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Maighstir: 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.
Well... Removing is a problem if you do a lot of it. If you just remove a couple of mods, some issues might arise, but most likely you're gonna be fine, especially if you wait 3 days for everything to 'refresh'. They will pollute your save game, but TES games have a habit of polluting save games anyhow so all's good ... Sort of. But if you try to remove too many mods or gamechanging ones, you might run into pernament issues - then again, many mods that have problems with removal actually contain guides on how to safely remove them.
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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.
Thanks. Actually i should ask if i need a restart game wise if i add a mod (forgot to add the Climates of Tamriel before i started my current game) to take full advantage of its features?
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Niggles: Thanks. Actually i should ask if i need a restart game wise if i add a mod (forgot to add the Climates of Tamriel before i started my current game) to take full advantage of its features?
In most cases, no.

EDIT: I don't know for certain about Climates of Tamriel, but from looking at its Nexus page, it dosn't look as if you'd gain anything by restarting.

I'm quite sure the only ones you'd want to restart for are ones that modify leveling and starting locations (race can be changed through the console, so you shouldn't need to restart for that alone - unless, of course, the new race has considerably different starting skill levels and you want to take advantage of that).
Post edited January 18, 2014 by Maighstir
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Niggles: Thanks. Actually i should ask if i need a restart game wise if i add a mod (forgot to add the Climates of Tamriel before i started my current game) to take full advantage of its features?
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Maighstir: In most cases, no.
cool many thanks
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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.
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Ivory&Gold: 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.
Does Skywind include Horses?
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Elmofongo: Does Skywind include Horses?
Most importantly, Skywind includes Skyrim's walking speed
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Elmofongo: Does Skywind include Horses?
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Fenixp: Most importantly, Skywind includes Skyrim's walking speed
I just saw Skywind on Youtube and eh it includes Skyrim's drab look, its not as colorful as Morrowind Overhaul, Even Morrowind Vanilla. And I still just like its old school D&D esque RPG elements and rules. I like Acrobatics and Atheletics skill still.
Post edited January 18, 2014 by Elmofongo
Wow so many mods. Hows the audio overhaul mod vs other mods that do similar thing?. Need that horses mod.. kinda sick of walking :P. How long is the actual main quest line?
I'm pretty sure all the major stuff in Skyrim is hard-coded, so this would only be Morrowind in some vague cosmetic way, not in the gameplay. Sure sounds fun playing Morrowind with no attributes, no classes, and 3 "skills".... not

Better off waiting for this if you want Morrowind but without Bethesda's shitty Gamebyro engine:
https://openmw.org/en/
Post edited January 18, 2014 by Crosmando
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Crosmando: I'm pretty sure all the major stuff in Skyrim is hard-coded, so this would only be Morrowind in some vague cosmetic way, not in the gameplay. Sure sounds fun playing Morrowind with no attributes, no classes, and 3 "skills".... not

Better off waiting for this if you want Morrowind but without Bethesda's shitty Gamebyro engine:
https://openmw.org/en/
Its a wonder why no one made a Cyrodiil, Shivering Isle, and Skyrim mod using Morrowind's engine and rules.

I especially think a Skyrim mod using Morrowind engine can be done because of the same landscape Solstheim in Morrowind and Skyrim looks like so modders can just use Solstheim resources to make a Skyrim mod.
Isn't Solstheim/Morrowind in Skyrim very different, covered in ash and stuff?

I'd say it's because changing an existing game is a lot easier than making something from scratch, even if you have existing assets to (re)use. Same reason Baldur's Gate got a tonne of rules-changing/tweaking and new NPC/quest mods, but very little actual new areas. Same goes for Morrowind modding.
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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) ?
For most mods, this won't be a problem ever.
The more complex mods, may have a specific way to upgrade (or remove) that you need to follow. So whenever you update mods, check their description page for installation / update instructions and you're on the safe side.

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Niggles: How long is the actual main quest line?
I'd say about 10-20 hours, depending on how much you have to walk or can fast-travel.

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Elmofongo: Its a wonder why no one made a Cyrodiil, Shivering Isle, and Skyrim mod using Morrowind's engine and rules.
With Morrowinds rules, ok. With it's engine? Why should anyone want that?

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Elmofongo: I especially think a Skyrim mod using Morrowind engine can be done because of the same landscape Solstheim in Morrowind and Skyrim looks like so modders can just use Solstheim resources to make a Skyrim mod.
Yes they could use Morrowinds Solstheim assets to create the rest of Skyrim. The question is: why? Absolutely nothing of importance happens in Skyrim at that time and the next big change in the world as a whole, is the devastation of Vvardenfell and the destruction of Vivec city.
cant play skyrim I tried and tried but the auto scaling leveling for the enemies is the worst system an rpg could have, cheap, lame and easy to do, I cant play any rpg that works that way...
I prefer a linear rpg rather an open one where they put this auto scaling system because it's easier this way... (for devs and players)
* so many nice mods... must resist.....*
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Elmofongo: Does Skywind include Horses?
Sorry, Elmofongo. I'm the wrong guy to ask about Skywind. Don't know much about it either.