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Elmofongo: Does this mod include fixed monster/animal levels and dungeons and every monster in the game already in the world.
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Fenixp: I... Dude, which part of 'Mod which allows you to freeze to death' did you not understand? :D SkyRE does what you want, kind of - it puts a lot more harsh 'min level' requirements on certain areas, thus bumping monster spawns in them. Go read the OP :-P
Tried reading it, but got impatient from getting to the part I wanted to read :P
Tried Skyre once, might do again on my next playthrough - however, I actually intended to get my modding skills so far, that I can build my personal dreamhome first, so that may take a while. :)

Frostfall and Realistic needs.... don't know. Seems too much micro management for me.

Realistic Lightning Overhaul - tried it, loved and loathed it. As much as about any and all lights / weather mods, for all Bethesda games. I love what they achieve, but hate stumbling through the dark where I can barely see 5m/16ft, while blind falmers can shoot me across the screen....
Yes, the vanilla darkness isn't realistic, but I can't claim these mods are either. Don't know what it is, but they almost always seem to go with a darkness that's in a thick forest and from the technical view of a lens - ignoring that the human eye can and does adapt.
It's even worse for doing videos. I made a little series called My Skyrim Khajiit and Argonian kids and I had a hard time with some shoots because of the lightning - and that in vanilla. I had to manually adjust the brightness level afterwards quite a bit and that really shows.
The only one I can recommend in the department is: Climates Of Tamriel - Weather - Lighting - Audio

What I use otherwise and might be interesting:
Better Dialogue Controls - never pick the wrong dialog line again.
Skyrim Project Optimization - as it says, improves the performance by expanding the occlusion culling technique already used in Skyrim.
Double Cursor Fix - prevents the Windows cursor appearing after alt+tabbing too often.
Acquisitive Soul Gems - fills souls only to corresponding soul gems. Never waste a grand soul gem again, because you accidentally stepped on a hare.

SkyTEST - Realistic Animals and Predators - animal behavior changes, like realistic foodchain / animals looking for water / animal cubs which follow their parents / last remaining wolf of a pack of 5 running away...
Interesting NPCs - simply the most impressive mod you can have for Skyrim. Adds 150 fully voiced NPCs, all with interesting backstories, some with quests / as followers....

Localized Thieves Guild Jobs - you can select in which city you want to take on a guild job.
Khajiit Speak - for Khajiit characters only. Changes your dialog to match the Khajiits as seen ingame. Khajiit can have that, yes?
SKYWIND is fantastic. I've never seen Vvardenfell so beautiful. Unfortunately, it's still really early, and it will probably take until Fallout 4's release to be even close to a final release. Until then, many quests seem to be working, though the NPCs are mostly naked (due to Morrowind clothes still being upscaled in resolution). NPCs also still don't talk, so expect to read all the conversations.
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nightrunner227: SKYWIND is fantastic. I've never seen Vvardenfell so beautiful. Unfortunately, it's still really early, and it will probably take until Fallout 4's release to be even close to a final release. Until then, many quests seem to be working, though the NPCs are mostly naked (due to Morrowind clothes still being upscaled in resolution). NPCs also still don't talk, so expect to read all the conversations.
The Morrowind Overhaul already satisfies my needs for a more beautiful Vvardenfell. Skywind mostly interests me because I'd like to play Morrowind with the gameplay changes of the Skyrim engine. Walking speed, leveling system, scaling, combat, all these things. If it can get this done, Skywind will definitely become my new Morrowind overhaul of choice.

Any word yet if it will also replace the actors, maybe even include the ai routines? I think there's a lot of potential there.
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Ivory&Gold: Any word yet if it will also replace the actors, maybe even include the ai routines? I think there's a lot of potential there.
Sorry for the late reply, just noticed the post probably got eaten (for a change I'm not actually replying late to bump :D ) Anyway, I would love to see proper AI routines myself, but I don't think that's gonna happen - it didn't for MorrOblivion or whatever the name of the other mod was. It requires a mad amount of work to build that from the grounds up. I think that might have happened if the mod was actually endorsed by Bethseda, but as it stands, any talk of it is banned from official boards so popularity suffers as it got into the 'shady' territory (for no reason I might add, it's really weird that BethSoft would take this stance with their love for modding)
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Fenixp: snip
That's a pity. But thanks for the info.
Post edited December 06, 2013 by Ivory&Gold
I would suggest a few mods which I'm currently using. They are:

Requiem - makes the game more difficult, rewarding and mental. Perks now mean a lot more, combat is much more difficult and life and death, adds new books/items, overhauls pretty much the entire game and changes it. So far I'm really enjoying it.

RealVision ENB, Option B - Simply makes the game gorgeous and about 10 times better than the vanilla game. Makes colors really vibrant and stand out and also makes the textures and the overall sheen of the world look great. Highly recommended.

Enhanced Lights and FX - Not too dark that you can't see, yet light sources give off the perfect amount of light and it looks more realistic overall. It's a nice alternative to Realistic Lighting Overhaul for those who want things a little bit brighter.

Supreme Storms - Makes the storms look AMAZING. Getting caught in a serious downpour or a blizzard just looks soooo good, you won't want it to be over.

I'm using many more mods but these are just a few that I can comment on now since I've actually experienced them somewhat. Other mods like Falskaar, Moonpath To Elsweyr, etc., are great as well from what I hear, but I haven't actually had the chance to experience them for myself yet.

If anyone's interested, I just started a brand new playthrough of Skyrim using these mods and many more. Feel free to follow along with me.

http://www.youtube.com/watch?v=sSKffDB2XiY&feature=c4-overview&list=UUtumvpikfaMB89TtM_lEh-Q
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Ivory&Gold: Any word yet if it will also replace the actors, maybe even include the ai routines? I think there's a lot of potential there.
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Fenixp: Anyway, I would love to see proper AI routines myself, but I don't think that's gonna happen - it didn't for MorrOblivion or whatever the name of the other mod was. It requires a mad amount of work to build that from the grounds up.
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I think that might have happened if the mod was actually endorsed by Bethseda, but as it stands, any talk of it is banned from official boards so popularity suffers as it got into the 'shady' territory (for no reason I might add, it's really weird that BethSoft would take this stance with their love for modding)
Yes there will be AI routines. Check their forums - Actor AI Packages.
I have no idea how hard that was to mod back in the days of Morrowind / Oblivion, but setting up a standard sandboxing NPC or a patrolling guard in Skyrim's creation kit, even with additional basics like when to eat / sleep timeframes, is rather easy. And most NPCs in Morrowind didn't went over that at all.

For the second part, Bethesda not supporting it, the reason is actually quite simple: publisher / distributor for Morrowind was Ubisoft and for Oblivion 2k Games (at least EU, might be different for US) - they'd probably have to get a legal agreement from them, as it re-uses part of the games.


Almost forgot: everyone even remotely interested in TES lore, should check ShoddyCast's youtube channel for the Elder Scrolls Lore Series (23 vids in season 1 alone).
... and the freshly started Fallout Lore Series.
.... and Epic Story Time short series covering Arena's and Fallout's story & plot.
Post edited December 06, 2013 by Siannah
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Siannah: ...
Thanks for the link, that's pretty awesome! And confirmation of actual use of the daily rutine AI's great as well. I'm actually curious how will Morrowind's world design stand up to that.
A few from my list:

Unreadbooksglow - lets you see a blue glow on a book if you haven't read it.
Improvedskillbooks - you can now pick up skill books WITHOUT reading them and save them for later! (Cheat!)
Follower trap safety - An absolute must if you like sneaking around!
Lefthandrings - any RPG fan should have this, I mean, come on! (need dawnguard version also if you have DG)
Item recycling - lets you break items down (Iron Mace = bar of iron) great for those who like to craft!
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Hawk52: I dunno how it's been rebalanced now (I don't have the expansions so I can't try it), but that was my experience. Great early game, absolutely positively insane late game.
To do a responce after a prolonged play (about 60 hours in, I have reached Soltsheim), I must say that SkyRE is now balanced fairly well, at least from what I can see. I have not reached the area you are describing as I'm taking my time with the main storyline, but enemies scale fairly reasonably, I am still endangered even by the weakest of foes when I get into a tough situation, still the feeling of empowerment on my current level (34 or so) is very rewarding. So... Yeah, it plays fine. I could add a bit of info after I actually finish the game, but I feel my character will be pretty damn high level and well equipped by then
Question. If i start a saved game with a given mod at a certain version number, do i need to restart the game again from scratch if i want to upgrade that given mod (or any mod) ?
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Niggles: Question. If i start a saved game with a given mod at a certain version number, do i need to restart the game again from scratch if i want to upgrade that given mod (or any mod) ?
No you don't. You might need to if you remove a mod however.
Post edited January 18, 2014 by Maighstir
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Niggles: Question. If i start a saved game with a given mod at a certain version number, do i need to restart the game again from scratch if i want to upgrade that given mod (or any mod) ?
No, vast majority of mods you can either just update and not worry about it, or they come with instructions as to what are you supposed to do to update them. I have never seen a mod that would require a game restart in order to update. In fact, most mods you can plug-in into a game in progress even when they weren't there to begin with - TES games are incredibly flexible.
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Niggles: Question. If i start a saved game with a given mod at a certain version number, do i need to restart the game again from scratch if i want to upgrade that given mod (or any mod) ?
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Fenixp: No, vast majority of mods you can either just update and not worry about it, or they come with instructions as to what are you supposed to do to update them. I have never seen a mod that would require a game restart in order to update. In fact, most mods you can plug-in into a game in progress even when they weren't there to begin with - TES games are incredibly flexible.
Adding was never a problem, but I think Skyrim doesn't particularly like if you try to remove mods. I've read somewhere that, unlike Oblivion, there's no way to make a "clean" save (In Oblivion, you simply entered an area - say a small shack - that the mod doesn't affect, wait for 24 in-game hours, save, quit, and remove the mod - apparently the same isn't true of Skyrim).
Post edited January 18, 2014 by Maighstir