The Elder Scrolls

There's that tool to export to MO2, but i think it's too much trouble to set up, and lots of complaints about errors too

It also seems to not recognize the .owmaddon and .owmscripts according to the author, so i imagine it would just makes it all even more confusing to me
I thought it was as simple as changing the startup directory to the OpenMW exe but maybe I'm misremembering. OpenMW not recognizing scripts like base game + MGE still sucks in general. That really needs to be a top priority for the next update.
 
I'm looking back at skyrim and thinking, if people made a mod that completely eradicated the respawning forsworns, bandits and drougr from the game, how many marked areas are still gonna feature enemies?
 
I thought it was as simple as changing the startup directory to the OpenMW exe but maybe I'm misremembering.
Nah, it's full of little caveats, but maybe i'm just smoothbrained


OpenMW not recognizing scripts like base game + MGE still sucks in general. That really needs to be a top priority for the next update.
It's an entirely different code architeture, but since 0.49 the Lua Scripting is robust and you now see mods you only thought possible in MWSE. 0.50 came with even more goodies and we actually have some MWSE ports now

There's crafting and survival mods now, and they're cleaner than the MWSE ones in my opinion. Even applying poisons is possible in OpenMW now, which was the main reason i had a MWSE build

The only thing i really want for OpenMW for it to be perfect is support for mods like expanded magicka, i think we're getting close to that
 
It's an entirely different code architeture, but since 0.49 the Lua Scripting is robust and you now see mods you only thought possible in MWSE. 0.50 came with even more goodies and we actually have some MWSE ports now

There's crafting and survival mods now, and they're cleaner than the MWSE ones in my opinion. Even applying poisons is possible in OpenMW now, which was the main reason i had a MWSE build

The only thing i really want for OpenMW for it to be perfect is support for mods like expanded magicka, i think we're getting close to that
That all sounds like a huge improvement from the last time I touched the game. I didn't even know OpenMW has poison mods now.

Still missing something close to Class Conscious Character Progression for leveling, but it seems like that's a gap that'll be filled as more people shift over from MWSE anyway.
 
It's an entirely different code architeture, but since 0.49 the Lua Scripting is robust and you now see mods you only thought possible in MWSE. 0.50 came with even more goodies and we actually have some MWSE ports now

There's crafting and survival mods now, and they're cleaner than the MWSE ones in my opinion. Even applying poisons is possible in OpenMW now, which was the main reason i had a MWSE build

The only thing i really want for OpenMW for it to be perfect is support for mods like expanded magicka, i think we're getting close to that
There are still really cool mods like Joy of Painting that only work for MWSE and would need to be completely rewritten for Lua (plus apparently the current scripting framework for OpenMW can’t replicate it at the moment). But I barely know anything about actual coding or how difficult it would be to rewrite, assuming it would eventually be possible.
 
There are still really cool mods like Joy of Painting that only work for MWSE and would need to be completely rewritten for Lua (plus apparently the current scripting framework for OpenMW can’t replicate it at the moment). But I barely know anything about actual coding or how difficult it would be to rewrite, assuming it would eventually be possible.
There are tons of cool stuff

Necrocraft and such. But there's stuff now that was impossible back them (MWSE skill modules is a big one). There's now mods for custom skills with progress bars and progression on openmw, climbing, swimming and incantation i believe. Also there's Bardcraft now, and it's almost as good as the top tier Bardic Inspiration

I really like immersion mods for Morrowind, MWSE is rich with these
 
Have any of you ever tried one of the skyrim nexus collections? I don't really feel like making a full modlist again.
Not nexus, but I did finally try a wabbajack list with NGVO

I've never done any of these movement overhauls before, so that is nice with the new animations. I like that they add a bunch of stuff to the world, especially Whiterun, so it doesn't feel so big and empty. I do give it a side eye from time to time though, just because in some areas there are a lot of crucified people which doesn't feel very Elder Scrolls to me.

Unfortunately it broke after like 20 hours. Game would just always crashed trying to load save games. I added some mods on top of it so maybe that had something to do with it (I realized on re-start that I thought there was some sort of stat overhaul to the game but now I'm pretty sure one of the survival mode improvement mods just fucked it up) but most of them were just like quest delayers and the cinematic camera mod so IDK. Someone told me ENB's sometimes break but fuck me if I could figure out how to fix it.
 
So, question for everyone; for the Dawnguard DLC in Skyrim, do you side with either the Dawnguard, or Harkon's vampires? I usually side with the former, as they get some pretty cool/interesting weapons while the Vampire Lord form seems a bit useless compared to Werewolf, but which faction do you side with, and why? I know a few people have some issues with the Dawnguard here...
 
So, question for everyone; for the Dawnguard DLC in Skyrim, do you side with either the Dawnguard, or Harkon's vampires? I usually side with the former, as they get some pretty cool/interesting weapons while the Vampire Lord form seems a bit useless compared to Werewolf, but which faction do you side with, and why? I know a few people have some issues with the Dawnguard here...
If I side with the Dawnguard I get annoyed at being unable to kill Serana. If I side with Harkon I get annoyed at being unable to fully side with him at the end. I’ve never seen a DLC make it harder to fully commit to playing a character because it expects you to like Serana.

I’d say to pick based on if you like the Dawnguard aesthetic or the gachimuchi vampire form. I tended to pick the Dawnguard just so that I’m not locked into roleplaying as a vampire.
 
Dawnguard gives you access to the upgraded crossbows, and you can still become vampire lord later via Serana, you don't gain anything from siding with the vampires and you lose out on the crossbow stuff
 
Dawnguard gives you access to the upgraded crossbows, and you can still become vampire lord later via Serana, you don't gain anything from siding with the vampires and you lose out on the crossbow stuff

I think you can get some rings for powering up the Vampire Lord form via Radiant Quests, similar to the unique weapons and upgrades you can get with the Dawnguard. That's about it, though.
 
I think you can get some rings for powering up the Vampire Lord form via Radiant Quests, similar to the unique weapons and upgrades you can get with the Dawnguard. That's about it, though.
Honestly, the vampire lord form fucking sucks unless you're using mods to improve the skill tree and usability of the form in general. The vampirism penalties aren't a big deal but it's very much a playstyle and there isn't really a point in becoming one unless you're committing to it. I've never tried a full vampire playthrough and I'd imagine there's probably some fun to be had there.
 
I do not like Skyrim.
It is completely overrated, I hate how much more restricted the series became, in Morrowind you could jump really high, fly everywhere, fuck up quests and your character royally.

In Oblivion you could no longer run really fast or jump really high but you could still run and jump faster and higher the more the game progressed.

And in Skyrim there is no more running and jumping, also you walk painfully slow now, the fighting system is more action oriented but somehow less skill-rewarding than ever before.

Gayyyyyy
 
In Oblivion you could no longer run really fast or jump really high but you could still run and jump faster and higher the more the game progressed.
You can still run insanely fast in Oblivion. While there's functionally a cap to how high you can Jump, you can still jump really far. You can still jump across the map as long as you start high enough and have enough speed.
 
, in Morrowind you could jump really high, fly everywhere
It was only this week that I realized higher proficiency and/or stats make some spells stronger, because my usual 200 point jump spell, which used to maybe get me across two cities' worth of length, was launching me into the fucking orbit at later levels. I only found out by looking down and seeing I was in the middle of an ocean and everything below me had become a sphere.
 
The Skyrim collections had an issue of doing 90% of what I wanted but having that 1 thing that made it a pain in the ass. And as someone who doesn't give a shit about graphical fidelity, when a list was 90% there but then bloated to 300GB+ install size because of 4k textures my plebian eyes can't even appreciate whilst also scaling up the system requirements and increasing loadtimes. Sometimes you can fiddle with a pre-made list if needed to make certain changes and adjustments if need be, and some lists just do the bare minimum with being customisation friendly as the intent.
Try Winds of the North.
That modlist i'm using right now and is pretty close to the OG feeling of the original release.
 
It was only this week that I realized higher proficiency and/or stats make some spells stronger, because my usual 200 point jump spell, which used to maybe get me across two cities' worth of length, was launching me into the fucking orbit at later levels. I only found out by looking down and seeing I was in the middle of an ocean and everything below me had become a sphere.
The "jump" spell effect seems to make you go higher than fortifying acrobatics. Also something to consider is fatigue effects everything. Fortify fatigue in Morrowind is insane, and the bonuses you get are based on how high your fortified fatigue is over your base max fatigue. I remember watching a JBN video where he gave himself 1 max fatigue and after fortifying it he became god-like despite having all around low stats, jump height included.
 
I'm looking back at skyrim and thinking, if people made a mod that completely eradicated the respawning forsworns, bandits and drougr from the game, how many marked areas are still gonna feature enemies?
Would've been neat if cleared dungeons had other factions move into them. Like you clear a draugr crypt and then a few weeks later bandits move in and start clearing out the bodies. Then you kill all the bandits and a couple weeks later necromancers have moved in and raised the bandits and the draugr.
 
Wccftech: ‘How Do You Beat That?’: Why The Elder Scrolls VI Is In a “No-Win” Situation (archive)
Esports Insider: Nate Purkeypile, the world builder who brought Skyrim and Fallout to life on why gamers deserve better than $100 games (archive)
Former Bethesda Lead Artist Nate Purkeypile has called on the company to tighten up the scope of Elder Scrolls VI to create a more captivating, human-made world rather than chase the scope of Starfield in an exclusive interview with Esports Insider.

ESI: Are the teams behind Elder Scrolls VI and Fallout 5 in a bit of a no-win situation, given the levels of expectations on both games now?​

Purkeypile: Yes, and that definitely factored into me leaving because Skyrim being one of the top 10 games of all-time, how do you beat that?

If they do, great! And I hope it’s a great game, but even if it’s just as good as Skyrim was, you’ll still get so many people throwing out hateful comments. I’m sure there will be more death threats again. All of that stuff. It’s really unfortunate that that’s the way things have gone.

I'll come in with low expectations, and Bethesda will come in even lower.
 
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