Skyrim Special Edition (also, Mods!)
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@Olsson said in Skyrim Special Edition (also, Mods!):
Pick "Camping In The Woods" will start you just outside the cave you exit at the end of the tutorial, with Alduin flying over. It's basically the vanilla start without long ass cutscenes.
THANK YOU. I've been poking through some of them and most it's like 'oh god what the hell do I do now.'
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@Olsson said in Skyrim Special Edition (also, Mods!):
Pick "Camping In The Woods" will start you just outside the cave you exit at the end of the tutorial, with Alduin flying over. It's basically the vanilla start without long ass cutscenes.
Also no spiders, if they bother you.
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Okay! Time for my long ass list of mods. Most of what I'm running right now is just immersion mods. There are a few 'cheat' mods tossed in, but nothing game-breaking.
Unofficial Skyrim Special Edition Patch (because DUH)
Cutting Room Floor (this is all the extra stuff that Bethesda made for Skyrim that didn't actually end up in the finished game. NPC's, quests, items, etc.)
Skyrim Unlimited Rings and Amulets SSE (yes this is a cheat mod since it allows multiple amulets, but dammit, I can wear more than two rings with eight fingers and two thumbs!)
Carry Weight x100 (I know, I know, but holy Hell am I tired of picking through the inventory of every creature I kill to grab only what I can absolutely carry... I want to be able to loot and move on!)
Point the Way (retexture and fixing of the road signs in Skyrim, because some of them will actually point you in the wrong direction)
Run For Your Lives (stupid NPC's trying to fight dragons and ending up dead)
Darkwater Crossing (village expansion of an existing place)
When Vampires Attack (Like Run For Your Lives, but for vampires!)
Bring Out Your Dead (graveyard expansion for unique NPC's because you know some of them will die anyways!)
Dolmen Ruins (addition of Elder Scrolls lore, puts in the ruins of the Dark Anchors Molag Bal used in the Planemeld)
Shor's Stone (expansion of pre-existing village)
Ivarstead (expansion of pre-existing village)
Kynesgrove (expansion of pre-existing village)
Whistling Mine (expansion of pre-existing place)
Karthwasten (expansion of pre-existing village)
Storefront (spouse will run a market during the day)
The Paarthumax Dilemma (allows you to not kill Paarthumax and still finish the Blades quest line, if you want)
Shadowmarks (adds Thieves Guild shadowmarks to your player homes)
Oblivion Gates in Cities (because every trace of Oblivion should not have been erased from the landscape in a few mere centuries! Non-functioning gates)
Gildergreen Regrown (lets you plant the sapling of Gildergreen and actually see it grow over time)
Runandwalkpaces (makes NPC's move at YOUR pace)
RichMerchantsSkyrim_x5 (because 600 gold is stupidly low for a merchant)
Relationship Dialogue Overhaul (because I want to have real conversations with people, not just one of three randomly selected lines being spat out at me)
Book Covers Skyrim (retexture of book covers, much nicer)
Dragon Claw Stands (self-explanatory)
WetandCold (already noted before)
Open Cities Skyrim (no more load times into the cities, bitches!)
Rebalanced Leveled Lists (better and more appropriate loot from killed creatures)That's all thus far. ^_^
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I'd like to do Open Cities of Skyrim, but it screws with so many other mods that I just don't see the need for it.
I mean, in theory it's a great idea, but after reading commentary from other modders about it, it was just something that the game isn't supposed to do and it screws with too many things.
It's on console and I debated but...I don't mind the ten second load time to get into cities.
Although if you want to get hardcore, I started using the No Fast-travel mod.
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It hasn't been messing with any of the mods I use, at least this far. Of course, many of the mods I'm using are by the same person sooooo... YMMV?
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I think the issue is that a lot of other mods that alter ingame assets within cities don't work with Open Cities(for whatever reason, I couldn't say why). Why that is, I have no idea, but I've read over plenty of mod descriptions that say 'Does not work with Open Cities' or 'Not compatible with Open Cities'.
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I am having zero problems with Open Cities, and it's saving me so much loading screen time, which is now short enough to be truly frustrating to sit through.
It's compatible with the improved NPC AI mod and the Unofficial Patch, which are the only non-cosmetic mods I use, so it's a win.
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Okay, my current setup:
- Unofficial Skyrim Special Edition Patch
- Static Mesh Improvement Mod
(leaves a strange untextured bit on weapon sharpening wheels, but otherwise nice) - Verdant - A Skyrim Grass Mod
(I'm probably going to remove this, as it now feels like I'm traipsing through a much more temperate climate) - Skyrim Flora Overhaul
- Vivid Weathers
(I don't know if this or True Storms would be better) - Wet and Cold
- Reverb and Ambiance Overhaul
(everything sounds more natural and less "recorded in a warehouse" now) - Unread Books Glow
- Ethereal Elven Overhaul
(I really, really, really hate Elder Scrolls elves with their low-polly hatchet-faces) - Cutting Room Floor
- Open Cities Skyrim
- Immersive Citizens - AI Overhaul
- True Eyes
Yeah, really I don't need to have a different game experience, since I've never finished it once anyway. "Darker Nights" is probably the only other game-changing mod I'd install.
Well, until SkyUI is ported. SkyUI was downright fantastic.
Oh yes, and the Achievements Mods Enabler, linked to by @Derp. Only for us PC users, but what in there is going to make it easier for me to earn mods? Really only the Elven Overhaul so I don't have to suppress a gag reflex when playing the game.
A re-link: http://www.nexusmods.com/skyrimspecialedition/mods/245/
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p.s., while the vampirism thing is really annoying, I appreciate a game having the chutzpah to force conditions on a character that you have to play around. now if it would only tell me what the hell a "black soulstone" is. Yes, I looked it up on my own, but it's certainly not explained in context.
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Ooooo. The Achievements Enabler one. I need that!
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Maybe I'm legendarily thick, but I don't see anywhere to get new mods for this thing. Or, am I truly stupid and we just use the ones we had for the original?
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@dontpanda said in Skyrim Special Edition (also, Mods!):
Maybe I'm legendarily thick, but I don't see anywhere to get new mods for this thing. Or, am I truly stupid and we just use the ones we had for the original?
Start up Special Edition and select Mods from the menu. AFAIK that's the only way to find/add them.
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@dontpanda said in Skyrim Special Edition (also, Mods!):
Maybe I'm legendarily thick, but I don't see anywhere to get new mods for this thing. Or, am I truly stupid and we just use the ones we had for the original?
It sounds like you're on a console? Otherwise: http://www.nexusmods.com/skyrimspecialedition/
Pretty much the place to get mods for a whole lot of Triple-A games out there, even if they're not technically moddable.
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Also, I believe many of the mods on Nexus have also been copied to the Steam Workshop.
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@Tinuviel Nothing for Special Edition has reached Steam yet. There's no Workshop for it yet, just for the original.
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@Miss-Demeanor Huh, it seems you are correct. Go back and read my post when it's accurate. >_>