Skyrim SE Modding

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Re: Skyrim SE Modding

Post by Bezrider » Wed Sep 13, 2017 7:16 pm

MadManCK wrote:
Wed Sep 13, 2017 9:15 am
SKSE64 is currently in Alpha release. At least some progress there.

http://skse.silverlock.org/

And the .ini file

https://www.nexusmods.com/skyrimspecial ... mods/1651/?

8-)
Thanks Mad let's hope it's not too long now. :D


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Re: Skyrim SE Modding

Post by MadManCK » Thu Sep 28, 2017 1:40 pm

First mods for SKSE64 are now live. But according to the mod users there are still some flaws. So better wait until a proper beta version is released.

I have started a new playthrough, this time as a Relic Hunter.
You start as the guild master of an archeology society.
For this to work you need 3 mods;

Relic Hunter
https://www.nexusmods.com/skyrimspecial ... ods/12253/?

Legacy of the Dragonborn
https://www.nexusmods.com/skyrimspecial ... ods/11802/?

Live Another Life
https://www.nexusmods.com/skyrimspecial ... /mods/272/?

The relic hunter option is added to LAL, scroll all the way down.
You start in a camp near an Archeological dig site.

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Re: Skyrim SE Modding

Post by MadManCK » Thu Sep 28, 2017 4:43 pm

The upcoming survival mode of Skyrim SE, has a lot in common with mods like iNeed and Frostfall. Probably better integrated within the game and with perks only devs can give.
To get an idea of what you will get yourself into with the survival expansion, you can try these;

https://www.nexusmods.com/skyrimspecial ... /mods/645/?

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https://www.nexusmods.com/skyrimspecial ... mods/3487/?

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https://www.nexusmods.com/skyrimspecial ... /mods/671/?

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I currently only use Campfire, that is part of Frostfall, but without the added needs.

https://www.nexusmods.com/skyrimspecial ... /mods/667/?

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So, there are already options to make your Skyrim life a lot harder. And for free.
Is a paid survival mode something you would consider?
I will most likely grab it, especially as it also ads new gameplay and fixes.


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Re: Skyrim SE Modding

Post by MadManCK » Sun Oct 01, 2017 2:01 pm



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Re: Skyrim SE Modding

Post by Bezrider » Sun Oct 01, 2017 3:02 pm

MadManCK wrote:
Sun Oct 01, 2017 2:01 pm
SkyUI has been released for SE

https://www.nexusmods.com/skyrimspecial ... ods/12604/?

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Awesome :banana-dance:


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Re: Skyrim SE Modding

Post by MadManCK » Tue Oct 03, 2017 9:00 am

With SKSE64 and SkyUI released for SSE, more of the good stuff gets converted to the SE now.

I will uninstall Oldrim soon.

I saw another mod that might be interesting. It will make Dragon fights more realistic and scary. Not just the difficulty, but the way they attack with tail, wings and bites.
I will give this a shot and see what it is like.

Realistic Dragon Physics SE

https://www.nexusmods.com/skyrimspecial ... ods/12641/?

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Re: Skyrim SE Modding

Post by MadManCK » Thu Oct 12, 2017 10:36 am

I think i got the survival mode for free. The Creation Club is a paid mod service. Opinions about it vary. Most common heard is why after 9 years. But than again the game is new for the consoles and that is their biggest market.

Paying 400 credits for a weapon mod makes me laugh. I have so many weapons for free already and most are very cool.
And that makes me wonder how their policy will be towards other mods, hosted by Bethesda. Will free mods be removed in favor of paid ones?

https://youtu.be/AIa_SrQS9v4

Right now i enjoy my Skyrim life as an explorer. You even get your own Museum in Solitude where you can place all collectables and even get use for some pointless rabble. It also has a safehouse and replicator station. Being guild master of the Archeological society has its perks and is a cool alternate start.
I will completely ignore any civil war or other related mod wars in this playthrough. But i will hone my skills on bandits and draugr. :mrgreen:

:party:


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Re: Skyrim SE Modding

Post by MadManCK » Sat Oct 14, 2017 5:33 am

The mod community starts to strike back at Bethesda.

https://youtu.be/jIEouCDNJ7o


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