Jump to content

Skyrim Revisited Pre-Release Feedback


Recommended Posts

@ Neo:

Will savegames be from the current Pre-Release be compatible with SR-LE? Since you are revising everything, I thought backwards compatibility might be an issue...

I'm going to guess that it would be preferable to start a new game due to changes in mods, scripts, etc.
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.

Hi, thanks for the reply and you pretty much covered everything I wanted to know.  Seems like Civil War Overhaul is what I am looking for judging by your description.  I like having more plot and story line.  Is Immersive Patrols a substitute for both?  You mentioned it  I could use it to replace Warzones, but if I wanted to use CWO and IP together would it work, or is it either one or the other?

 

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

Thanks for the explanation.  It does make me feel more confident and comfortable using a mod by someone who is well versed in the scripting language and also updates frequently because he cares.  I think CWO is going to be my Civil War mod of choice once :)  Hopefully I'll be able to fit it in with SR:LE when it is done.

 

Also, his other mod Dragon Combat Overhaul.  That would be a direct replacement for Deadly Dragons??

 

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.

Good points.  I will definitely try at least and see how it goes :D  Though, as I said in the quote above, I'll probably wait till SR:LE is released and get my mind blown with everything all at once... lol.

 

 

 

 

@Neovalen:  I read your update sticky, looks like you are putting in a lot of effort and work into this project.  It will certainly pay off.  Thank you and I can't wait!! :)

Link to comment

@ Neo:

Will savegames be from the current Pre-Release be compatible with SR-LE? Since you are revising everything, I thought backwards compatibility might be an issue...

I'm going to guess that it would be preferable to start a new game due to changes in mods, scripts, etc.
I think there will be problems with ESPs/scripts removed.  I would not count on them being backward compatible.
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.

Hi, thanks for the reply and you pretty much covered everything I wanted to know.  Seems like Civil War Overhaul is what I am looking for judging by your description.  I like having more plot and story line.  Is Immersive Patrols a substitute for both?  You mentioned it  I could use it to replace Warzones, but if I wanted to use CWO and IP together would it work, or is it either one or the other?

 

Immersive Patrols is not a replacer for Civil War Overhaul, but should work well alongside it.  (They do very different things AFAIK.) It is a replacer for Warzones (IMO).

 

IP is a smaller more stable sort-of substitute for Warzones (in that they both add battles and IP adds some Imperial and Stormcloak patrols). 

 

IP does not really implement the big plot changes that CWO does  - it has a few minor "events" but they are not really a developing plot like CWO; more like occasional raids and thieves lurking around town from time to time - no real progression to them like CWO aspires to.  At least that's my impression.

 

I use IP and like it a lot.  I would like to use CWO but am not sure if it's stable enough to use for a long game - I plan to add it when it gets the "All Clear" and run it with IP.  I have no interest in adding Warzones - seems like it's tempting fate.

Link to comment

Also, his other mod Dragon Combat Overhaul.  That would be a direct replacement for Deadly Dragons??

 

Not really - they seem to be more complimentary.  DCO changes the tactics and mechanics of a dragon fight, but does not really alter the dragons themselves, their frequency or stats.  My impression was that these could both be used alongside each other.  That's how I had it set up for a while.  It would probably be good for someone clever to take a look at the files and see if a compatibility patch is need though.
Link to comment

michaelrw Wrote'michaelrw''42327''1372746145'

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.

Good points.  I will definitely try at least and see how it goes :D  Though, as I said in the quote above, I'll probably wait till SR:LE is released and get my mind blown with everything all at once... lol.

 

I'm thinking I might go with the lighter version of Skytest that only changes animal tactics but not spawning.  The full version just seems a little too unstable - not in and of itself but when combined with all the other mods.  I'm wondering if one has to make a choice among mods that add spawns like Skyrim Immersive Creatures and SkyTest plus a few others (maybe IP, Travellers, SkyBirds).  Speculating - The first to go in my book would be SkyTest - keep the light version that changes behavior but drop the extra spwan points and additional creatures, ... maybe...  Still I've kept it in so far as it does add some cool features.
Link to comment

I just completed the installation of Skyrim Revisited and followed every step, yet I get an immediate CTD on startup even though there are no missing masters, I tried disabling all mods and enabling them one by one, but since a lot of mods have patches that involve other mods, that process is VERY tedious to say the least. Could anybody help me out?

Link to comment

Is it just Skyrim Revisited that you have installed or have you added more mods? The reason I ask is that I had the same problem in that every tool at my disposal said good to go, but the game would crash at the menu screen or before. It was due to having too many active .esp files.

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.