Skyrim Redone

Post » Sun Jul 08, 2012 3:34 pm

Just downloaded this, and tried it out.. Its alright..

The perks seem interesting, and some the spells do as well. But I'll stick with slightly modified vanilla(with destruction balancing mod of course).
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Nina Mccormick
 
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Post » Mon Jul 09, 2012 2:04 am

As a supporter and avid fan of SkyRe, I feel compelled to post here, as this mod, and it's intentions have been rather misrepresented. I do not believe Skyrim requires "saving", however, it could do with some polish and a few internal reworking, and SkyRe intends to do just that.

At its core, SkyRe is an overhaul, no amount of modularity (of which it has quite a significant amout) will change that. So if you prefer vanilla Skyrim, and your taste in gameplay mods is confined to small tweaks, this mod is not really for you (although maybe one or two of the modules may still interest you, so I encourage you to check them out if you have the time). If, however, you enjoyed the heck out of vanilla Skyrim at first, like I did, but eventually started to feel bored by the system that encouraged power gaming perk choices and the infamous crafting skill loop, without actually presenting you with any challenges befitting your newfound awesome power, like I did, then this mod (in its entirety, or as many modules as you wish) may very well be exactly what you need.

SkyRe - Main overhauls almost all perk trees (I never really played a mage in vanilla, so I can't speak to the magic perk trees) in order to create more variety, more (and, more importantly, more interesting) choices, and remove or change perks that provided little to no benefit. Prominent features include different perks for different weapon types (scimitars, katanas, longswords, shortbows, longbows, to name only a couple), and Shouting integrated into Speechcraft, with perks to increase shout effectiveness and let your shouts scale with your skill. It also adds several fun new spell mechanics, including auras and plagues that spread among enemies. There are a lot more spells and tweaks to existing ones, but like I said, my characters are rarely mages, so I'm not the best person to describe these (although I must admit, SkyRe has greatly encouraged me to add a few choice spells to my sneaky and warrior type characters' arsenals). Another feature is the introduction of Timed Blocking, which I'm sure most of you remember from Deadly Reflex. The main module also fully includes and integrates Weapons of the Third Era.

SkyRe - Races contains changes to races (quelle surprise). Almost all racial abilities are changed or swapped out. Again the design goal here was (I assume) to remove weak and lacklustre abilities and replace them with cool stuff you actually want to use. Check the description for specifics.

SkyRe - Combat modifies the way combat works. There are already a few mods out there which cover this, in a variety of different ways. In my opinion, in this case, more options are a good thing. This module offers stamina based attack damage, blocking efficacy, and movement speed.

SkyRe - Enemies features customized enemy scaling and AI, minimum level for encounter zones, and relveant perks for enemies.

SkyRe - Standing Stones tweaks standing stones.

SkyRe - Lighting adds Pokémon to Skyrim, and replaces the main theme and all other music with "Gotta Catch 'em All". Or maybe it just changes lighting, I forget.

SkyRe - Vampirism merges the Pickpocketing and Lockpicking tree into a new tree, called Fingersmith, and polishes it up a little. The free perk tree slot is then used for a brand new Vampirism skill tree.

For more detailed descriptions of the modules visit the SkyRe - Skyrim Redone nexus page, the link is in the first post.

All in all, if you want your next Skyrim playthrough to no longer be more of the same, but instead want to add a little spice, a little flavour, a lot of variety, and a boatload of fun, then I highly encourage you to try SkyRe!
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Michelle Chau
 
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Post » Sun Jul 08, 2012 2:53 pm

So, considering that this seems to have evolved into a topic about SkyRe, I was wondering, is SkyRe compatible with the Skyrim Monster Mod by any chance?
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Tinkerbells
 
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Post » Sun Jul 08, 2012 9:24 pm

Then I shall continue to stand vigilant, waiting for a mod that will be the hero of a generation of Elder Scrolls.
Perhaps one of http://skyrim.nexusmods.com/users/538859 might help you with that?

Cipscis
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Allison Sizemore
 
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Post » Sun Jul 08, 2012 11:39 am

Some of what it has/does is interesting, but it comes with a LOT of chaff.

I'll probably hack together my own plugin taking the parts I like for my own use.
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Hella Beast
 
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Post » Sun Jul 08, 2012 2:46 pm

The author comes off like a used car salesman in the description page...

Lot's of interesting ideas but it's not for me. I like small mods that do one thing well, not huge overhauls. I did run MMM in Oblivion and while it was great, there were always features that I wished I could cut out.

For me it's the other way around. I pretty much refuse to use small mods as I feel like they alter game balance a little bit here and there and that makes me feel like i cheat or break the way the game was meant to be played.

I'm not one of thoes hc roleplayers that (and I have no idea how) can just.. enjoy themself just hanging around in a virtual world - basicly I'm more gamer then roleplayer meaning I like to take on a product, and beat it on various ways, theorycraft and make new builds and sadly this is where skyrim falls short for me, which is one reason why I had lost interest in the game til this mod came along.

A big overhaul like this is a different thing in my eyes, it's a different product. Just like any big mod for any game that has become a game on its own. Different product, new challenge.

And thanks to this mod I can actually make multiple distinct classes, some of the classes I could just not create with the vanilla perk design, but there is also so much more to this mod, to me it just feels right - like vanilla should have been.

EDIT: The mod looked very good when I looked at it, after I've played with it, it turned out to be amazing - pretty much all I felt Skyrim needed.
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Miss K
 
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Post » Sun Jul 08, 2012 12:39 pm

Bold statement - time will tell if OP is correct in his assessment. No need to discount what the OP has done IMO.

What I liked so much about Oblivion is that I could load a number of mods to completely change the game - graphics, open cities, quests, leveling, etc. So I would say it is what it is and if it changes the game enough to do a complete play through that creates a whole new experience- we should encourage the OP to continue development for his view of how the game could/should have been.
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Cayal
 
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Post » Mon Jul 09, 2012 1:36 am

I'm playing with this mod right now, and I must say I like it so far (just started a new character for it). The perk trees are frankly way better than ACE imho, and I'm just having a lot of fun.

One question though, I can't seem to find the models for the custom weapon types such as Nodachis, Bastard Swords, etc.
Where are those?
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Louise
 
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Post » Sun Jul 08, 2012 9:01 pm

I'm playing with this mod right now, and I must say I like it so far (just started a new character for it). The perk trees are frankly way better than ACE imho, and I'm just having a lot of fun.

One question though, I can't seem to find the models for the custom weapon types such as Nodachis, Bastard Swords, etc.
Where are those?
http://skyrim.nexusmods.com/mods/searchresults/?cat=55
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electro_fantics
 
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Post » Sun Jul 08, 2012 4:29 pm

One question though, I can't seem to find the models for the custom weapon types such as Nodachis, Bastard Swords, etc.
Where are those?

Weapons of the Third Era. It's a required download, says so right in the readme ;)
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Marcia Renton
 
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Post » Sun Jul 08, 2012 8:42 pm

Changes way too much, it doesn't seem to be compatible with any other mods out there. It's a rebalance mod, yet it also changes lightning, the heck?

Also it doesn't seem to be modular or configurable like other big mods tend to be.

But yeah, just because it changes so much it doesn't work together not only with other mods, but DLCs and even ingame content like the very skilltrainers. So suddenly you can learn to be a better vampire from a thieving beggar?
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Josephine Gowing
 
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Post » Mon Jul 09, 2012 12:16 am

I'd try it if it were modular. Too many changes I disagree with.
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JLG
 
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Post » Mon Jul 09, 2012 1:26 am

One point - the author's a nice guy. I don't agree with his modding views, but he's a nice guy so I'll give him that credit right off the bat.

As far as his mod goes - I don't like it, and that's generally because of his modding views. He's trying to do everything, and it tends to force everything to be incompatible. I would say it's much better to have a more focused view, develop it, make it great - and then tag it along with other mods that do different things. And in fact, many things he's done have already been done, but are now compiled into his single mod (not saying he copied it - but he's implemented things already implemented by others).

By doing everything - yes, it works smoothly together. But by doing everything, it limits the scope - it's now incompatible with the many other fantastic additions to Skyrim (some which go way deeper in terms of content, but are more focused), and it's also limited by the fact that he's one guy. Imo, a mod like say, OOO, should not be done - Oblivion (imo) needed that overhaul to that stage, but Skyrim does not - so a different approach should be taken.

My two cents. Again, this is nothing against him - he's a nice guy. So don't give him flak. But that doesn't mean our modding ideas agree, either. :smile:

On the flip side, it does make it easier for some users. They can grab one mod and not have to deal with juggling a load order, using Wrye Bash, BOSS, or anything. Just install, see the change.
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Abi Emily
 
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Post » Sun Jul 08, 2012 10:56 am

I already have mods that change everything this does, and do it better. I can switch them off as I please, as well.

Skyrim doesn't need an oligarchy of overhaul mods like Oblivion had or a single end-all compilation like FCOM. There are many more skilled modders who are content to stick to the areas they know best instead of tweaking every single number in the game (^Plutoman is one of them :biggrin:)

I like this atmosphere much better.
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louise tagg
 
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Post » Sun Jul 08, 2012 11:19 pm

Skyrim needs saving...? Thanks for the heads up.

http://skyrim.nexusmods.com/articles/137/ on the other hand will toss Skyrim aside. :tongue:
Two screenshots and I already want to play it.
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He got the
 
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Post » Sun Jul 08, 2012 2:12 pm

Two screenshots and I already want to play it.

Amen to that one. Makes me want to go back and play Nehrim!

Thanks Draevos!
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-__^
 
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Post » Sun Jul 08, 2012 10:06 pm

Skyrim doesn't need to be saved.
I am in complete agreement with this.
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Everardo Montano
 
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Post » Sun Jul 08, 2012 10:53 am

If this is a thread about mods that may save Skyrim, and not in particular about SkyRe...

I feel what Skyrim really needs most is a loot design overhaul ><;

Skyrim does a LOT right I find, it feels much more like Morrowind than Oblivion did to me...but... I have always role-played a thief in TES. In every game, I made my wealth from stealing and sneaked into dungeons to steal high leveled loot. In Skyrim, I found it next to impossible to get any decent gear unless I crafted it myself, which was a huge disappointment.

The enchantments and leveled loot in this game are just appalling to me, and I always end up forgoing looting after 20 hours into a new save. In all honesty, the loot you get from bandit bodies is just enough, and chest rarely give your character anything of true value. Looting a chest at the end of a long dungeon, 99 times out of 100, usually ends with me leaving something behind or only taking it to sell it. The risk versus reward system to me is just not present in this game, like it was in vanilla TES past...

Not only is the reward substandard generally but the optimization from enchantments is also very poor. We get a handful of enchantments sprawled across leveled loot, and it leaves next to no room to customize sets of armor. Oblivion even had better loot to be honest, in Oblivion I still found myself saving several daedric rings and unique armors for different situations, in Skyrim this is just not the case. All weapons seem to have generic stats and enchantments. If you want any sort of customization in your equipment sets, your have to learn crafting.

Its not even so much the min/maxing aspect that's missing, its just the entirety of looting in Skyrim seems pointless to me, and it has never been that way in previous TES titles ><;

What I personally would love to see is a mod that adds a LOT more variety to enchantments, unlevels the loot even more so, makes rarer more powerful objects actually rare and powerful, and allows me to become powerful without resorting to the smithing station every single playthrough. Jaysus/Wot3E are the only mods that have come close, that I can find, to fulfilling this major gripe I have with Skyrim ><;, but at least adding some more variety to the world, but its still far from rewarding every time I enter a cave at level 15...

Anyone know of any projects doing this?
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Wayne Cole
 
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Post » Sun Jul 08, 2012 8:21 pm

But but but SkyRe is modular :(

If you don't want lighting changes (Like I don't) then don't enable them.
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Maeva
 
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Post » Sun Jul 08, 2012 11:26 am

No, Skyrim doesn't need saving, but like all Bethesda's games it needs an UI and a balance overhaul mod. Still looking for the latter, so i'll try this the next time ;)
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emily grieve
 
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Post » Sun Jul 08, 2012 12:53 pm

http://skyrim.nexusmods.com/articles/137/ on the other hand will toss Skyrim aside. :tongue:

Thank you so much I didn't know they started working already!!!!
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Jessica Raven
 
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Post » Sun Jul 08, 2012 12:02 pm

Give the OP a break :) Everything fills a niche (look at the number of advlt mods) and there are players in every niche. As Plutoman wrote, "They can grab one mod and not have to deal with......". You get a whole new Skyrim experience, instead of spending time grabbing individual mods and hope they work together. As the multitude of mods show, it is about choices and what fits a particular player.

Does Skyrim need saving? I am sure it does for some players who get bored easily, as Nexus is full of stuff that isn't even lore friendly and has thousands of downloads.

..and unless you give the mod a try as intended for a decent amount of time, don't knock it.
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Clea Jamerson
 
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Post » Sun Jul 08, 2012 2:58 pm

I'm sure the mod is the result of a lot of hard work and dedication. I think this thread's title put many on edge (myself included) because of its perceived arrogance. Plenty of mod authors put tons of work and time into their mods, but they usually aren't represented as "THE mod that will 'save' Skyrim", at the exclusion of others, implying that any others that have attempted are either inferior or failed in their task to improve the game.
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Nicole Kraus
 
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Post » Sun Jul 08, 2012 5:50 pm

Might I add that the mod creator didn't make this topic; he's actually a really nice/modest guy.
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candice keenan
 
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Post » Sun Jul 08, 2012 4:25 pm

unless you give the mod a try as intended for a decent amount of time, don't knock it.
Most of us aren't knocking the mod. And most of us aren't knocking the fact that the OP brought our attention to the mod. What we are objecting to is manner in which he chose to do it. As skooma_fiend said above, he comes across like a used car salesman. Personally I don't like someone telling me that Skyrim "needs saving." That rubs me the wrong way.
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D LOpez
 
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