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mothergoose729

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Everything posted by mothergoose729

  1. I think cabal is pretty much the most talented and consistent texture artist I have ever seen in the TES modding scene. Just incredible work every time.
  2. My biggest beef with this mod is the notification for archery. I wish there was an alternate version that didn't include it.
  3. WindShear: Vanilla Unique Weapons Redone Unique Uniques *I like the unique weapons redone model better only because I think the scroll and crossbones on the unique uniques model is hokey and uneccissary. Kahvozein's Fang (not included in Unique Weapons Redone) Vanilla Unique Uniques [i couldn't figure out which of the models was the replacer for this one. The mod page is very unclear about which picture replaces which weapons. If someone knows please post and I will replace this]
  4. The Pale Blade: Vanilla Unique Weapons Redone Unique Uniques *I think both the vanilla version and the unique weapons redone version use a ghost wrap effect that did not show up in the screen shot. Overall though, I think unique uniques model is rather superior. The Woodsman's Friend: Vanilla Unique Weapons Redone Trollsbane: Vanilla Unique Weapons Redone Valdyr's Lucky Dagger: Vanilla Unique Weapons Redone Unique Uniques *not entirely sure if this is the correct picture for unique uniques. I appreciate that unique weapons redone's model is very similar to the vanilla model, nearly identical. I think this makes more sense given the story surrounding the weapon.
  5. Staff of Jyrik Gauldurson: Vanilla Unique Weapons Redone Staff of Hag's Wrath: Vanilla Unique Weapons Redone The Blade of Sacrafice: Vanilla Unique Weapons Redone Unique Uniques * I feel that the unique weapons redone model is more believable because its style and ornamentation is somewhat reminsicent of daedric artifacts. They are both good models though. The Long Hammer: Vanilla Unique Weapons Redone
  6. Okin: Vanilla Unique Weapons Redone Poacher's Axe: Vanilla Unique Weapons Redone Red Eagles Bane/Fury: Vanilla Unique Weapons Redone Unique Uniques *I had strong objections to this model from unique uniques. My opinion on it in full can be found in the unique uniques thread, along with my general opinion about the unique uniques mod in general. To surmize, the style, form, and ornamentation greatly departs from skyrim. I think unique weapons redone is a more believable model and better fits the lore. Rundi's Dagger: Vanilla Unique Weapons Redone
  7. Gadnor's Staff: Vanilla Unique Weapons Redone Gauldur's BlackBlade: Vanilla Unique Weapons Redone Grimserver: Vanilla Unique Weapons Redone Haldir's Staff: Vanilla Unique Weapons Redone Notched Pickaxe: Vanilla Unique Weapons Redone
  8. Borvir's Dagger: Vanilla Unique Weapons Redone Dragonbane: Vanilla Unique Weapons Redone Unique Uniques * I think that unique weapons redone better presents the theme of the weapon than unique uniques, however I think unique uniques model is superior in this case ovearll. Eduj: Vanilla Unique Weapons Redone Eye of Melka: Vanilla Unique Weapons Redone
  9. https://skyrim.nexusmods.com/mods/35770//? I am not sure if this fits the STEP mandate or not, because it is a content mod of sorts. It replaces many of the weapons in the game that have a unique name but do not have a unique model. There was a similar mod suggested a while back called "Unique Uniques": https://forum.step-project.com/showthread.php?tid=2104&highlight=unique I feel this mod is superior for two reasons; it includes more unique weapon models and I feel that the weapon models more accurately fit the game lore. The models and textures in unique uniques are technically superior to unique weapons redone, and some of the replacements are simply better than the equivalent replaces in unique weapons redone. While it is possible to use a combination of these mods together I want to discourage it. Unique weapons redone is a more complete mod package, the mod authors have shown a commitment to further updates and to compatibility with other mods such as "dual sheathe redux", and I believe the adherence to lore is much stronger in unique weapons redone than in unique uniques. Where appropriate I argue my case for each model below as to why this mod is superior to the former and vanilla.  Aegisbane: Vanilla Unique Weapons Redone Bloodthorn: Vanilla Unique Weapons Redone: Bolar's Oathblade: Vanilla Unique Weapons Redone Unique Uniques * I am not 100% certain this is the replacer for this weapon or not. If someone could verify I would appreciate it.Â
  10. Not exactly. Retextures are fine, new meshes are fine, but I think that a mod author aught to be careful not to lose some of the original character or significance of the item in the process. Both the legion armor set and the storm cloak armor set are somewhat unflattering, even kinda goofy looking up close. But if you think about it that kind of makes sense. These are soldiers, simple farm boys and working hands who have enlisted. They can't afford to forge their own weapons and armor, and as such their armors should look like it might have been forged for someone else. An example of someone work I do really admire is cabal's. He has retextured and remeshed more than half of all the armors in the game, and many of the weapons also. But he didn't succumb to the temptation to make them pretty or polished so they both look great and fit into a a real, immersive world. Anyway, that is just my opinion. Not everybody plays the game for the same reasons I do.
  11. I rather like the vanilla mesh better. In the real armies of the world, soldiers outfits often did look ill formed and ill fitted. Everything is either too small or too big, nothing fits right. This mod makes things a bit to nice looking for my taste. For the lore purists like myself, I find vanilla with HDLC more believable.Â
  12. I would be ok with the mod if falling into a pit resulted in you being trapped and unable to get out. Back in the gold ol' days random **** would happen to you in games and it sucked and there wasn't anything you could do about it except hit the reset button. A scripted death sequence would work just fine too.
  13. Mods that attempt to fix that address space issues 1. Don't work 2. Wouldn't do anything even if they did work. I would avoid any mod that makes claims like this one all together.
  14. I like it. With mods like SkyRe, which make falling on ones back far more common, I feel that this fix both feels more natural and overall makes knockdowns less devastating and more balanced.
  15. The problem with the tundra in skyrim is that it doesn't reflect real world climates at all. Most of skyrim should be covered in snow, not just the mountains. The sparse grass pattern should be pretty much ubiquitous, and there really should be light snow cover in places like whiterun and the marshes near solitude. As such, any grass mod meant to make the game "more realistic" is more a matter of personal preference than anything else.
  16. This mod could be very easily fixed or recreated.
  17. I think the nights are too bright. Some of the interiors don't have enough contrast in them, a bit to well lit. Otherwise I really enjoy it. Some of the falmer caves I have visited look really nice.
  18. I think the density of the webs is fine. The strands are still about an inch or so apart, the reason they look so different is because the vanilla strands are about 12 inches apart. Visually they thicker webs look more interesting and believable, and from a realism standpoint, I don't believe the web in vanilla could hold a person bound, but I could pretty easily believe the new webs could.
  19. From what I understand, the textures for the robes used in the mods where included in the game of skyrim, but never implemented. I have been using the mod, I really like it.
  20. I might be the only one, but I don't like it. The meshes are beautiful, the textures very good, but it just doesn't fit the game. Bethesda implemented exceptionally few unique weapons in the game and I think that speaks to something. I am not opposed to a mod that changes these weapons appearance, I just don't agree with the way this mod did it. If you look at the one unique weapon (that I can think of anyway) that wasn't a daedric artifact, wuuthrad, its characteristics a very similar to the ancient nordic counterpart. Wuuthrad has an obsidian color, a somewhat gothic appearance, very similar shape and very similar stats to the generic nordic counterparts within the game. It has some ornamentation on the hilt and the face of each side of the axe, but its pretty subdued overall. For your viewing consideration, wuuthrad vs nordic battle axe Notice the shape is different, but the color, the stats, and the overall theme of the weapon is very, very similar. They seem like two different weapons forged from the same material and from the same historical period. Now consider Red eagles bane/fury to ancient nordic long swords Amazing work in terms of quality of mesh and texture, but some glaring questions: Why are their runes and what do they mean? I see no resemblance to any in game iconography. Why is the obsidian color gone? Why has the angularity been replaced with other ornamentation? Further more, why has the style changed from a broadsword to a saber? What is is about the peoples whose weapons these are attributed too that warranted such a radically different appearance and style? Why does this weapon not seem typical of the period that it came from? The ancient nordic ruins have an established symbol for bird. Why does the eagles on the hilt look so different? The lore of the red eagle suggest the blade should be forsworn in origin. If there should be any change to the appearance of the weapon, shouldn't it be in the style of the modern forsworn? In what way do the swords seem appropriate for a first era leader of the reach? And other lore nazisms. I haven't gone through each weapon and compared it point by point to vanilla, but just casually looking at the screen shots they each seem to have elements very foreign to the world of skyrim. Being the lore purist that I am, I feel like even if I had never played skyrim before and had come across these weapons in game, they would scream out to me "MOD, bethesda didn't make this!" which, in my opinion, is not he way a replace mod should operate. Anyway, just my 2 cents on it.
  21. I think the best use for this mod would be a second (or third, or fourth... ect) run through of the game. I have explored literally every inch of skyrim already, but this mod makes me want to get and reexplore places I already have seen in the vanilla style of the game.
  22. Saw this on the nexus today. I won't be using it, and its not right for STEP, but that doesn't stop it from being an amazing piece of work. The author completely reworked skyrim to be a tropical paradise. Snowy climates have been reworked into deserts, bogs and marshes are now swamps. New creatures, new building textures and some armor replacers, and new lighting and climate to match. From what I understand he even got blizzards to look like sand storms. I plan to give the mod a go on a new save at some point, just to have a different experience playing the game. https://skyrim.nexusmods.com/mods/33017/
  23. I couldn't imagine playing skyrim without it. It is unequivocally better.
  24. Personally I use a mod that makes it so that when I slay a dragon in game, the body does not become bones at all. It stays looking like a dragon. It always bothered me how the flesh would just desinigrate for no reason.
  25. I used this mod a few months ago, and had some problems with it. Namely a significant performance drop, and pretty regular CTDs. I removed the mod and the problem went away. It difficult to say if this mod interacted with my other mods in funny ways to cause my problems, and I haven't tried the most recent version which is almost certainly better and more stable. It is very heavily script based, I think it would need thorough testing.
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