.jpg

    Want to play co-op games? Feel free to hit me up!
  • JragghenJragghen Registered User regular
    Yeah, sure, I'll keep doing this. First off, one I missed last month:

    https://www.nexusmods.com/skyrimspecialedition/mods/46482 - Spellforge is something I haven't tried out (obviously), but the concept looks interesting. Rather than the typical "need to study to learn spells" (which it turns out I like in concept, but in execution is a giant PITA when combined with needs mods). The mod's description isn't fantastic, but the video seems to show it off:

    https://www.youtube.com/watch?v=6n0csBRSWdk

    Basically makes learning spells something more akin to alchemy or forging. I like the idea. If/when I do a new game, I'll probably give this a shot.

    https://www.nexusmods.com/skyrimspecialedition/mods/47541 - JPSteel2 (the guy behind COTN) released a bear overhaul. They look...fuzzy. And intimidating.
    https://www.nexusmods.com/skyrimspecialedition/mods/47329 - played too many times and are tired of looking at the claws to figure out the answer to the stupid puzzle doors? This auto-unlocks them if you have the right claw
    https://www.nexusmods.com/skyrimspecialedition/mods/47710 - projectile-based water explosions/ripples/splashes
    https://www.nexusmods.com/skyrimspecialedition/mods/43532 - a buuuuuunch of random engine fixes using .NET. Some of them are things that already existed as SKSE plugins, but this is a different way of doing so
    https://www.nexusmods.com/skyrimspecialedition/mods/46932 - locational damage via SKSE plugin
    https://www.nexusmods.com/skyrimspecialedition/mods/47802 - glowmapping on dwemer stuff has been a popular thing and there's a few of these, but I'm not a huge fan *shrug*
    https://www.nexusmods.com/skyrimspecialedition/mods/46217 - new grass mod which is popular
    https://www.nexusmods.com/skyrimspecialedition/mods/46930 - more hearthfire dolls, which is kinda cute as shit.
    https://www.nexusmods.com/skyrimspecialedition/mods/47742 - cows don't look awful finally! But much like the bear mod at the top, very fuzzy - it's a style which I like in some cases, but not all.

    JK continues with his interiors series. He's almost done with Windhelm at this point. https://www.nexusmods.com/skyrimspecialedition/mods/47713 - https://www.nexusmods.com/skyrimspecialedition/mods/47942 - https://www.nexusmods.com/skyrimspecialedition/mods/48293

    https://www.nexusmods.com/skyrimspecialedition/mods/47829 - you can now pet dogs in-game.
    https://www.nexusmods.com/skyrimspecialedition/mods/47558 - new custom voice follower which is a bit....odd, watch the video. But noteworthy because he starts with 7000 lines, which is goddamn insane.

    There's a number of really well done high-poly mesh/textures released this month

    https://www.nexusmods.com/skyrimspecialedition/mods/47174 - for folks with VR, an in-game map and working compass so you can try to navigate the old fashioned way
    https://www.nexusmods.com/skyrimspecialedition/mods/47994 - haven't really dug into it, but someone seems to actually be working on fleshing out the bard college/playthrough style, so props.


    And for my own part, I finished the mesh work for COTN with Winterhold - https://www.nexusmods.com/skyrimspecialedition/mods/47497 and more notably just released my first thing involving quests:

    https://www.nexusmods.com/skyrimspecialedition/mods/48390/ - for the "East Empire Pendant" quest on Solstheim, it makes it completable, stops respawn of the pendants, gives them map markers, keeps track of how many you've sold, and gives a prize upon completing the quest. It's building on top of some stuff that others have done, but it's my first time dipping my toes into this sort of thing, so I'm rather proud of it :)

  • JragghenJragghen Registered User regular
    Overdue post, if I'm keeping at this. I'm kinda falling off due to some RL issues, but still involved, etc.

    https://www.nexusmods.com/skyrimspecialedition/mods/47670 - Mod which adds new idle animations to your player where they will interact with the environment, hug people they're friends with, and a bunch of other things. This one's pretty impressive and a biggun', so I'm going to post the video.

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

    https://www.nexusmods.com/skyrimspecialedition/mods/49490 - SSE finally has a minimap mod. It appears to be rather customizable
    JK's continuing with his interiors series: https://www.nexusmods.com/skyrimspecialedition/mods/47942 https://www.nexusmods.com/skyrimspecialedition/mods/48293 https://www.nexusmods.com/skyrimspecialedition/mods/49516 https://www.nexusmods.com/skyrimspecialedition/mods/49934 https://www.nexusmods.com/skyrimspecialedition/mods/48902 - this last one is Palace of the Kings, I genuinely recommend checking out this overhaul, I made a patch for it for PCE, and it's the first time someone ever made a feature video for one of my patches :D
    https://www.nexusmods.com/skyrimspecialedition/mods/48297 - New kid overhaul. Not to my taste, but it's popular
    https://www.nexusmods.com/skyrimspecialedition/mods/50049 - SKSE plugin dual sheathe thing
    https://www.nexusmods.com/skyrimspecialedition/mods/45956 - Skyrim Grandma Shirley is now a voiced follower NPC you can recruit in-game.
    https://www.nexusmods.com/skyrimspecialedition/mods/49250 - A new (I believe more generally compatible) version of dynamic things which allows you to get stuff from previously static objects
    https://www.nexusmods.com/skyrimspecialedition/mods/49047 - To Your Face redone as a plugin-less SKSE mod
    https://www.nexusmods.com/skyrimspecialedition/mods/48481 - Northbourne now covers Solitude
    https://www.nexusmods.com/skyrimspecialedition/mods/49130 - .NET script framework crash guide
    https://www.nexusmods.com/skyrimspecialedition/mods/48120 - can't unsee whiterun mesh fixes


    I was going to wait for one collaboration thing I helped work on with JK's team, but it looks like its release is getting pushed back due to some RL stuff, so I'll probably just do a separate post when that goes up.

  • SynthesisSynthesis Honda Today! Registered User regular
    There's a new Weapon/Shield Position mod that doesn't require an ESP (or a entry in the mod menu) if you're trying to slim down your ESL, it's just configured via an *.ini file and relies on SKSE. Works well, assuming XP32 is updated. So that's good.

  • DelduwathDelduwath Registered User regular
    @Jragghen, would you ever consider doing a "Jragghen's Recommended Mod List"? I get the itch to pick up Skyrim every once in a while, but it's been so many years since I last really dove deep into the mod scene that I suspect all of my old favorites have been made obsolete, have been replaced, or something like that. Or, maybe there's an existing mod recommendations list that you think is good?

    My personal preference is: mods that add quality-of-life changes, improve technical aspects in mostly-objective ways (mesh improvements, high-rez textures, that sort of thing), and some judiciously-selected mods that might add on new elements to the game (I loved the crafting overhaul from years ago that let me smelt down weapons and armor into raw materials; some of the house-building mods seem like fun; that sort of thing). I usually am not very interested in mods that rebalance or replace core RPG mechanics systems, although I guess if I were to start a brand new game, that would be the best time to try out one of those magic overhauls or something.

  • JragghenJragghen Registered User regular
    Delduwath wrote: »
    Jragghen, would you ever consider doing a "Jragghen's Recommended Mod List"? I get the itch to pick up Skyrim every once in a while, but it's been so many years since I last really dove deep into the mod scene that I suspect all of my old favorites have been made obsolete, have been replaced, or something like that. Or, maybe there's an existing mod recommendations list that you think is good?

    My personal preference is: mods that add quality-of-life changes, improve technical aspects in mostly-objective ways (mesh improvements, high-rez textures, that sort of thing), and some judiciously-selected mods that might add on new elements to the game (I loved the crafting overhaul from years ago that let me smelt down weapons and armor into raw materials; some of the house-building mods seem like fun; that sort of thing). I usually am not very interested in mods that rebalance or replace core RPG mechanics systems, although I guess if I were to start a brand new game, that would be the best time to try out one of those magic overhauls or something.

    So I've thought about doing a write-up once I actually finish my current playthrough, but some RL stuff has made it so I actually haven't been able to touch stuff for literally weeks at this point. So I won't write it off, but it probably won't be incoming for a while, and if I do put something together, it'll be a "here's a list of things I like or think are worth looking at, but I can't fully remember what all I had to do to make them work together, so it might not just be plug and play".

    That being said, if you want to see what sort of lists are out there, check out wabbajack: https://www.wabbajack.org/#/modlists/gallery - there's a variety of lists, and wabbajack itself is a mostly automated tool to make things work for you. I hang out in their discord, they're good folks. Some of the lists I'm aware of:

    https://www.wabbajack.org/#/modlists/info?machineURL=tpf - TPF is probably one of the primary "vanilla plus" ones, so it might be up your alley. It tends to stick to SimonMagus's "gameplay" mods, which are closer to vanilla, moreso than EnaiSiaon's major overhauls.
    https://www.wabbajack.org/#/modlists/info?machineURL=qwest - qwest is probably the biggest Legacy of the Dragonborn-collectathon oriented ones out there on wabbajack, and is where I'd personally go at this point if using the automated installer, at least as a start. It does have some gameplay overhaul stuff, though.
    https://www.wabbajack.org/#/modlists/info?machineURL=tvo - Not super familiar with TVO, but it seems to be oriented in the "make things look better" direction, so that might be worth a look for ideas.
    https://lexyslotd.com/ - Lexy's LOTD is what got me started down the rabbit hole, but it doesn't have a wabbajack installer. It's how I learned how to use the tools I do, though, so I can't help but recommend it. It's got a bit more gameplay overhaul stuff than you're probably looking for, though.



    In OTHER news, the mod I was holding off posting until it would get released, and then the release got pushed out some due to RL concerns so I posted anyway.....got posted last night :p

    https://www.nexusmods.com/skyrimspecialedition/mods/49346 - My first real collaboration, although I had a very minor role relative to the others. Rebuild the Hall of the Vigilant after it's destroyed, adds a player home, recruit new vigilants, and there's periodic vampire raids on it and such. Turns out that mesh partitioning stuff I did for lighting earlier can also be used to have parts of meshes visible/invisible, so Teabag tossed me requests, I carved 'em up, and he increased the number of rebuild stages :)

    And a potentially huge modders resource dropped last night: https://www.nexusmods.com/skyrimspecialedition/mods/50258 This should allow modders to add boss movesets and unique creature attacks and stuff like that.

  • FeldornFeldorn Mediocre Registered User regular
    Any of you have a YT channel you would recommend for TES lore? I've added 'Lady of Scrolls' to my watch list to see if I like those videos.

    I've started going through the "How to Become a Lore Buff" post on the official forums... but I don't know if I can get all the way through that before they close.

    A Skyrim modding question, since I've started that game so many times, @Jragghen do you have any thoughts on the Keizaal modlist https://www.wabbajack.org/#/modlists/info?machineURL=keizaal ? Especially the combat mods it uses. Most of my time in Skyrim has been lightly modded with things like SkyUI and a map mod.

  • XeddicusXeddicus Registered User regular
    My wishful thinking reminder notifies me we're like a year late for Elder Scrolls 6. Come Bethesda, get Starfield done already!

  • Ivan HungerIvan Hunger Registered User regular
    Xeddicus wrote: »
    My wishful thinking reminder notifies me we're like a year late for Elder Scrolls 6. Come Bethesda, get Starfield done already!

    Part of me hopes that the reason for the delay is because, after Microsoft bought them out and started throwing infinite money at them, Bethesda simply threw out everything they had already done under Zenimax, which was being done on the cheap as usual, and started over from scratch.

    A longer wait to be sure, but likely to result in some much better games.

  • rahkeesh2000rahkeesh2000 Registered User regular
    Xeddicus wrote: »
    My wishful thinking reminder notifies me we're like a year late for Elder Scrolls 6. Come Bethesda, get Starfield done already!

    Part of me hopes that the reason for the delay is because, after Microsoft bought them out and started throwing infinite money at them, Bethesda simply threw out everything they had already done under Zenimax, which was being done on the cheap as usual, and started over from scratch.

    A longer wait to be sure, but likely to result in some much better games.

    I can't tell if you're more or less optimistic than me that you thought any work at all was being done on ES6.

  • BahamutZEROBahamutZERO Registered User regular
    The idea that any work has been done on ES6 yet seems delusional to me, unless they already canceled starfield.

    BahamutZERO.gif
  • AxenAxen My avatar is Excalibur. Yes, the sword.Registered User regular
    Man I'm not even convinced they've done all that much work on Starfield!

    A Capellan's favorite sheath for any blade is your back.
  • SageinaRageSageinaRage Registered User regular
    The idea that any work has been done on ES6 yet seems delusional to me, unless they already canceled starfield.

    I think they could have already done some high level planning, like thinking of where it will be set and what the main plot will cover. But I doubt they've really nailed everything down or started coding yet.

    But I think it's also completely plausible that they've done nothing!

    sig.gif
  • Smaug6Smaug6 Registered User regular
    Why would they bother to do ES6? Elder Scrolls online is chugging along and if it starts to drop in subscribers I would bet they do an elder scrolls online 2 first.

    steam_sig.png
  • BionicPenguinBionicPenguin Registered User regular
    Because Skyrim made them a lot of money.

  • DrezDrez Registered User regular
    Elder Scrolls 6 comes out tomorrow morning, right?

    Switch: SW-7690-2320-9238Steam/PSN/Xbox: Drezdar
  • XeddicusXeddicus Registered User regular
    Smaug6 wrote: »
    Why would they bother to do ES6? Elder Scrolls online is chugging along and if it starts to drop in subscribers I would bet they do an elder scrolls online 2 first.

    Other than BionicPenguin's excellent reason there's also the fact they announced they were doing it.

  • JragghenJragghen Registered User regular
    Feldorn wrote: »

    A Skyrim modding question, since I've started that game so many times, Jragghen do you have any thoughts on the Keizaal modlist https://www.wabbajack.org/#/modlists/info?machineURL=keizaal ? Especially the combat mods it uses. Most of my time in Skyrim has been lightly modded with things like SkyUI and a map mod.

    So I've not used Blade and Blunt myself, but I spoke with Pierre, and he said this.
    I have a long write-up here
    https://keizaal.github.io/Keizaal/

    TL;DR Keizaal wants to modernize Skyrim without comprising what makes it Skyrim. For example, Blade and Blunt doesn't try and making the Skyrim combat system something that it is not. It intends to make the combat system still feel like Skyrim but more interesting and dynamic.

    I use Stamina potions with Blade and Blunt. I nearly never used them in Vanilla

    It looks to use mostly simon mods which mostly adhere to vanilla mechanics (and from what I've seen, dude is OBSESSED with balance). I'm actually largely migrating to his stuff because I don't have misgivings on some stuff outside of modding with him (there's a define negative side effect of being more involved in the community where you find out the politics of some prominent authors and suddenly want nothing to do with them) :/

    So yeah, I'd say that looks like a solid list.

  • L Ron HowardL Ron Howard The duck MinnesotaRegistered User regular
    During the Bethesda conference thingy, I saw that they announced that Starfield is going to be Skyrim in Space.
    I'll see if I can find the source, but I was probably doomscrolling before bed.

Sign In or Register to comment.