Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature may not be available in some browsers.
Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.
"This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.
Well, I've changed my opinion on Invisible Entities. I thought they were a bit too contrived and ridiculous, a case of modders unable to leave things well enough alone. But they can actually be detected using the Aura Whisper shout. This drastically reduces their difficulty and, more importantly, makes them a fair fight. So the unfair/stupid stuff count in Requiem is back to zero.
Never could make followers from Intersting NPCs work good with AFT even with the compatibility patch they either ignore it or are not dismissible; So I picked Vanilla ones with some personality like the Dark Elf Priest and Marcurio with Ria and Lydia as waifus wherever I Play as Imperial/Breton or Nord both have the same voice actor and personality of pack mule fitting their role Interesting NPCs + this:
makes even the smaller hold capitals and towns unique; Still it would be 10 times better if all dialogue was not voice acted Fracking :patriot:and their analphabeticalism.
Recently I was given a copy of the "legendary" edition as a gift so figured I'd check the dex for advice on improving rehabilitating modding skyrim... Just curious, but is there a comprehensive list of must play/codex approved mods?
Maybe a case of load order. Worked for me - 95% of the time. There was one incidence where they completely bugged out and I had go through tweak options -> tools -> summon everyone (both iNPCs/Vanilla NPCS) and reset ATF AI. In my experience problems could happen when housecarls or quest NPCs were thrust upon me.
Other than the usual cosmetic mods, here are some recs for less infuriatingness. Some of these make you really question Bethesda's imagination as they're not in vanilla. I know! Let's make DLC so players can build shitty houses and adopt kids and dogs! And introduce a shitload of bugs! Let's not even finish half the vanilla quests bugging out!
Oh, mods.
Convenient Horses: http://skyrim.nexusmods.com/mods/14950//?
Finally unshitties horses. Some of the tools in this have been in other mods, but they're all bunched up in this. Has horse whistle - so a horse comes to you from half across Skyrim if you want. Pathfinding seems pretty good. If you're lazy, you can also use horse call, which summons the horse. Also, followers can finally ride horses. Horse inventory is awesome too. And, one major change is turning horses into pussies against all factions, so they won't think they can handle a fucking ancient dragon anymore. YEAH THAT MADE SENSE BETHESDA. Seems to be bugfree, and adds some additional functions when used with SKSE - which I don't use.
Camping Lite: http://skyrim.nexusmods.com/mods/11526//?
Well what do you know, this isn't in vanilla either in any shape or form. I checked a bunch of camping mods, but all of them, save for this one, required you to spend 30 minutes setting up a camp. Takes 30 seconds with this. You get a tent with a sleeping bag that works, can also be upgraded into a big tent or imperial tent if you like. Also comes with campfire you can cook shit on. Compatible with Frostfall, if you want to feel annoyed. You can gather wood too from trees. Integrates nicely with above horse mod. Stick your camping kit in horse inventory, grab it and then camp.
Proudsprire Manor redone: http://skyrim.nexusmods.com/mods/14630//?
Proudspire Manor is the most expensive house in Skyrims. Why? It has shit for containers, horrible layout and well not a goddamn thing going for it. This mod adds reasonable containers without going overboard. Adds a dragon priest mask and dragon claw display. Better display area. Fixes up the lulzy housecarl room bug properly. Adds a guest bedroom and some other things. This actually made me use Proudspire as my base on a character.
Hunters Treehouse: http://skyrim.nexusmods.com/mods/15317/?
There are a shitload of player home mods out there. But alot of them are just plain retarded. This one is tiny, but still a fair amount of containers are included, looks good too. Comes in two versions, ultra tiny, and large which is still pretty damn tiny that comes with alchemy lab and some extra room.
And not to mention this horrible special treatment you receive everywhere like you are goddamn rock star hero of Kvatch from the beggining of the game. I really miss Morrowind and it's "Oh, some junkie in Balmora thinks you are this guy from Ashlander prophecy? Ain't you fucking special... Now, go back to shoveling shit".
It really annoys me, I hate when games make perfectly clear that whole world revolves around you. I know that world revolves around player in pretty much every game, I just hate when games make it so obvious.
Morrowind's treatment only works if you are indeed some no-name adventurer, which you indeed are until you get officially recognized as hot stuff. In Skyrim you are soon identified as a hero from legend, and having NPCs shoo you off would give room to another common RPG problem.
Yeah, the legend of the voice is pretty big in Skyrim history. And considering the game has the player learn the Shouts throughout the game, it's impossible for commoners to see you breathing fire and summoning storms and not associate you with old legends.
Still, they could've used a little less feeding of player vanity. "Dragonborn, your learning ability is quite impressive!" - a fucking Greybeard.
Recently I was given a copy of the "legendary" edition as a gift so figured I'd check the dex for advice on improving rehabilitating modding skyrim... Just curious, but is there a comprehensive list of must play/codex approved mods?
I'd call Requiem, SkyUI, Morrowloot and Better Fast Travel - Ships and Carriages (since Requiem disables fast travel) as must-haves. Immersive HUD is highly recommended. I'd also highly recommend Realistic Lighting Without Post-processing mod if you want darkness to matter in gameplay (the mod synergises well with Requiem). If you plan to use followers extensively, you'd want to look at some mods to improve their functionality. And don't forget the unofficial patches.
I'm currently playing an altmer mage-type, this time learning the lesson not to pump shitloads of gains into magicka and instead just using a shitload of spell school lowering gear unlike with my breton. But anyway.
I'm level 30 or so and have yet to go to the jarl in Whiterun. Instead I've been doing shitloads of sidequests, and no one's going ROR THEY SAY U DLAGONBOLN.
What a great gaym Bethesda. A dragon was sighted in Helgen but no one gives a shit.
Also, problem with unofficial patches is, they started fixing things that weren't actually broken. And Better Fast Travel is ridiculous, as you end up with a carriage in every little shit hole, making horses utterly obsolete. Get Convenient Horses instead and maybe one of the smaller carriage mods that just adds one or two carriages.
IRC Requiem unlevels the loot too so you don't need the Morowloot when playing this.
Got those modes now:
Realistic Needs, Frostfall, Hunterborn, Wet and Cold, Winter is comming, Better Inns, Become Bard and Cloaks of Skyrim for realism as Skyrim has Lore reputation for being Extremely inhospitable.
Better Fast Travel - Ships and Carriages, Convenient Horses for Morrowind like fast travel.
Immersive Weapons and Armors among the mods Posted earlier for Morrowind like Imperial Legion and sword porn.
Requiem to make the game less hackamole and to patch some like having no Imperial gear after going Imperial way in Helgen, Partenaux Dilemma and Better Quests Description so you can put the Blades into their proper place and turn off the damn quest markers.
Various Light and Graphic Enchantments like Enhanced Lights and FX to make Skyrim more dark and climatic and thus mod from the author of frostfall to have belt looped/hand held lanterns so you can see a damn thing.
Fire and Cold, Civil war Overhaul and Enhanced Skyrim Factions - The Companions Guild for better secondary quest lines and No Kill cams to not die like a bitch when running Requiem.
Interesting NPCs and ATF for having people to talk for a change and to manage your faithful meatbags Comitatus.
Most of those are compatible with patches and can be bashed so leveled lists are fixed.
Does people in other holds call you Dragonborn if you didn't kill your first Dragon in Whiterun?
Morrowloot also changes the locations of many powerful items so they're harder to find, and it adds a number of unique items from previous games. I guess it's not a must-have but I'd still recommend it.
But question is how all those powerful items from Morrowind being in Skyrim now is Lore Correct? Some of them were taken by Neverarine in his failed? Akavir Crusade, some should be buried under Vanderfell ash and some others were claimed by others like Goldbrand by Emperor Titus Mede II:
Skyrim is Epic and Majestic enough without bonus gear; Found another must have from Commissar collection:
I tend to install manually, but some mods are packed into archives in a way depending on NMM to set them up in desired configuration and installing them by hand is serous PITA, plus NMM is good for managing load order.
NMM for installing mods Vrye Bash for checking load order and compatibility issues; the former may be popamole but it helps with FNV too and some of the mods require it.
Honestly, you have a point here. Bethesda RPGs do need this, but Morrowind is hardly the pinnacle of it. Even if you have 50 ways to complete a simple fetch/kill quest, you are still completing a simple fetch/kill quest. Once Bethesda decided to implement more complex quests, the whole multiple ways of completing things approach became a bit more difficult.
I'd list more reason's why Morrowind's quests sucked just as hard as Skyrim's - if not harder - but I have to go fetch a plate and a book (edit:while walking REALLY SLOWLY), so I can be promoted in my guild.
But question is how all those powerful items from Morrowind being in Skyrim now is Lore Correct? Some of them were taken by Neverarine in his failed? Akavir Crusade, some should be buried under Vanderfell ash and some others were claimed by others like Goldbrand by Emperor Titus Mede II
Same reason the nerevarine found Spellbreaker in some ruin, even though it lastly seen safe and sound at the hands of the hero of Daggerfall. TES' more powerful items don't stay in one place for long, some even having a mind of their own (see: Ring of Khajiit leaving his first owner to die).
But question is how all those powerful items from Morrowind being in Skyrim now is Lore Correct? Some of them were taken by Neverarine in his failed? Akavir Crusade, some should be buried under Vanderfell ash and some others were claimed by others like Goldbrand by Emperor Titus Mede II
Same reason the nerevarine found Spellbreaker in some ruin, even though it lastly seen safe and sound at the hands of the hero of Daggerfall. TES' more powerful items don't stay in one place for long, some even having a mind of their own (see: Ring of Khajiit leaving his first owner to die).
I gave vampires another try. Previously, during my earlier install of Skyrim I tried this werewolf expansion mod. I thought it might make werewolves a viable choice, which they kind of were with Dawnguard installed. But by jesus Dawnguard is never getting installed again. But, this werewolf mod, let me look up the name - Werewolf Mastery - just didn't bring enough to the table. There was no reason to go werewolf over weapons unless you were retarded.
BUT GODDAMN DO I EVER DIGRESS. I found this vampire mod - Better Vampires: http://skyrim.nexusmods.com/mods/9717//? - that's been around for a while, and unlike the werewolf mod, this one really throws in a lot of skills, and makes vampires more than sneak monkeys with a laughable illusion bonus. You get skills and spells depending on how much blood you suck and what level you are. Also other things like a fall bonus, speed bonus, bonus to destruction magic. But it also lowers things like vanilla frost resist, and raises fire vuln, and generally balances it pretty nicely.
LOL U THINK U CAN TAKE ME??
Actually anything with fire can so far. LOLOL. USKP fixed up vampire eyes and fucked up skin real nice too. Well done Bethesda, nice priorities.
Honestly, you have a point here. Bethesda RPGs do need this, but Morrowind is hardly the pinnacle of it. Even if you have 50 ways to complete a simple fetch/kill quest, you are still completing a simple fetch/kill quest. Once Bethesda decided to implement more complex quests, the whole multiple ways of completing things approach became a bit more difficult.
The point (you're missing) is that complex is not necessarily better.
Yeah, we get more complex quests now. Too bad that writing sucks and is full of contrived shit (take the College of Winterhold quest line* as fine example of utter wut.), and we are forced into epic chosen one bullshit pretty much the moment we step through the door not once, but every time we join a guild.
Menial tasks we were given in Morrowind may not have been first class entertainment, but they helped guilds feel like guilds.
Additionally, guilds were full of NPCs with their own agendas (MG, FG and great houses in particular) often to the point of essentially consisting of conflicting sub-factions, which, along with less scripting and multiple solutions made progression in guild less linear and more accommodating of player's choice.
In Skyrim, OTOH player is stuck tight on an AWESOME rail with no actual wiggle room. Just enjoy the ride and take all the AWESOME in**.
Never mind that games are cooperative storytelling and that overall TES formula is more suited to freeform questing rather than rigid epic questlines.
Add to this quests being interconnected laterally and sometimes not exclusive to particular faction (for example you could solve Ralen Hlaalo murder as part of your duties for house Hlaalu, or you could do so as independent adventurer, and the game did treat those two differently) and you can see the difference:
Back then quests weren't terribly interesting, but they formed rather freeform network with multiple options and approaches.
Now we lost the freeform part, getting restrictive, contrived shit with cutscenes and setpieces.
*)
So you unearth glowy orb in ruins. Psijjics warn you that bad shit is about to happen, but do nothing to stop the orb from being brought into the College. Nearly apocalyptic shit indeed happens thanks to that Thalmor asshole, but is thankfully stopped by %pcname. NOW Psijjics step in and teleport the orb away. They clearly have power to do so, yet, for nor apparent reason they didn't do it when it would have actually prevented bad shit happening. Da fuq?
**)
Take companions questline. You are forced to become werewolf (behind Kodlak's back) if you want to advance and never get the option to spill the beans about the whole thing and Aela's private little vendetta in front of Kodlak despite having plenty opportunities to do so, because you need to take in all the story the devs made for you.
But question is how all those powerful items from Morrowind being in Skyrim now is Lore Correct? Some of them were taken by Neverarine in his failed? Akavir Crusade, some should be buried under Vanderfell ash and some others were claimed by others like Goldbrand by Emperor Titus Mede II
Same reason the nerevarine found Spellbreaker in some ruin, even though it lastly seen safe and sound at the hands of the hero of Daggerfall. TES' more powerful items don't stay in one place for long, some even having a mind of their own (see: Ring of Khajiit leaving his first owner to die).