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Skyrim Revisited Pre-Release Feedback


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Will look. Haven't read the post about duel yet, just now catching up from the weekend off :)

 

I've never had anything but positive feedback/experience from duel so curious.

From what I could gather about that "under-the-hood" review of Duel the problem isn't that it does nothing, because a lot of the stuff it does, works. The problem is it tries to do a lot of stuff that simply doesn't work, and that adds extra workload etc to your computer for no reason whatsoever. Some other things as well, but you'll see when you catch up on the posts. ;)

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I agree. I think it does perhaps support some formalized testing of Duel to see what it actually does. My casual impression when playing it was that it works pretty well. There are a couple of things I really like about it (or think I do...): targets of archery usually try to take cover, blocking is generally pretty effective and additional stamina matters a lot on combat. It also seems (or I have been led to believe it is) pretty "light-weight" in that it doesn't cause lagging in combat.

 

As for Ultimate Combat; the description looks interesting. I guess I am hesitant because these sorts of mods usually need some seasoning to iron out the bugs. It looks like it is incomplete, not dealing with archery, magic (understandable), and some creatures. Also the grammar makes it difficult to understand exactly what is meant in several cases. (i.e does "Marked for death becomes hard to effectiveness" mean that marked for death is ineffective against these target or has added effectiveness against them?)

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To follow on my post above .... I think SR has done a phenomenal job on the stability and visual appearances of Skyrim front (textures, meshes, animations, ENBs...), so I would like to see future emphasis directed towards game play - such as combat, sneaking and maybe magic modifications or overhauls, some follower modifications or additions, maybe some perk modifications and perhaps quest or location mods. Things like AV, SIC and Skytest cover non-human enemies pretty well though perhaps there is a bit that could be done to perk up (no pun intended) human enemies. OTOH, that's only my view; perhaps Neo does not share my view that these aspects of Skyrim modding could use a bit more attention at this stage in SR's development.

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Regardless of if Neo has the time, desire or plans to look at things like you mention stat - I know a few folks here who are SR mainstays have expressed similar in other threads.

 

A lot of what goes in to SR is solely based upon Neo's time and direction which is limited with work, wife, kid, etc. I think this community is rather mature and we all realize there is only so much time in the day.

 

That being said, I'd be happy to take on a category of mods or testing a select few against SR to help - the main roadblock being I need to learn the steps and tools further in analyzing the mod components (scripts, etc) against SR to find conflicts and patch requirements or whatever.

 

If even for my own exploration of mods I find interesting and not a part of SR/STEP. The challenge is finding a guide to tackle in learning to properly use TESVEdit and others in investigation of conflicts. Does a resource like this exist out there?

 

 

Sent from my iPhone using Tapatalk

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I gotta say, as it is right now playing as a werewolf is amazing right now. I haven't had this much fun with it since the day I found out you can send enemies flying with a strong attack. Having your companion allies turn into werewolves when you do is so much fun, and the perk system added in is rediculous. So kudos to that decision.

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I gotta say' date=' as it is right now playing as a werewolf is amazing right now. I haven't had this much fun with it since the day I found out you can send enemies flying with a strong attack. Having your companion allies turn into werewolves when you do is so much fun, and the perk system added in is rediculous. So kudos to that decision.[/quote']

Glad you like it :)

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I think you ran out of steam part way through doing the patches for The Wilds :)

 

101Bugs patch is missing part of the instructions, should mention that that iMaxCritterCount property is on the Activator -> 000A914E node. There's also a typo in the word iMaxCritterCount, missing the first "r".

 

Get some sleep! :)

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Also, only 1 Sounds of Skyrim patch should be used for Climates of Tamriel. In your case, that would be the patch labled "SoS - The Wilds-PatchCoTSounds.esp". You should add instructions to remove "SoS - The Wilds-PatchCoT.esp", as it is also not needed. This also applies to the civilization module, once that is added.

 

Also, grammar errors: "as not needed" should be "as it is not needed" when referring to the unnecessary SoS patches.

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