Skyrim Redone

Post » Sun Jul 08, 2012 1:34 pm

It may the top on the recent endorsemants list, but not the all time endorsemants list, which imo has more standing. Not that any of those really matter, but meh.
User avatar
Marion Geneste
 
Posts: 3566
Joined: Fri Mar 30, 2007 9:21 pm

Post » Sun Jul 08, 2012 3:10 pm

I do not care about endorsment lists myself. I was using Races Redone as a standalone mod as it was really superb. When it ended and became a part of SkyRe I switched to it and have been using it for some time. So far I have no major problems with it and I really recomend it.
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Sun Jul 08, 2012 11:18 am

Before everybody on these forum starts crying about SkyRe being nowhere near the best mod out there, consider that SkyRe is currently the #1 in the most recent endorsemants list, so the title of this topic is perfectly justified.
Let's put it this way. Nudity mods, mods exploting the sixuality of females, and armor/weapon mods that add lore breaking items to the game are also among the most endorsed files of all time as well. In this sense, endorsemants really shouldn't matter to whether or not you should install a mod, it should be up to personal taste.

As for my opinion on SkyRe, I do like some elements of it. I like the changes in racial abilities, I like some of the skill rebalancing, and I especially love the idea of Synergy. It changes so much that it essentially makes Skyrim a new game, which is actually a reason why I dislike it. Don't get me wrong, I'd recommend it over vanilla Skyrim in a heartbeat, but I'm more of a person who likes their mods to enhance their game. There are also some changes I don't like, such as the renaming of skills, the (rather sloppy) merging of others, and the "requirement" of an uncapper to get the most out of it, that keep me away as well. That said, I still may try it on a new playthrough soon.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Mon Jul 09, 2012 1:44 am

Okay, got some good feedback, let me ask some more specific questions

1) so this sounds like you can pick and choose what features you want?

2) Any leg or other issues because of the monumental overhaul of the system?

3) Any Mods(i.e. Monster Mod, Cloaks, etc that people would recommend to go along with this?

4) Overall does it enhance your gameplay for YOU or does it change the gameplay to something else entirely?
User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Mon Jul 09, 2012 1:02 am

Let's put it this way. Nudity mods, mods exploting the sixuality of females, and armor/weapon mods that add lore breaking items to the game are also among the most endorsed files of all time as well.

No disagreement here, SkyRe is certainly not among the most illustrious company. Sadly, such is apparently the nature of gamers, although I have yet to meet anyone who actually enjoys (or admits to enjoying) skimpy bikini plate armor. I was merely pointing out that the topic title was not an exaggeration based on the poster's opinion, but simply a reflection of the current ranking. I do believe, however, that SkyRe's rather impressive rise over the last month (it's been around since February) should not be dismissed out of hand. It clearly has something people want, regardless of it's unpopularity on these forums.

Okay, got some good feedback, let me ask some more specific questions

1) so this sounds like you can pick and choose what features you want?

2) Any leg or other issues because of the monumental overhaul of the system?

3) Any Mods(i.e. Monster Mod, Cloaks, etc that people would recommend to go along with this?

4) Overall does it enhance your gameplay for YOU or does it change the gameplay to something else entirely?

1) Yes, you can pick and choose among the modules, however most are concentrated in the Main module, such as perk trees, rebalancing, spells, leveled lists, and new weapons. Pretty much everything else is standalone.

2) I've not noticed any drop in performance from SkyRe, but I run a high end system.

3) I use both Monster Mod and Cloaks, and a whole load of other mods. Basically use whatever suits you, as long as it doesn't cover the same areas as SkyRe. If you're looking for additional magic mods, I recommend http://skyrim.nexusmods.com/mods/17353 and/or http://skyrim.nexusmods.com/mods/16225. The latter has a few overpowered spells in my opinion, but that's probably specific to my setup.

4) A bit of both really. Basically, I feel SkyRe allows me to play the way I wanted since launch, but my preferred playstyle is an almost complete all-rounder, utilizing swords, bows, stealth, and all magic schools. In vanilla, your best bet was just to stick with one offensive style, but in SkyRe, that gets you dead quick. So it really depends on what you want, easily chop everything up with your greatsword, or be challenged by each encounter and have to use tactics to overcome most enemies.

Be aware that I'm comparing SkyRe to vanilla. There are several viable alternatives to most of SkyRe's modules, http://skyrim.nexusmods.com/mods/10037 for instance, but I've not tried them, so I can't really comment.
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Sun Jul 08, 2012 9:19 pm

Okay, thanks for the feednack! I modded Morrowing and Oblivion quite heavily but I just got back from deployment and have been trying to play catch up ;)
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Mon Jul 09, 2012 1:37 am

My only real skepticism with using these huge conglomerate mods is that problems are much more difficult to track down and the fact that they absorb or overwrite the work of other modders ( sometimes negatively). For this I use the example of Midas Magic, the #1 Oblivion mod on Planet Elder Scrolls and somewhere near the top on the Nexus. Its Skyrim iteration was pretty popular and the Tytanis Mega-Mod absorbed it and its author to work on content for its mod. Now the standalone Midas Magic is no longer supported and the work done by its author in Tytanis is very difficult to find.

I may end up using it, but it will take a lot of time to convince me that using SkyRe is better than using the more focused individual mods.
User avatar
lilmissparty
 
Posts: 3469
Joined: Sun Jul 23, 2006 7:51 pm

Post » Sun Jul 08, 2012 7:52 pm

I've used it a bit, but stopped because the alterations of perk trees is not modular: it's merged into the main plugin. I both don't like how they have performed the merge of perk trees and I am also afraid the perk setting is most likely to conflict with Dawnguard, as it adds a new perk tree, and the files related will be changed.
Aside from that, great mod, indeed. But I'd enjoy a compatibility patch with SkMoMod and the lore friendly replacer :P
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Sun Jul 08, 2012 1:37 pm

I've avoided it because I don't personally believe Skyrim needs a large monolithic overhaul of this magnitude, modular or not. This game is more the domain of specific gameplay tweaks one might want to enhance the experience, not completely transform it.
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Sun Jul 08, 2012 9:29 pm

I've used it a bit, but stopped because the alterations of perk trees is not modular: it's merged into the main plugin. I both don't like how they have performed the merge of perk trees and I am also afraid the perk setting is most likely to conflict with Dawnguard, as it adds a new perk tree, and the files related will be changed.
Aside from that, great mod, indeed. But I'd enjoy a compatibility patch with SkMoMod and the lore friendly replacer :tongue:
This was fixed in the latest version. The only merging of perk trees was done to introduce a new Vampirism tree. In the newest version, this change is modular and vampirism has its own .esp. Otherwise the mod only renames existing skills, no more merging.

I've avoided it because I don't personally believe Skyrim needs a large monolithic overhaul of this magnitude, modular or not. This game is more the domain of specific gameplay tweaks one might want to enhance the experience, not completely transform it.

Well, I'm not sure, but I have a feeling that SkyRe, while being a huge mod, does not "change" too much of the vanilla in a way of doing things totally differently. It more likely extends what is already in the game, while giving some extra bits here and there. But again we may differ in definition of "large monilithic overhaul"
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Sun Jul 08, 2012 2:16 pm

The best mod on Nexus is one that comes packaged in wrye bash.
you make it yourself. It's called the Bashed Patch.esp
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Mon Jul 09, 2012 1:48 am

The best mod on Nexus is one that comes packaged in wrye bash.
you make it yourself. It's called the Bashed Patch.esp

This, most defiantly this.
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Sun Jul 08, 2012 9:10 pm

The best mod on Nexus is one that comes packaged in wrye bash.
you make it yourself. It's called the Bashed Patch.esp

:clap: :nod:
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Mon Jul 09, 2012 1:32 am

My only real skepticism with using these huge conglomerate mods is that problems are much more difficult to track down and the fact that they absorb or overwrite the work of other modders ( sometimes negatively). For this I use the example of Midas Magic, the #1 Oblivion mod on Planet Elder Scrolls and somewhere near the top on the Nexus. Its Skyrim iteration was pretty popular and the Tytanis Mega-Mod absorbed it and its author to work on content for its mod. Now the standalone Midas Magic is no longer supported and the work done by its author in Tytanis is very difficult to find.

I may end up using it, but it will take a lot of time to convince me that using SkyRe is better than using the more focused individual mods.

Midas Magic Skyrim was last updated less than a month ago, and I don't see anything on the mod page about the standalone no longer being supported. Not trying to call you out or anything, but I'd like some confirmation on this. If the Midas Magic standalone isn't being supported anymore that's a damn shame, since the Oblivion version had one of the most interesting mechanics for obtaining new spells with the various planes and such, and I'm not a huge fan of the direction Tytanis went in.

I'd also argue that SkyRe is rather different from Tytanis. While Tytanis combines bits and pieces from other mods, SkyRe is a standalone project.

As far as SkyRe goes, you'd have to go through the actual readme itself to determine whether or not you like it. I find that a lot of the changes were good, but as others have mentioned, large scale overhauls aren't as necessary in Skyrim as they were Oblivion(I personally find Oblivion borderline unplayable without something that changes the scaling/level system at least). While a lot of people mention scope creep, sometimes mods need to reach out and touch other areas in order to maintain cohesion. For example, a mod that made arrows do double damage would feel broken if other forms of combat weren't similarly lethal. SkyRe is, if anything, both an overhaul and a rebalancer, which makes some overpowered skills less game breaking and other useless skills better. It also adds more perks that create some other viable playstyles, such as one handed sword+empty hand. More modularity is good for any mod though, especially for compatibility, and SkyRe could work on splitting up it's core module a bit more.

It's certainly not a bad mod by any stretch of the imagination, but it's not the best thing since sliced bread and the saving grace of Skyrim. I'll probably create a separate save to play SkyRe with in the future because it's a different experience.
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Mon Jul 09, 2012 12:13 am

Midas Magic Skyrim was last updated less than a month ago, and I don't see anything on the mod page about the standalone no longer being supported. Not trying to call you out or anything, but I'd like some confirmation on this. If the Midas Magic standalone isn't being supported anymore that's a damn shame, since the Oblivion version had one of the most interesting mechanics for obtaining new spells with the various planes and such, and I'm not a huge fan of the direction Tytanis went in.

Midas Magic was last updated on February 8. All the "updates" since then have just been new images posted by users.

Not trying to call you out or anything, but I'd like to clear that up :P

For what it's worth, I also haven't heard anything about Midas no longer being in development outside of Tytanis. Tytanis hasn't seen many updates either, so it's not like Xilver is clearly doing all this work for Tytanis and NOT his standalone mod.

Someone will probs say something, sometime.
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Mon Jul 09, 2012 2:43 am

hard choice between this and tytanis, now that both are so interesting and SO mutually exclusive
User avatar
electro_fantics
 
Posts: 3448
Joined: Fri Mar 30, 2007 11:50 pm

Previous

Return to V - Skyrim