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I think he's in for a very rude awakening with Requiem.
I don't remember it being a huge problem in requiem until you get to the higher tiers of metal.He was also complaining about how in Enderal you need "5 to 7" ingredients for crafting instead of Skyrim's default "3 to 4".
I think he's in for a very rude awakening with Requiem.
I don't remember it being a huge problem in requiem until you get to the higher tiers of metal.
Manageable though, and gets better.Weight Allowance
That thing is damn near mandatory whatever you plan on doing.Almost makes it necessary to get a horse
Total Skyrim Overhaul is probably "better". But it's more demanding on GPU and also unforgivingly hard.Phew lads, after only 12 hours and 40 minutes, wabbajack has finished downloading! Now it only has to extract 991 files and I'll soon be able to experience Serenity 2!!! Can't wait, it's gonna be so fun and totally not a waste of time!![]()
The latest version of Serenity did away with the improve-by-use system entirely. The current system gives you skillpoints per level and crafting/alchemy/enchantment no longer provide any XP, meaning levelling must be done via quests and combat. Which means a ridiculous asspain until you reach a non-joke level. I solved the issue via console commands. Same with weight allowance, another garbage change. I guess the "devs" expect the player to hunt wolves for 7 hours in order to reach level 10-15 in a "legit" fashion. I seriously wonder if any sane person would ever consider that "fun".Crafting skills are a serious grind, though, specially when it comes to reaching the highest levels. Can't jump from Smithing 95 to 96 by crafting 20 Iron Daggers anymore, you either have to craft 20 of something much more valuable instead or craft a couple dozen thousand daggers if you're a madman.
Welp, looks like Serenity 2 is indeed shit. Even at the "correct" level you can still get one-shot quite frequently. Damage feels very uneven, attacks will either barely scratch or one-shot you.
If it's any consolation to Crispy, I had about 12 hours of fun with Enderal while serenity was good for...two hours?
Don't get discouraged by everyone and everything dick-slapping you across the face during the early game and give up. This isn't Gothic, it doesn't have interesting non-combat quests you can do to level up until you're combat ready, so depending on how you start, you might find those first couple of hours pretty tedious*. Push through it for at least as long as it took you to download it, Requiem (and Requiem-based mods, I guess) gets really fun once you're no longer an anemic tuberculosis patient and can hold your own in a fight, it's not likely you'll just give up at that point.
Seems like you are pretty naive. A cursory inquiry about Requiem would have let you know that you can easily one-two-shotted until much later in the game.Welp, looks like Serenity 2 is indeed shit. Even at the "correct" level you can still get one-shot quite frequently. Damage feels very uneven, attacks will either barely scratch or one-shot you. That's fine, I think the last time I played skyrim was like 2014 or so. Guess I'm good for another 8 years Skyrim-free. It's never a good sign when you have to force (cheat) a game to let you have some fun. It also doesn't help that the modlist is full of "features" like getting smitten by gods based of an entirely new "morality" system that essentially amounts to blocking the player from a bunch of questlines. I think the people who make these kinds of mods display an uncanny amount of incomprehension towards the game they claim to "love" and keep trying to shove in "features" that run counter to the core design of the base game.
If it's any consolation to Crispy, I had about 12 hours of fun with Enderal while serenity was good for...two hours? Maybe three, but definitely not nearly as long as it took to download all this crap. At the end of the day, it's still Skyrim and therefore shit.
EDIT: also, the installed folder is 93 GB, lmao.
Try Interesting NPCs. The quality varies, but there's some interesting use of TES lore in there and some decent characters to meet (quite a lot of shit ones too).Did modders found solutions to poor writing
This depends what you think was wrong with Skyrim's exploration. Stuff like Morrowloot (a very old mod that I'm sure has been superceded) places unique loot around in a Morrowind-esque way that rewards exploration. Options exist to remove level scaling too if you want to get your ass kicked early in the game and occasionally discover late-game equipment long before you "should" get it.uninteresting exploration
Requiem for a large-scale attempt to remake the entire combat system (and various other systems too), SkyRe for something more lightweight. Two very different approaches that both overhaul the game in their own ways, and both have pros and cons to weigh up.brain dead combat
Never looked into this much because Bethesda's animations really make me laugh, but yes, there's animation packs out there. You could probably get most of the vanilla animations replaced.awful animations
Nope, it's fucked. Special Edition is more stable than the original though, and the script extender can allow modders to take the engine to its absolute limits.shitty engine
My general problem was, the world of Skyrim was too... lack of any identity? I mean, Morrowind has it's own characteristic, or so did Gothic. But Skyrim? It could have a distinguishing world if Bethesda would have gone for a full grim Nordic atmosphere with TES lore. But as it is, Skyrim feels like a failed mish mash of a Nordic and generic medieval fantasy world.This depends what you think was wrong with Skyrim's exploration.
Morrowind had detailed instructions about quest locations & what to do,; so searching for quests gave a nice exploration feeling.
A mod is available for all vanilla quests which removes the quest compass and instead gives you directions in your journal, though I've never been a fan of that because the world isn't really designed with a such a thing in mind (and I must admit I don't really mind the quest compass anyway, unless it's pointing to an actual objective within a dungeon).Lemming42 I appreciate the detailed breakdown man!
My general problem was, the world of Skyrim was too... lack of any identity? I mean, Morrowind has it's own characteristic, or so did Gothic. But Skyrim? It could have a distinguishing world if Bethesda would have gone for a full grim Nordic atmosphere with TES lore. But as it is, Skyrim feels like a failed mish mash of a Nordic and generic medieval fantasy world.This depends what you think was wrong with Skyrim's exploration.
Other than that; most of the dungeons were similiar and open world was extremely empty. Morrowind had detailed instructions about quest locations & what to do,; so searching for quests gave a nice exploration feeling. In Skyrim however, you have to follow the damn quest compass; because there is no instructions on your quest log. Skyrim threats you like you have an IQ of a TikToker, and that's insulting.
What's the reason of people's obsession about Skyrim and modding it? Don't get me wrong, I am not asking it in a condescending way; if you have fun, more power to you. But to me Skyrim was an offensively bad product, so moving on was the best thing I could do. So I'm geniuenly asking, what's it appeal? Did modders found solutions to poor writing, uninteresting exploration, brain dead combat, awful animations, shitty engine etc... ?
(I have never played "Special Edition" by the way; last time I played it was about a decade ago)
Can't argue about Morrowind stuff honestly; I haven't replayed in years. But as far as I remember the instructions were adequete for finding your objective. Whereas in Skyrim it is like "kill the bandit in X camp". Okay, where is that camp, can you give me some specific locations dear quest giver? Of course not, we have a GPS system for console players who doesn't like to read!Morrowind had detailed instructions about quest locations & what to do,; so searching for quests gave a nice exploration feeling.
Except when you look under the meaningless text fluff, Morrowind's quests p. much never rise above the level of "go to location [X] and fetch item [Y]/kill NPC [Z]".
The Dark Brotherhood Questline from fucking Oblivion alone is worth ten times more than all the shitty, horribly designed, sad excuses for "Quests" in Morrowind put together.
I see. I am not familiar to TES lore other than Morrowind so I couldn't spot these details you mentioned.though personally I think they did a decent enough job of presenting the country as it was described in the in-game books of the earlier games, and the 200~ year timeskip let them portray the Empire as being in decay and collapse, which acts as a nice contrast to Morrowind's depiction of a rapidly-expanding colonialist Empire imposing itself on a new frontier.
Yeah, maybe I can try it again when I have time and accept it for what it is.but it can still be a compelling experience if you remain open-minded.
This is the only reason why I still have some respect to Bethesda. But on the other hand, I hate consumers' "modders gonna fix / complete it" mentality towards half-assed releasing games (and how Bethesda can get away with it since two decades)And for all the bad words one might have about Bethesda, they have created the most easily and comprehensively moddable games out there.
Yeah, maybe I can try it again when I have time and accept it for what it is.
Blame the primadona modders who cannot stomach the idea of having their work used by anyone besides them and the sites that enable them. In the oblivion days a lot of mods were just cobbled together compilations of many other mods because nobody asked nor demanded a permission to use another man's mod for his own(with maybe the exception of custom made assets). Today you cannot even copy paste a generic script without someone throwing a hissy fit over "stealing".Seems to be there can't be a good single overhaul mod, it gotta be spread out to hundreds of plugins.