Skyrim Redone

Post » Sun Jul 08, 2012 9:49 pm

To people saying "Id try it if it was modular" read discription. It IS highly modular

As a big fan of this mod, I had to read this thread. Just want to point this out since so many people keep talking about modularity. It used to be on esp file, but the author broke those out quite a while ago. The mod is actually quite modular for something of this size. Don't like the Argonian changes? Don't use the race module. Don't like the combat? Don't use the combat module... He put all the esps into one download at users' requests to ease the downloading process.

I have been using this mod for quite a while now in conjunction with about 80 other mods and have not experienced a crash yet. It seems to be compatible enough with many mods and makes many great changes. The author is always responding to comments and is very, very active in updating. Seems like a valuable resource to the modding community imo.

I know a mod like this is not to everyone's liking, but I would recommend not simply writing it off because it is "not modular". Especially considering that this statement is false.
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Jaylene Brower
 
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Post » Mon Jul 09, 2012 2:07 am

A video of SkyRe at a fairly low level. To skip straight to action , skip to 4:13 . For more suspense and explanation, start from beginning. :

http://www.youtube.com/watch?v=y2f-MMQhtZ8&feature=plcp

I want to make a Longsword specialist, or maybe go to the katana perk, it's hard to decide. Maybe both. I don't know what to say besides, watch out for bandits in leather armor!
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Tiffany Holmes
 
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Post » Sun Jul 08, 2012 8:22 pm

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.
They may be fun but they butcher the lore. They should have put more thought into that aspect. The descriptions and abilities they gave the races shows a distinct lack of knowledge about TES lore. Alik'r training? Really? Because all Redguards are trained with the Alik'r? Argonian abilities like disease resistance could have been left alone as it really isn't anything gambreaking at all. If they felt it was unbalanced they could just reduce it a bit.

I will admit some of the abilities sound interesting. But there is no way I would consider them lore friendly. The Dunmer ability sounds interesting though. I would prefer being able to summon my Ancestor Spirit as a separate ability though. A leveled Ancestor with different armor and weapons depending on my level. Then add the explosive ability and fire cloak as a once a day power so the Dunmer have two distinct powers. Ancestral Guardians are not waiting to aid the Dunmer. They must be called. They are not there to just swoop in and save the day.

Most of the other things I have seen with the mod look great. But the racial abilities that were tweaked are a big deterrent for me and likely several others. Good thing it is modular. However I want something that can change all the racial abilities and Talyn22 isn't done with Better Racials yet. Or at least I think he isn't.
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OTTO
 
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Post » Mon Jul 09, 2012 1:26 am

What Albinodunmer just said pretty much sums up my own feelings about SkyRe.
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Elisha KIng
 
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Post » Sun Jul 08, 2012 2:59 pm

What Albinodunmer just said pretty much sums up my own feelings about SkyRe.
I think Plutoman said it better myself.

I respect the guy's work and all but something this big needs careful consideration. When something is this big keeping it lore friendly is a must imo.
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Arrogant SId
 
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Post » Sun Jul 08, 2012 11:18 am

In my opinion, the only things that Skyrim needs to be saved are more dynamic, interesting, and comprehensive perk trees, tougher enemies (especially dragons), and longer quest lines.

I'm already using Deadly Dragons, ACE and ASIS, so that has the first two pretty much covered for me. Rest I have are more or less just enhancements to the default game.

SkyRe looks very nice, and I definitely like some of its changes (some even more than say ACE), but others just rub off on me the wrong way. It seems a bit too overbearing for my tastes, as I really only use mods that work to enhance the vanilla game, not completely change it. It's a great mod though, and if someone were to ask me to use it or not, I'd fully recommend it.
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Breautiful
 
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Post » Mon Jul 09, 2012 1:55 am

Most of the other things I have seen with the mod look great. But the racial abilities that were tweaked are a big deterrent for me and likely several others. Good thing it is modular. However I want something that can change all the racial abilities and Talyn22 isn't done with Better Racials yet. Or at least I think he isn't.

Huh? So if most of the other things look great, then why not give the things you think look interesting a try? You do realize that the race changes are one esp that you can simply not enable/install (it incredibly easy to do)? This is like saying, "Damn Obscuro's overhaul looks great, but man I don't like the changes in living economy. Guess I can't play the entire mod." SkyRe's scope is well beyond the racial changes and those racial changes are even easier to disable if you don't like them. Hence, it being modular...

Yes, the mod changes quite a bit. Yes, it can be overbearing if you install every module. But, here is the amazing thing, you don't have to install every module! Amazing :-)
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Bedford White
 
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Post » Sun Jul 08, 2012 7:19 pm

So, I downloaded and tried this mod, and almost immediately went out and disabled the Races module, because simply put, I dislike the direction it takes with the character races. The first Dunmer I fight against ends up lighting me on fire just as I get him down to half way and get I get slaughtered... Then I disabled the combat module because simply put, I wasn't a fan of it. I can understand why some would, seeing as how popular mods like Deadly Combat and others are, but it's simply not to my liking. The main module though, I have no complaints on. The perk changes all seem balanced, and in general I just like these perk trees better than vanilla's, however it really is down to a personal choice thing. I didn't use the vampire module, but the 'deep merge' with Weapons of the Third Era feels great, it's integrated it into the game seamlessly, and a lot of the one handed perks dedicated to styles of weapons just feels right to me.

Overall, there is, in my opinion, no real 'Mod to save Skyrim', simply because, and I may catch some flame for this (as evidenced by the last three posts), Skyrim doesn't need saving. However, it makes some interesting and fun changes to the perks, which I enjoy immensely. The mod however, is not required for any playthrough, and is little more than an embellishment on an excellent game, and down to individual tastes to determine whether or not someone will enjoy it.
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Sammi Jones
 
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Post » Sun Jul 08, 2012 12:48 pm

Huh? So if most of the other things look great, then why not give the things you think look interesting a try? You do realize that the race changes are one esp that you can simply not enable/install (it incredibly easy to do)? This is like saying, "Damn Obscuro's overhaul looks great, but man I don't like the changes in living economy. Guess I can't play the entire mod." SkyRe's scope is well beyond the racial changes and those racial changes are even easier to disable if you don't like them. Hence, it being modular...

Yes, the mod changes quite a bit. Yes, it can be overbearing if you install every module. But, here is the amazing thing, you don't have to install every module! Amazing :-)
Because I am interested in a better racial type of mod and tbh I am not really playing Skyrim nor have I been for awhile. I just check here once in awhile to see if there is anything to spark my interest again. However I am not a fan o major overhauls and even if it is modular I would rather use other mods to accomplish the same things with a better focus. Nothing against the mod though. I am sure it is great.
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Katy Hogben
 
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Post » Sun Jul 08, 2012 8:19 pm

Like the title says, this mod will save Skyrim (for me at least) and I feel like I have to make people aware of it.

SkyRe - Skyrim Redone
http://skyrim.nexusmods.com/mods/9286

I know there's alot of Skyrim fans here that will never think Skyrim is a weak TES game.

I'm a huge fan of TES and Morrowind is my best RPG experience, but Skyrim to me just does not deliver anything but a pretty world.

This mod makes Skyrim 10 times the game, and just as I felt I had no reason to play this game again, this mod comes along and gives the game new life.

I'm not a big fan of mods, small mod projects to be exact - as I feel that it alters the game balance, so that it wont play the way it was meant to.

This however makes it a different game, a better game.
Bethesda should take note.

I could only read a lot of self promotional praise in the. Description like ... The best of this the best of that ... But this is a highly subjective matter ... Whats the best for me may not be the best for an others ... Mods are by definition a personal taste creation ( unless just hacks and combos of models and textures or other modders collections ) ... Personally is not my kind of mod a supercollection as i prefer to i dividually pick what I like ... But it may be good for others that do not want to look around much ...
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Lisa
 
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Post » Sun Jul 08, 2012 11:31 pm

Quoting from SkyRe's upcoming changelog:

- SkyRe_Races: Gave Argonians back their "Resist Disease" ability, due to popular demand, and because it makes sense ;)

:P
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Jack Bryan
 
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Post » Sun Jul 08, 2012 10:50 am

Great opinion. Progress is good, people want to evolve not stand still. However. I have to disagree on Oblivion being a good game.

Even better opinion. :P
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Krystina Proietti
 
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Post » Sun Jul 08, 2012 9:27 pm

Not like my opinion matters too much...since people who like a lot of smaller mods, won't have their opinion change...nor the ones who like a (few) large mods instead of a lot of small ones.

However...I'm one of those who prefers the large overhauls, instead of having 100 mods that add up to the (roughly) same thing as the overhaul. For one, a lot of mods just end up creating too many CTDs or compatibility issues...or at the very least...it makes the load order too long. I prefer the less .esps on my load order, the better. But still able to make changes to how I prefer to play.

Granted, whether Skyrim needs an overhaul mod or not, doesn't really matter. Since some people may not like how vanilla Skyrim is. I'll give it credit, that out of the box, I love it WAY more than I did vanilla Oblivion. But I know a couple people in real life, that liked Oblivion vanilla a lot (and they have or had PC version and they never wanted to make overhaul changes to Oblivion. Just upgraded graphics.)...so...everyone is different.

(edit)

As for this mod. It does make a lot of changes...kind of reminds me of the really large overhauls for Oblivion. I don't really have an opinion on it...since I haven't had any time to use it. But, if it ends up going the path of Wars in Skyrim and Tytanis...it will just end up a buggy mess that goes all over the place. So far, it actually sounds actually good though. But, it totally changes vanilla from day to night, so to speak. But, if I do decide to stick with it...at least I won't need to use a 100 mods to get the same thing. But, I'll see. I kind of like how Skyrim is out of the box, so my opinion is undecided.
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Georgine Lee
 
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Post » Sun Jul 08, 2012 9:04 pm

Because I am interested in a better racial type of mod and tbh I am not really playing Skyrim nor have I been for awhile. I just check here once in awhile to see if there is anything to spark my interest again. However I am not a fan o major overhauls and even if it is modular I would rather use other mods to accomplish the same things with a better focus. Nothing against the mod though. I am sure it is great.

I guess then the logical question becomes why even read threads about "major overhauls" if you have no interest in them and want only small focused mods? And even more to the point, why post in those threads?

What svcks about this thread is so many focus on how distasteful the OP was and which may shed this mod in an undeserved light. The author has never come across as trying to create a mod to "save skyrim". Just one that fit his vision and that of the mod's users. At least I have never seen any such claim from him.
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aisha jamil
 
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Post » Sun Jul 08, 2012 3:05 pm



I guess then the logical question becomes why even read threads about "major overhauls" if you have no interest in them and want only small focused mods? And even more to the point, why post in those threads?

What svcks about this thread is so many focus on how distasteful the OP was and which may shed this mod in an undeserved light. The author has never come across as trying to create a mod to "save skyrim". Just one that fit his vision and that of the mod's users. At least I have never seen any such claim from him.
Logically? This threads title says nothing about a major overhaul. It made a grandiose claim and i was naturally curious if there was much to it. I did not say i ONLY want small mods. I just prefer them for their increased focus on the details. Again i got nothing against the author of the mod. I am sure he did a wonderful job. We are refuting the op not the mod.
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J.P loves
 
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Post » Sun Jul 08, 2012 10:31 pm

Wouldn't "The mod that came to monopolize mod users" be more appropiate?

For thoose arguing about similarity to OOO. I post it again, in a more undestandable fashion, so you can't transfigure.

OOO = Lots of new additions and some minor changes to the game which greatly improved gameplay
SkyRe = Lots of unnecessary changes and some minor additions to the game, which completely changed the gameplay

Perks are still just perks, spells are still just spells, and no, nothing changed that for races. Massive changes would have been necessary if the game svcked, but in fact it doesn't.
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(G-yen)
 
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Post » Sun Jul 08, 2012 5:13 pm

Never heard of this mod that monopolizes mod users until I read this thread. In fact this seems to be the only place on this forum where it is discussed.

Three months ago everyone was saying the same things about some bloated mod called titanis, or something like that, and they will be saying the same things about another mod that over reaches in three more months.

What it does offer that all later editions of OOO doesn't offer is modularity. That makes a huge difference when taking overhauls into account and it is a failing of many of the overhauls of Oblivion. The problem I had with OOO was that it does a few things really well (decentraize character, offer place centric scaling, raise the roof of encounters levels), and many things that later were totally passable (limp combat and magic overhauling, adding medium quality equipment, what became outdated harvesting of plants and containers, etc).

With Oblivion if you want a unique scaling overhaul - it is hard to get just that without some mod 'artists' take on how everything should be changed. This is really seen in the FCOM mods. On the other hand FCOM drove development of Wrye Bash which made more options available with that so that helped things along greatly.

But scope creep is what kills more mods than it saves. Too much changed means too much for future conflicts. But again this can be mitigated by modularity. So I highly doubt that this one stab at an overhaul will monopolize mod users. I think that happened with OOO because after a certain point there was no longer modularity with OOO and so folks were forced to constantly as if every new mod was OOO compatible and learned to just accept that all this other stuff has to come with the three or so features that were desired.

Whether Skyrim needs it or not - my personal subjective opinion is not so far - not till boredom with the game really takes root - then yes - overhauling will be necessary. Plus if done right they could make a much better game than what was originally there.
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Noely Ulloa
 
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Post » Sun Jul 08, 2012 11:13 pm

Skyrim doesn't need saving. It's an amazing game. Just like Morrowind. Just like Oblivion...

I don't see why people want TES to be practically the same game as the last. Change is good people, it brings us closer to perfection.
They;ve never built on what they have made (aside from Arena-Daggerfall). They move sideways which doesn't allow for major perfection of good but flawed features.
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Khamaji Taylor
 
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Post » Sun Jul 08, 2012 11:54 am

Wouldn't "The mod that came to monopolize mod users" be more appropiate?

For thoose arguing about similarity to OOO. I post it again, in a more undestandable fashion, so you can't transfigure.

OOO = Lots of new additions and some minor changes to the game which greatly improved gameplay
SkyRe = Lots of unnecessary changes and some minor additions to the game, which completely changed the gameplay
Now now, I know this is your opinion and such, but no need to be so harsh on it. Some changes viewed as "unecessary" could be considered essential in the eyes of others. Hell, for me, OOO for Oblivion ended up being a bit too overzealous and rather unecessary in the end, but I still fully recommend it over the vanilla game any time.

While I'm not really one for this mod myself, I can applaud its expanding and deepening of aspects like skills and perks. I feel like, while vanilla Skyrim certainly plays better than vanilla Oblivion, it lacks the depth the TES games before it had. This mod at least attempts to fix that concerning the skills and leveling aspects, and for that alone, I'd recommend it over the vanilla game to others who want a better experience. I also applaud the author taking risks, as mods that just stay within boundries and tweak variables here and there can only go so far (and tend to be rather dull at times too). True, one of his risks breaks lore somewhat, but so does the addition of some weapons in a mod like OOO. You really have to look at the overall image instead of just a minute detail. For OOO, it worked and stayed, for SkyRe, it's obviously met some resistance and, as such, has been re-evaluated by the author. The way I see it, only good things can come of risks. Either you end up doing something that spices up and/or improves the experience, or you end up learning a valuable lesson for your future endeavors.

Perks are still just perks, spells are still just spells, and no, nothing changed that for races. Massive changes would have been necessary if the game svcked, but in fact it doesn't.
And until we get permission from Bethesda to hack away at Skyrim or Oblivion with no limiation, that's how it's going to stay in the end, I'm afraid. Even with all the changes most overhaul mods for Oblivion brought, Attributes, Skills, and Spells still remained the exact same in principle because there's no way to fully change them. All you can do is enhance and expand the template already given to you.
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Epul Kedah
 
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Post » Sun Jul 08, 2012 1:52 pm

Background.

So what is it that defines the Dragonborn? The usage and power of his voice, his thu'um.

Unfortunately in vanilla Skyrim, due to it's inherent easy-mode game balance features (smithing, alchemy, enchanting, over-abundance of gold/equipment, kill Dragon with bow and arrow at level 6) coupled with poor enemy AI, enemy lack of perks and low-damage that using Shouts was something I never used or needed. Additionally, the effectiveness of shouts could not be altered with perks, thus they remained static with a lot of them becoming ineffective at higher levels or requiring too long a cool down to use often.

In response, SkyRe (Skyrim Redone) reworked shouts making them more viable. The magnitude, duration and cool down of shouts can now be increased or reduced within the modified Speechcraft skill tree. Heralding the entrance of the....

...Dragonborn Build.

Race - Male Orc (Slim Physique)
Racials - Berserker Rage; Orc Smithing Lore (25% Smithing tempering).

I choose this race because of the Orc Smithing Lore racial. In SkyRe, to gain 25% tempering to weapons and armour, it would cost me 4 perks (2 in weapon tempering and 2 in armour tempering), this racial saves you from investing 4 levels into this tree that can be uses elsewhere.

Standing Stone - Warrior Stone (+20% skill increase in Warrior skills) or Lady Stone (+50% health and stamina regen, -50% magic regeneration).

The Lady Stone is a very good option. This build does not require magic usage so the magic regeneration is not that important and if you choose to use Restoration then you will still have enough magic if needed, just have to wait longer between battle if you get hit too often and/or drink magic potions.

Primary Skills - Light Weaponry, Speechcraft & Block.

This is a one-handed weapon/shield build Allows for fast attacks, bashing, blocking of physical attacks and elemental resistance. Most points will be put into Speechcraft and Light Weaponry for damage output and versatility with shouts.

Putting points in Speechcraft has three main benefits;

1. Effects magnitude, duration and cool-down of shouts.
2. Versatile game-play - You have TWENTY shouts to use at your disposal; Ice, Fire, Slow Time, Elemental Fury, Become Ethereal and much more!!
3. No need to keep having to run around with spells anymore, I hate having a spell constantly in my left-hand. Unfortunately they didn't do it like Oblivion whereby your spell-hand would unsheathe once the spell was used. It also removes the need to keep swapping out from shield, spell, shield, spell. Shouts remove all this 'hassle'.
4. Makes collecting dragon shouts and killing dragons a mini-game and exciting to do!

Secondary Skills - Light Armour & Smithing.

You will be mostly a melee-based character and therefore improving equipment will be important for increasing damage output and damage reduction. Fortunately, some of this perk investment is mitigated by your racial ability; Orc Smithing Lore.

You can choose either Light or Heavy Armour, however SkyRe slows down the character further with Heavy Armour and Steed Stone no longer provides weight reduction so you will feel slow all the time. I prefer speed and some of the Light Armour perks. I plan on using my shield to block attacks so if you play well you won't keep getting killed.

If you have any thoughts/impressions on this build and we'll discuss :biggrin: ...

My Challenge Mod List

Spoiler


SkyRe
Deadly Dragons
Monster Mod
Monster Wars
ASIS - Enemies are really powerful now! - I didn't use Customized AI as it conflicts with SkyRe AI changes. I ticked everything else including increased spawns.

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Elizabeth Falvey
 
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Post » Mon Jul 09, 2012 12:23 am

Have you tried playing the game with this to get a feel for what the experience is like and so you can offer perk recommendations? I honestly dislike playing "theoretical" builds that have no playtesting so I'd like to get a feel for how this plays through the game from low to high levels.
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Angus Poole
 
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Post » Sun Jul 08, 2012 2:37 pm

I've played around 10 hours with a spellblade and 20 hours with a Thief type and so I have a feeling for what would and would not work in SkyRe.. but like you said this is a theoretical build.

In a few days to a week I will update this thread with perk recommendations and list what challenges are likely to be faced.

With SkyRe coupled with other challenge enhancements the world is too dangerous you wouldn't believe it. I really had to think long and hard about this build because all typical standard warrior/thief builds have a difficult time as they are not flexible enough. I wanted a build without magic because you really need to block damage and I hate the constant glowing hand on my screen and the constant switching of shield/spell/shield/spell... ad nauseam. The spellblade wasn't fast enough in Light Armour to dodge all attacks so died very fast if hit, no shield to block damage, constant spell swapping, health/stamina/magic spread too thin and too many trees needed to be invested in.

Thief type was good but you can rarely kill anything in one-hit even in a Sneak attack and even if you did then all it's buddies would run up to you and destroy you. You cannot kite fully as well as SkyRe changed backward moving speed. Even with high Alchemy poison they didn't kill fast enough and didn't have enough for the 30 amounts of enemies I was always facing every 1-2 dungeons let alone all that is in the wilderness.

With the Dragonborn Build I predict it will be not too challenging at lower levels, but at higher levels (40+) once you have most the skills you want in the five skills I listed then you can begin to put points in enchantment. I will evolve the build when I get there.

I have updated my OP to include my challenge mod list.
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emma sweeney
 
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Post » Sun Jul 08, 2012 7:10 pm

Just trying to get some feedback for the Skyrim Redone Mod on Nexus...anyone on here use it exstensively? Also, does it have any major compatibility issues that you know of? Thanks for the help!
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Bloomer
 
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Post » Sun Jul 08, 2012 8:43 pm

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.

I've been using SkyRe for about 100 ingame hours now on various different characters, although they always end up as some sort of spellblade. You haven't really stated what you want to know about the mod, so I'll just say I like it a lot, but I use nowhere near all of the modules (basically only Main, EnemyScaling, EncounterZones, and sometimes Races, and compatibilty plugins where applicable). If you have more specific questions, I might be able to go into more detail.

As for compatibility, SkyRe provides patches for most popular weapon mods, OmegaRed99's Armor mod, and Morrowloot (maybe a few more I forgot). You can detect basic incompatibilities with common sense, if a mod changes something that SkyRe affects as well, there will most likely be a conflict. Problems I have run into myself include new ingredient mods (conflict with SkyRe's alchemy system). If you have any mods that modify leveled lists, a conflict is also likely, but that can be alleviated by utilizing a Bashed Patch (http://www.gamesas.com/topic/1392055-rel-wrye-bash/). Mods that change races conflict with the Races module, vampirism mods conflict with the Vampirism module, etc.
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Albert Wesker
 
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Post » Sun Jul 08, 2012 3:42 pm

There are a few opinions in this thread: http://www.gamesas.com/topic/1391860-ace-or-skyre/
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tegan fiamengo
 
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