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Community => Other Games => Topic started by: Ramiel on February 24, 2012, 11:49:16 AM

Title: Skyrim Mods
Post by: Ramiel on February 24, 2012, 11:49:16 AM
So since the workshop is out and there are plenty of vanity mods and tweaks out there, thought it might be nice to see what people is running since I am no longer up to date thanks to releasing my own mod and starting work on a second.

Oh, and since the Navmesh bug is going to be fixed finally after 5 years (i'll believe it when I see it!), are you looking forward to the BIG mods?
Title: Re: Skyrim Mods
Post by: Shizzle on February 24, 2012, 12:29:52 PM
Navmesh?

So far, I have 35-ish mods installed. Most of them are to work around a few things in the game that I find annoying.

For instance, a mod automatically takes gold and lockpicks from containers. Another adds a tag to skillbooks showing what skill they affect, and also unread books glow blue on shelves. I have the mod for summoning an ethereal horse. Arrow crafting. Ebony mail as light armor, ...

Most of them are rather tweaks than real mods, I suppose. However, when I start a new character type I'll get some mods regarding skills and stuff as well. I want to play a 'pure' class, such as pure melee or magic. So far I've been doing a summoning rogue guy :) If I end up with a berserker, I'll definetely get that decapitation mod. In case of magic, probably Midas Magic or something similar
Title: Re: Skyrim Mods
Post by: Tom on February 24, 2012, 01:50:25 PM
Yeah, the magic was a bit of a letdown. I maxed destruction on one of my chars and yet almost all enemies would take multiple hits with the most powerful spells in the game.

With my new main char (level 51 now), I don't bother with destruction magic much, except for a fireball or so to hit enemies around a corner and draw them out where I can shoot them. :-)

Title: Re: Skyrim Mods
Post by: Shizzle on February 24, 2012, 02:41:39 PM
Yeah, the magic was a bit of a letdown. I maxed destruction on one of my chars and yet almost all enemies would take multiple hits with the most powerful spells in the game.

With my new main char (level 51 now), I don't bother with destruction magic much, except for a fireball or so to hit enemies around a corner and draw them out where I can shoot them. :-)

Morrowind had better magic. Levitation, silence, chameleon, ... I've only used flames to ignite puddles of oil :D (which I have been doing consistently ever since I discovered the feature)
Title: Re: Skyrim Mods
Post by: Tom on February 24, 2012, 03:35:16 PM
Morrowind had better magic. Levitation, silence, chameleon, ... I've only used flames to ignite puddles of oil :D (which I have been doing consistently ever since I discovered the feature)

I absolutely miss flying.
Title: Re: Skyrim Mods
Post by: Ramiel on February 24, 2012, 05:10:23 PM
Navmesh?

AI pathing, a video made by Giskard of The Engineering Guild (http://www.theengineeringguild.co.uk/) details it exactly: http://youtu.be/RlNBVOcuW3M

Basically, its annoying for any content mods that introduces quests, npcs, new houses etc etc etc.

Oh, if you are interested in making mods, are a modder, or like BIG content mods made by excellent modders: Join The Engineering Guild ;) tis basically a troll-free modders forum with useful people ;)
Title: Re: Skyrim Mods
Post by: Ramiel on February 24, 2012, 05:11:28 PM
For Magic, Midas Magic is one of the main ones that was up on the Workshop first. But I few other big magic overhauls are still being converted (I think, havent really checked recently).
Title: Re: Skyrim Mods
Post by: Lefanis on March 19, 2012, 05:09:32 AM
The ultimate mod is coming-
http://www.moddb.com/mods/merp-middle-earth-roleplaying-project
http://merp.straygenius.com/forum/index.php

 ;D ;D
Title: Re: Skyrim Mods
Post by: Zakilevo on March 19, 2012, 05:19:03 AM
yikes LotR mod.
Title: Re: Skyrim Mods
Post by: Shizzle on March 19, 2012, 08:54:50 AM

Yeah. TES has such great lore already, why ruin litter it with LOTR material? Most likely such content would be restricted to the mainstream Tolkien stuff, meaning whatever showed up in the movies...
Title: Re: Skyrim Mods
Post by: Revan on March 19, 2012, 02:10:26 PM
Hehe. Arguably, no PC game is complete until someone has made a Middle Earth mod/map/scenario for it. I still remember being utterly bewildered by the 'Battle for Middle Earth RPG' scenario on Age of Empires II. Wasn't into LotR so I didn't really get it. The Simpsons RPG was much more fun :P
Title: Re: Skyrim Mods
Post by: Lefanis on March 23, 2012, 10:04:50 AM
Yeah. TES has such great lore already, why ruin litter it with LOTR material? Most likely such content would be restricted to the mainstream Tolkien stuff, meaning whatever showed up in the movies...

You misunderstand- This is more like a total conversion, gets rids of Skyrim and replaces it with Middle Earth.  ;D

The movies were blasphemous (though entertaining)... These guys are basing the mod on the books, and my investigations proved they know what they're doing.
Title: Re: Skyrim Mods
Post by: Ramiel on March 23, 2012, 04:13:05 PM
http://www.theengineeringguild.co.uk/index.php?option=com_content&view=article&id=447:wizards-of-winterhold-v1-released&catid=7:guild-news&Itemid=101

Made by perhaps the best modder for TES out there.
Title: Re: Skyrim Mods
Post by: Revan on March 23, 2012, 08:13:18 PM
http://www.theengineeringguild.co.uk/index.php?option=com_content&view=article&id=447:wizards-of-winterhold-v1-released&catid=7:guild-news&Itemid=101

Made by perhaps the best modder for TES out there.

Quote from: Wizards of Winterhold mod info
As we all know the mages game in Skyrim is sadly lacking and the best place to go if your a mage has the shortest questline in the game. Allowing the player to go from a nobody to Archmage in just a few quests without actually knowing much magic.

Just a few quests? Don't know about anyone else, but I never felt like the mages guild was a short questline. If I never have to enter a dwemer ruin again, it will be too soon! >.<
Title: Re: Skyrim Mods
Post by: Ramiel on March 24, 2012, 02:03:54 AM
Just a few quests? Don't know about anyone else, but I never felt like the mages guild was a short questline. If I never have to enter a dwemer ruin again, it will be too soon! >.<

Yup, very few quests, esp when compared to say Oblivion. As for Dwemer Ruins, you would NOT like the mod. The Dark Roads is pretty much dwemer and falmer based.
Title: Re: Skyrim Mods
Post by: Lefanis on March 25, 2012, 01:43:34 PM
Just a few quests? Don't know about anyone else, but I never felt like the mages guild was a short questline. If I never have to enter a dwemer ruin again, it will be too soon! >.<

One second I was learning to create wards... Next minute, I am sent to save the world, and then crowned arch Mage.. All in three or four quests. Boring.
Title: Re: Skyrim Mods
Post by: Revan on March 25, 2012, 03:11:49 PM
Yup, very few quests, esp when compared to say Oblivion. As for Dwemer Ruins, you would NOT like the mod. The Dark Roads is pretty much dwemer and falmer based.

I have only hazy memories of the Mages Guild on Oblivion. Had the game on the 360 and a RROD meant that I was halfway through the Mages Guild quests for about two years until I finally got a replacement >.<

One second I was learning to create wards... Next minute, I am sent to save the world, and then crowned arch Mage.. All in three or four quests. Boring.

Was it really only three or four quests? I though it was more, but maybe I'm including side-quests? Anyway those Dwemer ruins were absolutely endless. I really do feel like the lengthiest dungeons I've come across in Skyrim seemed to have been the ones I was thrown into by the College. That was the main sticking point for me. It felt lengthy, even if it was only a handful of quests.
Title: Re: Skyrim Mods
Post by: Draco Tanos on March 25, 2012, 10:57:24 PM
Were there any magic restrictions, or skill restrictions, for factions or ranks in factions in Oblivion?  I know there was such a restriction to all factions and ranks in Morrowind (the best game in the modern aeries, imo.).
Title: Re: Skyrim Mods
Post by: Lefanis on April 25, 2012, 07:42:52 AM
http://www.moddb.com/mods/merp-middle-earth-roleplaying-project/images/treebeard-render

Hot damn...  :D
Title: Re: Skyrim Mods
Post by: Revan on April 25, 2012, 04:21:52 PM
Were there any magic restrictions, or skill restrictions, for factions or ranks in factions in Oblivion?  I know there was such a restriction to all factions and ranks in Morrowind (the best game in the modern aeries, imo.).

Nope, none. Though I do recall it being perhaps a mite harder to wing your way through than it is in Skyrim. Certainly for the Mage Guild anyway. I think one quest you had to use several different spells/types of magic to progress and that stopped me in my tracks for a little while.
Title: Re: Skyrim Mods
Post by: Sacha on April 25, 2012, 04:37:38 PM
http://www.youtube.com/watch?v=vOqPJ0Ht2kc

Start watching at exactly 9 minutes in  ;D
Title: Re: Skyrim Mods
Post by: Bjarnson on May 09, 2012, 01:48:01 AM
Are there any good and working Multiplayer mods yet?
Title: Re: Skyrim Mods
Post by: Revan on May 09, 2012, 02:47:08 AM
Are there any good and working Multiplayer mods yet?

I heard there's one in development called Elder Scrolls Online ;)
Title: Re: Skyrim Mods
Post by: Shizzle on May 09, 2012, 07:35:27 AM
I heard there's one in development called Elder Scrolls Online ;)

bleigh. I'd rather have a co-op of some sort
Title: Re: Skyrim Mods
Post by: Bjarnson on May 09, 2012, 10:49:58 AM
I heard there's one in development called Elder Scrolls Online ;)

And what i heard about that so far have not made me interested so far. TES has epic lore and a awsome world, but the info where refering to WoW too much and gave me  the impression that they were going to follow the standard mmo mechanics... While I'd rather seen more of a sandbox...
Title: Re: Skyrim Mods
Post by: Shizzle on May 09, 2012, 11:24:32 AM
And what i heard about that so far have not made me interested so far. TES has epic lore and a awsome world, but the info where refering to WoW too much and gave me  the impression that they were going to follow the standard mmo mechanics... While I'd rather seen more of a sandbox...

Yeah same. Also, in TES the cool thing was you start out as a poor and weak prisoner, but eventually you grow unrivalled in your power. I don't see any way to put that second part in an MMO. And I also liked doing whatever you want in TES: killing random people (and reloading if you regret it) stealing everything that's loose, generally messing around ... I'm really sceptic towards TES:O. It almost feels like betrayal, going down the path of all those generic MMO's :/
Title: Re: Skyrim Mods
Post by: Nathan on May 09, 2012, 09:05:09 PM
And what i heard about that so far have not made me interested so far.

Agreed. But worst of all: it isn't being developed by Bethesda. Almost worst of all: it isn't using Skyrim's engine, it's using SW:TOR's engine. So it's very likely not going to have any of that Elder Scrolls feel to it.

Might not be much info, but all the info I've heard so far makes me completely uninterested in it.
Title: Re: Skyrim Mods
Post by: Shizzle on May 09, 2012, 09:51:06 PM
Agreed. But worst of all: it isn't being developed by Bethesda. Almost worst of all: it isn't using Skyrim's engine, it's using SW:TOR's engine. So it's very likely not going to have any of that Elder Scrolls feel to it.

Might not be much info, but all the info I've heard so far makes me completely uninterested in it.

Then again, if it's not Bethesda there might be less bugs to deal with :P

I'm hoping for someone to convert Morrowind into Skyrim. Still the best TES I've played (III, IV and V)
Title: Re: Skyrim Mods
Post by: Deprived_silhouette on September 01, 2020, 07:36:51 AM
New to Skyrim here. What mods do you suggest for a beginner? Or maybe I should first play without any mods and experience the game as it is?