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Skyrim Revisited Pre-Release Feedback


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Neovalen, I realise now that I forgot to officially thank you for your awesome work and guide in my previous (first) post. I've already learned a lot from reading the SR guides and I wanted to say that I'll be referring your guide to any others interested in modding Skyrim.

 

I know you said SR:LE is still unfinished...and I apologize that I don't have have the time to read through all previous posts in this thread (so apologies if this has already been covered), but I was wondering 2 things:

1. Do you have a rough idea, or a list of other mods currently on your table as possible additions to the guide? Perhaps if we knew this we could help you test them out for compatibility and issues...

 

2. Would you prefer that we not make any edits to the guide and just suggest any fixes to you? Or should we just dive and contribute?

 

Looking forward to helping out however I can.

thanx

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1. Do you have a rough idea, or a list of other mods currently on your table as possible additions to the guide? Perhaps if we knew this we could help you test them out for compatibility and issues...

 

2. Would you prefer that we not make any edits to the guide and just suggest any fixes to you? Or should we just dive and contribute?

 

1. Rough ideas and a few items in my testbed yes :) If I get some more spare time I'll write something up.

 

2. Feedback is great but prefer to do edits myself. That being said if someone fixes a typo I'm not going to freak out...

 

Sent from my XT907 using Tapatalk

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1. Do you have a rough idea, or a list of other mods currently on your table as possible additions to the guide? Perhaps if we knew this we could help you test them out for compatibility and issues...

 

2. Would you prefer that we not make any edits to the guide and just suggest any fixes to you? Or should we just dive and contribute?

1. Rough ideas and a few items in my testbed yes :) If I get some more spare time I'll write something up.

 

2. Feedback is great but prefer to do edits myself. That being said if someone fixes a typo I'm not going to freak out...

 

Sent from my XT907 using Tapatalk

Great, thanks for fast reply, much appreciated.

I'm currently typing up a list of some mods I'd like to suggest and will post up once done, would love to hear feedback on them from you and everyone else, when you get the chance of course.

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Alright, after doing a careful review and kry doing a review as well, the AMB CCO version is just fine minus the quest fix I have listed for USKP in the conflicts section. A mistake on my part... but hey they happen. Therefore I have provided instructions for removing the original AMB Skyforge ESP and the WAF patch accordingly since they are integrated. Minus two more esp... huzzah! :)

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I'd like to suggest some mods to incorporate into the guide (some of which are from S.T.E.P)

(My apologies if any of these mods have been suggested previously, I'm new to the Skyrim Revisited scene but I've ran searches in this thread for some of these and no matches were being found):

 

-Immersive Spells and Light - Spells emit light: Awesome mod that makes all magic FX cast light on surrounding environment (without creating shadows). Has MCM menu with options for casting distance and light color amongst other things. Worked well in limited testing.

*EDIT: This one appears to have some conflicts in TES5Edit, unsurprisingly. But may be it's workable? Who knows

 

-Customizable Camera: Does what it says and has nice MCM menu for complete customization options

(Also fixes 1st person camera issue BTW)

 

-360 Walk Run Plus: Was in the original SR guide with no apparent conflicts so wondering why it was taken out?

 

-Faster Mining

 

-Lively Inns and Taverns: may have conflicts/wild edits but works well with the separate Fewer NPCs Patch from my tests (don't remember seeing anything funky in Papyrus logs either)

 

-Lock Overhaul: Was in the original SR guide with no apparent conflicts so wondering why it was taken out?

 

-Height Adjusted Races with True Giants: Worked well with other camera mods listed in my tests

 

-Immersive First Person View: Wonderful mod that works better than Joy of Perspective and has MCM menu. Seems to work well with other mods that change skeletons/animations/etc. Mod author says its incompatible with 360 Walk Run but they do work together and usable depending on personal tastes (when using both you will see super closeup of your character's face when "walking backwards" towards the camera...nice effect actually). This mod also adds 1st person horse riding and it's quite enjoyable too...

 

-Smaller Ice Spike and Ice Spear

 

-NpcHavokHit: Adds visual reaction FX on NPCs when they're hit. Heard it has conflicts but seemed to work fine for me

 

-AE Animations: is just like Dovahkiin Relaxes; I haven't experienced any issues using it

 

-Run Sprint and Jump - Jog and Jump: Way better jump and run animations (conflicts with Immersive Animations can easily be worked around)

 

-No heavy muscular walk and idle: Idle stance/animation for males very similar to vanilla idle but looks more natural

 

-Exhaustion: Awesome mod that gives your player heavy breathing audio after exertion. Has MCM menu for customization, and has worked well from my tests

 

 

Again, apologies if these were covered already, I just feel these bring a lot of immersion to the game as well as "fix" some issues

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1. Do you have a rough idea, or a list of other mods currently on your table as possible additions to the guide? Perhaps if we knew this we could help you test them out for compatibility and issues...

 

1. Rough ideas and a few items in my testbed yes :) If I get some more spare time I'll write something up.

 

Sent from my XT907 using Tapatalk

 

A sort of guide to the guide to modding Skyrim... :whistling:

 

In all seriousness it would be cool to hear what you were noodling about...


-360 Walk Run Plus: Was in the original SR guide with no apparent conflicts so wondering why it was taken out?

Sounds good.

-Faster Mining

CCO MCM options now allow for this I think.

-Lively Inns and Taverns: may have conflicts/wild edits but works well with the separate Fewer NPCs Patch from my tests (don't remember seeing anything funky in Papyrus logs either)

Can't imagine this will work well with RRR unless heavily patched.

-Height Adjusted Races with True Giants: Worked well with other camera mods listed in my tests

Not sure... don't see the need for huge giants (and they are already pretty damned big) but some height adjustment to races to increase dimorphism might be more "realistic".
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-Faster Mining

CCO MCM options now allow for this I think.

 

 

Yup, it does.

 

While we're on suggested additions and kryptopyr's work, I'm surprised to see Stealth Skills Rebalanced isn't in either guide. I usually lose interest in stealth characters because it's overpowered and cheesy and immersion-breaking, but successful thief-ing feels rewarding with that mod.

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Should we be using DDSOPT on anything in the revisited guide besides Falskaar & Wyrmstooth? Or is there any advantage to using 1k versions of Vivid Landscapes. I have a pretty beefy rig, but well Skyrim doesn't seem to care. I'm trying to conserve where I can. Not having any problems yet, but wanted to ask just in case.

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While we're on suggested additions and kryptopyr's work, I'm surprised to see Stealth Skills Rebalanced isn't in either guide. I usually lose interest in stealth characters because it's overpowered and cheesy and immersion-breaking, but successful thief-ing feels rewarding with that mod.

 

I like playing sneaky characters and definitely like this one. It makes sneaking, lock picking etc. hard enough to be rewarding when you pull it off.  The ACE combat module (only) goes nice with it in that you take extra damage if hit while sneaking but inflict extra damge if you hit form a blind side - making sneaking to get into position much more immersive.
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Sorry, I only read back a few pages from here... Is this still technically pre-release or have you officially declared it completely tested and ready? I have been going through the updated one and am impressed! I just have to figure out what mods don't play nice with SkyRe outside of the compatibility patches for the proccer.

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Sorry' date=' I only read back a few pages from here... Is this still technically pre-release or have you officially declared it completely tested and ready? I have been going through the updated one and am impressed! I just have to figure out what mods don't play nice with SkyRe outside of the compatibility patches for the proccer.[/quote']

It is still pre-release but is beginning to look like "later stage" pre-release if that makes sense. I think Neo has the majority of the backbone of the overhaul in and stable and will soon start adding the little things that he feels will make the game awesome.

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