Question for my fellow PC gamers on SKYRIM.

Post » Sun Sep 18, 2011 12:17 am

Once i beat the game and do pretty much everything I will consider using mods, the only mods i will use tho are weapon/clothing mods.
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A Dardzz
 
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Post » Sun Sep 18, 2011 10:12 am

As most people have said, I'll do everything I can in the vanilla game before I mod :) might use a ui mod early though but that's it.
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Genocidal Cry
 
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Post » Sun Sep 18, 2011 7:46 am

UI will be a must as 3 inch high letters for 200" widescreen TV's and what I can only assume is the blind console market will destroy my brain cells. I'll probably do away with fast travel and make modifications to the compass too. I prefer to discover things in my own time rather than have them pointed out for me when I'm 2 miles away.

If there's even a sniff of Oblivions loot scaling and flat difficulty curve (ie,, a straight horizontal line) I'll be waiting for some enterprising individual to put a stop to it.
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Darian Ennels
 
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Post » Sun Sep 18, 2011 6:16 am

The biggest issue I had with Oblivion was the levelled enemies and items. FCOM helped out with that a lot, and it seems like for the most part Bethesda has learned from that (at least from what I have read). I will probably play Vanilla for a while before modding it.
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Shirley BEltran
 
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Post » Sun Sep 18, 2011 9:41 am

A complete 'vanilla' playthrough, to experience the game as it was imagined by the designers, with maybe only one exception, using the creation kit to redecorate and add specific containers in my houses.
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Lauren Graves
 
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Post » Sat Sep 17, 2011 10:53 pm

I would like to have mods eventually I've just never used them before so I'd need major guidance.

Most mods svck absoulute ass and ruin your game, but some that people have spent genuine work time on are worth getting and make the game more fun if you've already completed everything. So just look out for the top rated ones.
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jadie kell
 
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Post » Sun Sep 18, 2011 6:03 am

The biggest issue I had with Oblivion was the levelled enemies and items. FCOM helped out with that a lot, and it seems like for the most part Bethesda has learned from that (at least from what I have read). I will probably play Vanilla for a while before modding it.


You are right Bethesda has learned better this time but the question is, to what extent?
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Alexis Estrada
 
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Post » Sun Sep 18, 2011 4:28 am

I will play for a very very very long time without mods, like i do with most of my games. I wont mod it before i am REALLY tired of it, and that might take some time :)

Edit: But i will definatly mod it at some times, but i will be carefull with what i do. Only downloading the major mods
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Kevin Jay
 
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Post » Sun Sep 18, 2011 4:04 am

vanilla game for me, and then some minor mods( maybe ).
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Joey Bel
 
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Post » Sun Sep 18, 2011 9:40 am

I'd probably download an improved UI mod the moment it is available, but nothing that affects gameplay.
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Ice Fire
 
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Post » Sun Sep 18, 2011 12:48 am

If a dual wield blocking mod is made, i will use it as soon as it is polished enough.
But most of the big mods wont be released and polished enough before a year or something has passed.
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Katie Samuel
 
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Post » Sun Sep 18, 2011 12:31 pm

Before even starting the game the first time, I'll be commenting out all the achievement carp as well as centering the 3'rd person camera (will upload results too). I'm not a purist, by any means, but all said and done such modifications won't really alter the intended experience whatsoever but for removing aspects which I, personally, can and will do without. Generally, the mods I make and download are not the type that drastically change anything, but rather tweak minor aspects of the games which I find annoying/lacking or augment that which is already in. I can respect and understand that many will play at least once all the way through without any mods, but after starting the Fallouts with the same mindset and knowing I could bend the game to my will, right then and there, I saw no point in waiting and have no such illusions for Skyrim. It's playdough...
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helen buchan
 
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Post » Sun Sep 18, 2011 9:19 am

Nope... I will have to design some small tweak mods day one, probably only after a couple hours of playtime. Point of Interest markers MUST be turned off before I go very far outside of whatever initial cave/dungeon there might be. Same with any Enemy or Quest markers. If the nights are anything like Oblivion/fallout, they will also have to be MUCH darker. I also can never stand how fast you level in the last few Bethesda games, so a mod that doubles or triples the amount of actions needed to raise a skill will also likely have to be in within a few days.

As I make these myself, I don't actually have to wait for them to be released. I just hope that they have the kit ready on day one.
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k a t e
 
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Post » Sun Sep 18, 2011 11:45 am

Nope... I will have to design some small tweak mods day one, probably only after a couple hours of playtime. Point of Interest markers MUST be turned off before I go very far outside of whatever initial cave/dungeon there might be. Same with any Enemy or Quest markers. If the nights are anything like Oblivion/fallout, they will also have to be MUCH darker. I also can never stand how fast you level in the last few Bethesda games, so a mod that doubles or triples the amount of actions needed to raise a skill will also likely have to be in within a few days.

As I make these myself, I don't actually have to wait for them to be released. I just hope that they have the kit ready on day one.

Quest marker are confirmed to be a toggle.

Assuming past this is a risk since no official confirmation has happened. But I'm willing to assume anyway and expect POIs to be a toggle as well.
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carrie roche
 
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Post » Sat Sep 17, 2011 9:52 pm

I will, once again, try and play the game trough once before adding mods. I will also, once again, fail at it :blush:
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Abi Emily
 
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Post » Sun Sep 18, 2011 12:26 am

Likely only use small mods at first like weapon mods etc, then with time it will likely build up to quest and house mods and so on until i'm using overhauls.
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Markie Mark
 
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Post » Sun Sep 18, 2011 4:08 am

I will play the game through before I mod. I might not make it all the way to the end; in Oblivion I couldn't stand the levelling and some other aspects and ended up installing mods and making my own before I'd even completed it.

I will be able to add some mods on the first play through, which won't drastically change the game, such as:

Darker nights/dungeons, if needed.
If they give Night Eye an annoying hue again, I'll change that.
Death Penalty, as I doubt it will have one of its own. I hate dying and reloading.
Cast spells on horseback.
Hopefully someone will do a Harvest Flora mod, unless the game already has this functionality.
Auto Harvest, so I can just walk past plants instead of clicking on them all day.
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Eibe Novy
 
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Post » Sat Sep 17, 2011 9:38 pm

Mods don't immediately appear out of no where the second the first person opens the creation kit.
The creation kit is released a few days after the game is released anyway.
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Honey Suckle
 
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Post » Sun Sep 18, 2011 4:51 am

I wish I was a fellow pc gamer...
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Ells
 
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Post » Sun Sep 18, 2011 3:22 am

Im playing on the console version first, just like I did with MW and OB.
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mollypop
 
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Post » Sun Sep 18, 2011 8:09 am

Im playing on the console version first, just like I did with MW and OB.

I did the same thing for MORROWIND and OBLIVION. Not doing it again for SKYRIM.
Agreed on the centered third person thing. DEAD SPACE actually did it correctly but a series such as The Elder Scrolls should always have centered third person camera. Not above the female buttocks but more in frame. Maybe even a mod which removes Nirnroot, which was the most blatantly pointless side-quest in OBLIVION.
Mods I'm most willing to download are a heightmap for the rest of Tamriel as derived by the Creation engine. Archive Invalidator, SKMM, SKSE, map mods for the Tamriel Complete whatever. I fully intend to set the invisible borders of the game to off and go exploring.
There should be mod groups assigned for each sectional province of Tamriel especially for those such as I who have the borders off. Imagine the scope of DAGGERFALL, area wise, but with the Creation Engine in SKYRIM. Would it be a mirror of the stuff from MORROWIND and OBLIVION adapted for the timeframe/era of SKYRIM? Could be one of the best lore-friendly mods around. Overall space with Tamriel via Creation engine could in fact take up over 40GB hard drive space. Would be quite nice only if it kept with the heightmaps, appropriate sizes compared to SKYRIM and no transitional cells. Perhaps a notice at the bottom right hand corner of the screen denoting you're now in "X" province? Would a completely open-world for the continent of Tamriel be feasible or would each province need to have seperate main cells? We'd only know with the Construction Set.
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elliot mudd
 
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Post » Sun Sep 18, 2011 12:14 pm

Mods don't immediately appear out of no where the second the first person opens the creation kit.
The creation kit is released a few days after the game is released anyway.


This is dependent on the type of mod. Removing markers, for instance, takes about a minute.... most of which is the toolkit loading the master file. Change one or two float variables to low value, like say 10 feet, and that effectively turns off compass markers.
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Kat Ives
 
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Post » Sun Sep 18, 2011 3:05 am

Id wait a while before diving into mods.
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Kellymarie Heppell
 
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Post » Sun Sep 18, 2011 5:13 am

This is dependent on the type of mod. Removing markers, for instance, takes about a minute.... most of which is the toolkit loading the master file. Change one or two float variables to low value, like say 10 feet, and that effectively turns off compass markers.

I thought the compass markers will be toggle-able though? Map markers I'd rather leave on for places I've explored or if some NPCs marked on a map or derived from directions from a book.
As I mentioned, only mods I want right away is to take advantage of setting the invisible borders of the game inactive via initialization file, heightmaps and a bit more just for exploration. Getting lost in The Elder Scrolls series is one of the best aspects of the series, especially since it entails finding even more places to explore.
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Robert Jr
 
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