Skyrim SE Modding

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Re: Skyrim SE Modding

Post by MadManCK » Mon Jul 10, 2017 7:19 am

Ì finally got a new game going. But only after removing Live Another Life and extention to that mod. A bit weird.
That was a good opportunity to test another one.

Opening Scene Overhaul SE

www.nexusmods.com/skyrimspecialedition/mods/168/?

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This mod fixes a lot of bugs in the opening scene, makes more sense with dialogue. Elenwen wants Tullius to reconsider beheading Jarl Stormcloack and after the Dragon attack you can escape with Ullfric. I did lose him somewhere in the cave though. :lol:

Maybe having an extra man made the fights with the Imperial Soldiers a bit more easy. Overall it was an improvement.

At the end of the cave, Capt. Mead was waiting, hurt and drinking. After i helped him on his way, i took his Horse and some useful gear. With a new type of bandit mod installed, Riverwood was raided when we arrived there.
So all these little mods make a huge improvement to the game in general. I also spoke to the Khajjit from the Rigmor Mod and the 5.000 Gold is a nice start as well. it avoids the grinding in the beginning.

Playing as a Blue Elf might be a bit weird. But so far i like it. :party:


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Re: Skyrim SE Modding

Post by Bezrider » Tue Jul 11, 2017 7:54 pm

Will be giving this a go in the next week or so. :rightthumbup:

Just one quick question does this mod still need any body replacement mods i don't mean the nude ones :P but something to make the NPC's look better if so what is compatible. :mrgreen:


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Re: Skyrim SE Modding

Post by MadManCK » Tue Jul 11, 2017 8:13 pm

Yes, you still need a body mod and some texture overhauls.

I use Bejiin combined mod. It takes a bit of effort to install. But after you are done it will make a lot of NPC, Follewers etc look better. There is also the NPC overhaul. First page popular Nexus mods are mostly essential.

http://www.nexusmods.com/skyrimspecialedition/mods/11/?

And for bodymods i would always use either or UNPB or CBBE, as they are compatible with about everything. Most armor mods have patches for these.

Only problem in SSE are the black faces when you override one mod with the other. Re-activating Bejiin will fix most black face issues.

PS Bejiin already installs a body mod. But i do not know if that will cover player or other NPC. I installed UNP first before Bejiin.


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Re: Skyrim SE Modding

Post by Bezrider » Wed Jul 12, 2017 7:52 pm

MadManCK wrote:
Tue Jul 11, 2017 8:13 pm
Yes, you still need a body mod and some texture overhauls.

I use Bejiin combined mod. It takes a bit of effort to install. But after you are done it will make a lot of NPC, Follewers etc look better. There is also the NPC overhaul. First page popular Nexus mods are mostly essential.

http://www.nexusmods.com/skyrimspecialedition/mods/11/?

And for bodymods i would always use either or UNPB or CBBE, as they are compatible with about everything. Most armor mods have patches for these.

Only problem in SSE are the black faces when you override one mod with the other. Re-activating Bejiin will fix most black face issues.

PS Bejiin already installs a body mod. But i do not know if that will cover player or other NPC. I installed UNP first before Bejiin.
Thanks for the info Mad. :rightthumbup:


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Re: Skyrim SE Modding

Post by Bezrider » Sat Jul 15, 2017 9:05 am

Paid mods coming to Skyrim. :eeek:
:link: Creation Club :link: Mods (these are free)

Interesting site i wonder how this will impact on the Nexus. :think:
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https://youtu.be/XRkrascT_iM

Link to article gamesradar+


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Re: Skyrim SE Modding

Post by MadManCK » Sat Jul 15, 2017 11:35 am

Bethesda doing a Steam robbery... :roll:

Creation Kit has always been a big thing on Steam.

I do not fear for the Nexus. I prefer to use the NMM over having to subscribe at Bethesda. And no, i still have not. :D
But i do understand why they want to keep the Mod community in house. Bethesda has always been supportive to the mod community and their games shine because of it. Modders can expand the life span and impact a game has.

Paying for mods has lead to big fights on NMM and social media. Some modders even quit modding as they were bullied beyond belief. It is a slippery slope. Talking about Fallout.... :D

In case of Skyrim i am totally spoiled.
With Mods like Rigmor of Bruma, Qaxe Questorium, Helgen Reborn and some other quest mods, the game becomes more fun, a lot more difficult and much more rewarding than vanilla Skyrim.

Right now i play at Master level, instead of Legendary. :oops:
That is also because of other mods that influence battle immersion. I even use a stamina based power hit ratio from a Math Professor. :lol:

I did tone down the Magic mods a little. Only Warrior Kekes mod now. Ordinator is the base of course, but Enai Saion has overdone the magic and shouts stuff with other mods. That makes the game unbalanced against you in the beginning and in favor, when you get a high level.

Playing at master level and with not too many enhancers gives my L100 character enough workout and keeps it fun.

Right now i run 250 mods without too many issues. SE version has removed a lot of dependancies and added steady FPS and a different way to show big objects in the distance. That makes coordination more easy and just take a view much more rewarding.


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Re: Skyrim SE Modding

Post by MadManCK » Sun Jul 16, 2017 9:41 am

Bruma for SSE is finally there. :party:

They have been waiting with the SSE release, untill the first cycle of patches had been done. Smart move.

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www.nexusmods.com/skyrimspecialedition/mods/10917/?


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Re: Skyrim SE Modding

Post by MadManCK » Fri Aug 04, 2017 7:25 am

EEK's interiors are awesome and now they are bundled in a single .esp. Also many compatibility patches are available.

www.nexusmods.com/skyrimspecialedition/mods/10463/?

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:2thumbsup:


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Re: Skyrim SE Modding

Post by MadManCK » Sun Aug 06, 2017 9:51 am

If you want to change the Whiterun Tundra into a more Northern "Borealis" forest like place, now you can.
For some time now, i have tried mods that completely change the looks and feel of some places. This one looks awesome.

With the custom LOD generation, it is a piece of cake to adapt and adjust the visuals to match.

The author of this mod, is also responsible for the best weather mod so far; Dolomite Weathers. It is not just a bunch of random trees, like others tried.

So i will try ths one for sure. :D

http://www.nexusmods.com/skyrimspeciale ... ods/11343/?

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Re: Skyrim SE Modding

Post by MadManCK » 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-)


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