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Improving Skyrim / Recommended Mods thread (Mostly about Requiem)

Dreaad

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Skyrim mods fix everything, even your character's dick!
http://skyrim.nexusmods.com/mods/35463/?tab=1&navtag=/ajax/moddescription/?id=35463&preview=&pUp=1

SOS - Schlongs of Skyrim is a mod intended to work as a framework for customized, animated and dynamic assignment and management of male genitalia. Although the mod started by only aiming to provide it only for male characters, due to demand, it soon shifted to a full framework, capable of managing it to any possible race/gender. Currently it features a base male body to work with, and 3 distinct shape Addons. We expect with further development, to extend the shape "database".

35463-1-1367888039.jpg
Does this mod cum with an in game Viagra potion?
 
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Alright, downloading Requiem now, will try it out. I crave for that Dark Souls-level combat.

I wish I found some way to divide my load order into separate profiles, one for my ongoing SkyRe and a smaller one for Requiem.

After that, I'll see what will be left of my vision for a Dunmer battlemage in Bonemold armor.
 

DraQ

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Alright, downloading Requiem now, will try it out. I crave for that Dark Souls-level combat.

I wish I found some way to divide my load order into separate profiles, one for my ongoing SkyRe and a smaller one for Requiem.

After that, I'll see what will be left of my vision for a Dunmer battlemage in Bonemold armor.
Awaiting impressions...
:avatard:
 

Carrion

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That.... actually doesn't sound half-bad. What's the full list of mods you're running? Duel, Requiem, Morrowloot, what else? Any mods that add a proper public transport system to the game?

Not that I'd be able to play Skyrim until the next decade or so due to being somewhat fed up with it and having so many other games to play, but that sounds interesting enough so I might give it one more go at some point.

1. Less hoops to jump through. Morrowind quests aren't as scripted so whatever let's you achieve quest goal goes, allowing for much lateral thinking and creativity.
This. The more complex quests in Skyrim tend to be very restricted, with lots of scripted moments and even occasional cutscene paralysis (Thieves Guild, I'm looking at you). Basically, a bunch of fetch quests that are just combined to form a longer quest. There are some exceptions, like the murderer quest in Windhelm where following the quest compass actually leads to a less-than-optimal outcome, but most of the time you're like a zombie on rails. In terms of sheer variety Skyrim and even Oblivion (especially Oblivion) probably beat Morrowind, but a more important thing is how the games allow you to do the quests, and in this regard Morrowind stands head and shoulders above the rest despite still not being that great.

2. High level structure of quests is different. Quests often havem ultiple entry points, tie into one another and are interconnected with wide network of hints and relations. You may get sent by Legion to retrieve a legendary artifact and kill traitor who stole it, but you might just as well stumble onto it when going on a quest to steal an unrelated item from an unrelated legion-affiliated person which will make you got through the same location but from opposite direction. Or you may just find it when sent by corrupt branch of Fighter Guild to kill a legion official who messed with Cammonna Tong.
This is also true, although Morrowind also does a pretty poor job with this at times. There are many instances where the game doesn't take multiple entry points into account but instead just starts a quest mid-way through. For instance, you may find a trinket in a cave and get a journal entry that says that you should bring it to a person you've never even talked to. This may occasionally be even game-breaking (going to Ilunibi too early) or cause you to miss big chunks of important content (talking to some of Caius' contacts before being ordered to do so by Caius). Still, even with all these problems I vastly prefer it to Skyrim's structure.
 

DraQ

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That.... actually doesn't sound half-bad. What's the full list of mods you're running? Duel, Requiem, Morrowloot, what else? Any mods that add a proper public transport system to the game?
Most others are either cosmetic, minor or recommended by default (unofficial patches, SkyUI).

Oh. Locational damage mod is worthy of mention, you can configure it yourself too.

The gameplay is best described as open world tactical shooter/slasher, except fantasy, set in TES universe, and with RPG mechanics determining valid approaches.
The balancing is essentially "boost everything to high heavens and let the gods take care of the rest after the dust settles" - works surprisingly well given how you usually don't have the numbers on your side.
The only significant downside is that controls responsiveness can be somewhat clunky in Skyrim.
Morrowloot also includes at least one item that's gamebreaker (on the level of CE restore health on daedric tower shield, or pre-patch RoR in MW) in Requiem - Vampiric Ring.

Oh, another cool thing - some animals (bears, sabrecats) auto-knockdown you on successful attack, unless you have something (perk or enchantment, for example) alleviating physical knockdowns and they will generally kill you easily before you manage to get up again.
 

sea

inXile Entertainment
Developer
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This is also true, although Morrowind also does a pretty poor job with this at times. There are many instances where the game doesn't take multiple entry points into account but instead just starts a quest mid-way through. For instance, you may find a trinket in a cave and get a journal entry that says that you should bring it to a person you've never even talked to. This may occasionally be even game-breaking (going to Ilunibi too early) or cause you to miss big chunks of important content (talking to some of Caius' contacts before being ordered to do so by Caius). Still, even with all these problems I vastly prefer it to Skyrim's structure.
To be fair, this is annoying to deal with. Doable, yes, but you need to have a lot of extra scripting done to handle it, more so for more complex quests with multiple steps.

For example, when you pick up that quest item, you need to check if the player is already on the quest or not, and update the appropriate journal entry. Then you need to perhaps do different dialogue for the NPC or even different quest progression based on which quest state the player is in. Maybe it's as simple as adding an "I already have this item" line but it could potentially change the flow of the quest depending on how it is constructed (for instance, maybe the NPC is supposed to travel somewhere else while you are "out finding the item").

You can just take the Fallout approach of having no journal updates for anything and making the player keep track of it all mentally, but it doesn't really suit a game of such a large scale to do it that way.
 

DraQ

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This is also true, although Morrowind also does a pretty poor job with this at times. There are many instances where the game doesn't take multiple entry points into account but instead just starts a quest mid-way through. For instance, you may find a trinket in a cave and get a journal entry that says that you should bring it to a person you've never even talked to. This may occasionally be even game-breaking (going to Ilunibi too early) or cause you to miss big chunks of important content (talking to some of Caius' contacts before being ordered to do so by Caius). Still, even with all these problems I vastly prefer it to Skyrim's structure.
To be fair, this is annoying to deal with. Doable, yes, but you need to have a lot of extra scripting done to handle it, more so for more complex quests with multiple steps.

For example, when you pick up that quest item, you need to check if the player is already on the quest or not, and update the appropriate journal entry. Then you need to perhaps do different dialogue for the NPC or even different quest progression based on which quest state the player is in. Maybe it's as simple as adding an "I already have this item" line but it could potentially change the flow of the quest depending on how it is constructed (for instance, maybe the NPC is supposed to travel somewhere else while you are "out finding the item").

You can just take the Fallout approach of having no journal updates for anything and making the player keep track of it all mentally, but it doesn't really suit a game of such a large scale to do it that way.
Actually, Morrowind did keep updating your journal at reasonably low levels. Picking items, killing NPCs, etc. typically didn't trigger updates, merely allowed you to turn the quest in right away, as it was handled by simple condition check like having the item on you or target being dead.

Sometimes you got different response when you've already done the job beforehand.
 

hiver

Guest
The real problem with Skyrim isn't writing or - snipped - depth of quests, -
Well, yknow... it really is.... in addition to the rest you mentioned.
Remember that review of that vampire DLC you did?
 
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That.... actually doesn't sound half-bad. What's the full list of mods you're running? Duel, Requiem, Morrowloot, what else? Any mods that add a proper public transport system to the game?

Three flavors I found in a quick search.

http://skyrim.nexusmods.com/mods/8544/

Bethesda decided to give us a way to fast travel that's immersive, like the system from Morrowind. Wonderful! Bethesda decided to let us only leave from five of the hold capitals. So, how is that supposed to be useful?

Since the carriage system is pretty modular, it wasn't hard to add in new carriages leaving from the minor hold capitals. It's just a quick fix, but for anyone who swears off of fast travel, the added mobility helps keep things from being a constant slog across the countryside to get to the nearest carriage halfway across Skyrim.

It looks as if there's leftover coding that was meant to allow travel by carriage to the various villages of Skyrim, but my level of experience is like a monkey with a hammer trying to perform open heart surgery, so no promises there.

http://skyrim.nexusmods.com/mods/15508/

This mod adds more carriages to Skyrim. Now you can travel with carriages to every town and village. This mod also adds ship transportation. You can see the ships that will transport you in the images. This mod will make your role playing experience much better.

- I will add more for this mod in the future!

- If you want to disable your fast travel use the optional version.

http://skyrim.nexusmods.com/mods/15094/

Want a more immersive Skyrim experience? Enjoy the wonderful Skyrim scenery while riding in the back of a carriage (just like in the introduction!) ScenicCarriages transforms the non-moving Skyrim carriages to a fully functional carriage network! Carriages are available in all the nine hold capitals, with destination and fees based on location and distance. Ask any driver for the "Guide to ScenicCarriages" for an in-game list of routes and maps. While riding, you have the option to get out along the way (and kill off that dragon that's been circling overhead) before continuing to your destination, or you ask the driver to "Wake you up when you arrive."

For the less hardcore player, there's Expanded Vanilla travel offering pickup locations outside all the nine hold capitals with destinations to most towns & villages in Skyrim!

  • Two Travel Modes - choose in-game between Scenic Travel or Expanded Vanilla (Default)
  • Scenic Travel - ride in the back of the carriage with option to get out along the way (or sleep)
  • Expanded Vanilla - expands the original carriage system with drop-off service to most towns/villages (see list below)
  • Expanded carriage locations - added carriage pick-up service to all the hold capitals
  • Travel Encumbered - now you can travel the carriage system even while encumbered
  • Scenic Travel carriage fees and routes are based on location and distance
  • Switch travel modes in-game, anytime (while not riding!)
 

sea

inXile Entertainment
Developer
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Well, yknow... it really is.... in addition to the rest you mentioned.
Remember that review of that vampire DLC you did?
The DLC is horrendous but doesn't count. The main game's writing is fine... occasionally dumb, but fine.
 

Cool name

Arcane
Joined
Oct 14, 2012
Messages
2,147

Considering this is the same community that made a mod that allows you to play as a succubus and kill most humanoid enemies in the game by sexing their souls out of them, including several gameplay changes that allow you to 'stealth' your way through entire dungeons while isolating the dudes so you can screw them dead one by one like in some very strange horror movie, that's kind of... Uninspiring. They could have done so much more with PenisMod. :(

Now let me get back into Skyrim modding so I can add the option to tear the hanging bits from men sexed to death and later consume them to regain stamina magical sexy energy and then we are talking of something worthy of being in the Nexus.

Dat place is... Dat place.
 

circ

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Requiem is pointless because Skyrim's melee is garbage. I went back to Skyrim for a bit after trying out KoA, and although one doesn't except whimsical unrealistic action combat like in KoA, Skyrim is by comparison clunky LARP combat with teens who have never held a weapon before. There is no dodge or roll or other kind of evasion, unless you train a bit of sneak - and well who starts sneaking in the midst of combat just to do a roll. There's slash, some badly developed power versions of that, block and shield bash and armor rating and a random chance of negating damage with higher level armor skills. And you can't combo them in a fluid manner either. Skyrim's combat is fun for the finishers, amateurish stealth [kills] and archery (which is pretty well done).

But hey. Enjoy your padded HP difficulty Requiem.
 

DraQ

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I AM A MORON AND DONT KNOW WAT IM TALKING ABOUT :retarded:
Yes, that's pretty much evident.

Also:
padded HP (...) Requiem.
HA_HA_HA,_OH_WOW.jpg


Protip:
When criticizing something you haven't played, seen nor have intention to ever play at least do your fucking research to the point where it's not glaringly fucking obvious that you have absolutely no fucking clue regarding what you're talking about.
What you said is about as accurate as ranting about Wizardry 8's twitchy FPS popamole combat because you've seen the screens.

Bonus:
And now a picture of a morbidly obese person:
anorexia2.jpg
 

subotaiy

Cipher
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Skyrim is and will remain a mediocre to weak game, no amount of mods can change the way is designed or the engine; the only good thing that may come from it is a potential total conversion, but those take forever to create and the result is very likely to be amateurish and only slighty better; but one can only hope.
 

DraQ

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Skyrim is and will remain a mediocre to weak game, no amount of mods can change the way is designed or the engine; the only good thing that may come from it is a potential total conversion, but those take forever to create and the result is very likely to be amateurish and only slighty better; but one can only hope.
It's much better than oblivion in terms of "core" design, or stuff no mods can fix if they are broken, but that's beside the point - if you (like circ just did) base your criticism on something that's just factually incorrect, then it's just bullshit that can be dismissed outright along with its author. It's like assuming that Wiz8 is a an RT FPS-style ARPG because you've seen one, blurry screenshot and basing your criticism on that - this isn't even wrong.
 

circ

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Feel free to point out where I am incorrect then. Does Requiem in fact make impossible changes to the combat engine, introducing new controls, new moves, new animations? Or is it in fact introducing new resistances, additional HP, additional armor, more NPC's to encounters and lethal traps? IE, HP padding in simple terms.
 

Vicar

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I tried to enjoy Skyrim, really. But ended up spending more time trying to mod it into a good game than playing it. Waste of money and time. There's just so much wrong in the game that make it boring and pointless that can't be fixed by mods like Requiem. The main pointless feeling of the game stems from the lack of any meaningful reaction from the world to your actions, weak storyline, etc., and not from the combat or animations. Yes, compare to Oblivion it's better. It's still shit Bethesda hiking simulator though.
 
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No, seriously, is it endorsement?

Looks a lot like what the author seems to be aiming for, actually, so I guess yes.

I don't know.




It's basically Skyrim embraces Dark Souls, so I think so.

Anyway, I wanted to be walking around as a Dunmer Telvanni mage in DB's Bonemold Gah-Julan Armor, but it's impossible. Playing as a battlemage would only make sense with fully perked - which, considering the small pool of resources, and given skill's complete reliance on perks to function, is a total waste. Even if I invested those perks it would still be a waste because it's Steel/Dwemer tier. Maybe I could wear DB's Telvanni Robes, but I've already played that build anyway with SkyRe. I would probably also miss Apocalypse's ridiculous spellbook.

In fact, if anything, that would be the complaint - that Requiem's design is so "tight" there is no room for missteps or any kind of bad design choice or vanity. It essentially promotes requires gameplay so careful, slow-paced and incredibly lethal that its restrictiveness feels a bit of out of place in TES game. I imagine there would be absolutely no point in Orc wearing Orcish armor instead of maxing build with Daedric - which is weird, considering author's emphasis on "roleplaying".

But I think that would be it. Actually, Requiem's design consistency is a huge difference over SkyRe's scattershot design and changes in all directions - for the better. OTOH, it is basically improving on Skyrim's design instead of changing it like SkyRe did - for better and for worse.

But yeah, it was an endorsement.

I didn't play long enough to state much more above that, but I'm going to :P I'm curious - what kind of character do you play that you have such a blast with? I think about making a Ra'Gada melee guy to fully experience that tactical combat thing, as it seems to be the apex of Requiem's gameplay.
 

subotaiy

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Skyrim is and will remain a mediocre to weak game, no amount of mods can change the way is designed or the engine; the only good thing that may come from it is a potential total conversion, but those take forever to create and the result is very likely to be amateurish and only slighty better; but one can only hope.
It's much better than oblivion in terms of "core" design, or stuff no mods can fix if they are broken, but that's beside the point - if you (like circ just did) base your criticism on something that's just factually incorrect, then it's just bullshit that can be dismissed outright along with its author. It's like assuming that Wiz8 is a an RT FPS-style ARPG because you've seen one, blurry screenshot and basing your criticism on that - this isn't even wrong.


I tried the game with requiem, duel, skyre, deadly combat, etc ( basically i tried all the other big praised combat/gameplay mods in compatible combinations) and every time i found the experienced to be more or less the same: pretty bland and soulless. The problem is the game is designed from start as a boring fecth quest experience in 2-3 models of dungeons who repeat again and again; on top of that fast travel and quest compass are mandatory from start since the game is designed, again, around them(the mod with quest descriptions doesnt help); you are expected to travel often from one location to another on the other side of the map and, even with cariages,etc it takes too long. Wich brings me to another problem and probably the biggest for me: the map is too huge, empty and exploration offers no satisfaction (from world design perspective like in Gothic games or Dark Souls)except 2-3 areas like throat of the world, or reward (even with Morrowloot the game is full of trash and uninteresting items). The combat is limited by Gamebryo engine and mods like duel or deadly combat may help indeed so here is not so bad, but theres so much they can do. The writing is pretty average, not bad, but nothing to write home about.
And so on...Overall, a mediocre to weak game, even with mods, wich, in the big scheme, dont change the basic, essential things.
Better than Oblivion is not saying much, since Oblivion is shit. If you enjoy it (Skyrim), good for you.
 

DeepOcean

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Redone makes Skyrim as close as possible to Morrowind (no health and mana regeneration, different materials needed to hurt certain monsters, more spells, forcing you to making decisions when building characters) and it is more challenging than Morrowind, but the dungeons and quests continue to be the same inane thing as Skyrim, at least, dungeons are dangerous now.
If you want an action RPG where you want to kill shit, it is fun and challenging, contrary to original Skyrim and I would say it is better than Morrowind in terms of challenge.
 

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