Jump to content

Skyrim Revisited Pre-Release Feedback


Recommended Posts

You need the closed faced helms and guard dialogue overhaul patches from the WAF patches.

So help me understand this. If I have the latest versions of WAF, GDO, Close-faced Helms (including Dawnguard), and ASW, I would only need to install the WAF compatibility patches for GDO, Close-faced Helms, and Close-faced Helms (Dawnguard) and not the multi-mod patch? Because when I load WAF, ASW, and the WAF Multi-mod patch in TES5Edit, it shows the MODL - Model Filename in WAF and multi-mod patch as Weapons\Steel\SteelSword.nif but ASW uses Weapons\Skyforge\SkyforgeSteelSword.nif. It definitely seems like the WAF multi-mod patch overwrites the ASW model and without either dropping that ESP or making another patch I would not be using CaBal's models. And replacing the multi-mod patch with the three separate patches (GDO, CFH, CFH-D) would actually be one additional ESP in the end. Or I could just be losing my sanity. :P
I've just updated the Multi-mod patches (as well as the individual ambSkyforge patch).  The patches should now work properly with the latest version of Cabal's Skyforge weapons.
Link to comment

 

You need the closed faced helms and guard dialogue overhaul patches from the WAF patches.

So help me understand this. If I have the latest versions of WAF, GDO, Close-faced Helms (including Dawnguard), and ASW, I would only need to install the WAF compatibility patches for GDO, Close-faced Helms, and Close-faced Helms (Dawnguard) and not the multi-mod patch? Because when I load WAF, ASW, and the WAF Multi-mod patch in TES5Edit, it shows the MODL - Model Filename in WAF and multi-mod patch as Weapons\Steel\SteelSword.nif but ASW uses Weapons\Skyforge\SkyforgeSteelSword.nif. It definitely seems like the WAF multi-mod patch overwrites the ASW model and without either dropping that ESP or making another patch I would not be using CaBal's models. And replacing the multi-mod patch with the three separate patches (GDO, CFH, CFH-D) would actually be one additional ESP in the end. Or I could just be losing my sanity. :P
I've just updated the Multi-mod patches (as well as the individual ambSkyforge patch).  The patches should now work properly with the latest version of Cabal's Skyforge weapons.
Awesome! Thanks, kryptopyr!
Link to comment

Has a civil war mod (overhaul) ever been considered for SR? I know two that seem to be pretty popular, though I am not knowledgeable enough in the world of modding to tell the differences or which is better. But it sure would be nice to have a legit, realistic civil war happening like what I was expecting from Bethesda and ultimately let down upon play through :(

 

https://skyrim.nexusmods.com/mods/37216/?

https://skyrim.nexusmods.com/mods/9494/?

 

Just curious, maybe there is a reason I am not aware of that they aren't part of SR. Or came up before and I am too late.

 

Just throwing it out there :)

Link to comment

My understanding is that Warzones is now unsupported and prone to causing crashes (because its battles are large - I think).

 

Civil War Overhaul has gotten a lot of good press. It seems a bit more stable. My understanding is that its engagements are a bit smaller but that it has more of a story/plot to it that develops as you play and the world changes around you as the civil war tips one way or the other rather than just a lot of endless battles that don;t really decide the issue. I'm not sure if it's quite ready for prime time yet but it seems to have a lot of potential. Why don't you try it out and let us know?

 

Immersive Patrols adds both patrols and (smaller) battles - the latest version has moved a couple of these around and slightly reduced their size to increase stability. If you find Warzones too much for your machine to handle Immersive Patrols is a good option (IMO) - of course I also really like a lot of the other features and factions it adds.

Link to comment

the author of Dragon Combat Overhaul has recently released a civil war overhaul. It, of course, is heavily scripted. Fortunately, the author is actually really good at what he does and seems to know the scripting language on a professional level. Thus, I would trust his mods over those released by other less-known, less 'prestigious' (for lack of better term) authors. He does make it clear that since the mod is still in its early release stage that he's expecting bugs to pop up, but he also updates the mod quite frequently. I havent gotten around to trying it yet, but one of these days i may give it a shot. I like some of the 'fixes' he has implemented into the mod.. such as when you join a side in the war, other members of that faction will recognize you as one of them. (its always bothered me that you can rise through the ranks of the legion but any time you see an imperial soldier and engage them in conversation, they speak to you as if youre just a commoner, rather than a member or superior officer of their military). He is also using a lot of code that was left behind from bethesda, so much of it is based on original bethesda development ideas.

 

Its definitely a mod to keep an eye on. For now I just tagged it with the "Track" flag on the nexus and we'll see how it evolves over the next few weeks/months

Link to comment

The major issue with civil war mods boils down to this. They either add a lot of scripts or spawns, some both. No matter how optimized then this means that stability can only go one way. You might be able to run with them, but you might have to sacrifice something else in order to have a stable game.

Just look at SkyTest, even in its optimized state it still makes the game more unstable and nothing can be done about it. Not to mention that odd issues with hearthfire homes that sneaked in somehow.

In general then mods that add spawns are just going to be a pain due to game engine limitations. Either that or the mod author forgetting about key DLC issues, or even more likely other mods that also alter cells which now contain spawns. I do think that SFO would be the most likely candidate here. It adds alot of foilage around the world, if a mod decided to spawn an actor at a place where there is a tree already then issues will properly arise.

 

That said then something light like making soldiers salute you etc should be doable.

Link to comment

@Neovalen

Can you provide an update on your status? I have a holiday weekend coming up and am curious the likelihood of me following a SR:LE guide during my time off.

 

Can you tell us how many mods you have incorporated? How many you have left? etc etc

Link to comment
Guest
This topic is now closed to further replies.
  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.