SSE, doing anything differently?

Post » Mon Oct 03, 2016 11:58 am

So if you buy or play Skyrim Special Edition, are you doing to do anything differently? Funny enough for me, I always play the same race, Altmer and play a hybrid of all of them. I guess I will do so again with Skyrim Special Edition.



So I guess for me, it will be the same old same old. Will try and use a bow at long range, snipe, then cast using magic and if that fails use my sword. One thing I will do is not rush it so much and read more books if not all hopefully this time.



So how about you? Do you plan on playing the same or will you do something different this time?

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Claire Lynham
 
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Post » Mon Oct 03, 2016 9:37 am

Well it's exactly the same game, so....no...
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Jimmie Allen
 
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Post » Mon Oct 03, 2016 7:05 pm

I plan on doing a lot differently, but mostly based around mods, rather than my individual characters. I already play multiple characters with different personalities and play-styles.



I plan to take advantage of the fact that it is a separate game to slowly build a new load order while continuing to play the old version with my existing load order. Things I will do differently revolve around modding. I will use different mods, probably more focused on graphics, lighting and making the game more visually appealing, whereas gameplay modification has been the focus of my modded game on the old engine. I will also start using Mod Organizer as my main method of installation.



I also plan on doing more of my own modding and relying more on my own edits and less on mods made by others. And with Mod Organizer, I will probably set up several different profiles to allow play with several different sets of mods. Currently I use Wrye Bash and while it has a profile feature, it requires extra steps if you want to switch between load orders that have dynamic patches or that have different loose files installed.

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chirsty aggas
 
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Post » Mon Oct 03, 2016 12:16 pm

I'm going completely without mods. I was wondering, will it be possible playing one char with mods, anotherone without, avoiding to disable them all at every load?

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ImmaTakeYour
 
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Post » Mon Oct 03, 2016 11:56 am

I'm going play it without mods for a while. I've forgotten what it was like originally

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Avril Churchill
 
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Post » Mon Oct 03, 2016 8:07 pm

Yes, that is one reason Mod Organizer is so popular. It allows you to do just that by switching profiles within Mod Organizer. Other mod managers have profile features but Mod Organizer seems to have the best profile feature.

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Rodney C
 
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Post » Mon Oct 03, 2016 4:41 pm

Don't even know if I will bother with it. Graphic fidelity had never been my #1 priority. But as I should be getting it free I will probably just see what if anything is new.


Maybe after a few months and the modders really take advantage of the 64bit system, then maybe I will switch.


But probably wouldn't do anything different. Maybe actually finish a playthrough with a mage as the visual effects should be 'mindblowing' lol
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Harinder Ghag
 
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Post » Mon Oct 03, 2016 11:11 am

Different, of course. Every time I do something different, be it just cosmetic. The plan is to play an Argonian light armored Illusionist assassin and to play the expansion territory for the first time.

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Neko Jenny
 
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Post » Mon Oct 03, 2016 2:37 pm

Well, I've never played as an Argonian, a Khajiit, an Orc, a Wood Elf or a Redguard before, so I intend to try all of them.


I'm looking forward to big mods like Skywind and Beyond Skyrim: Bruma, so that will also be something new to try.


I intend to make my own mods instead of relying on other people's so much.


Mostly I'm just looking forward to seeing what modders can achieve with a 64 bit engine. I want to push the game to its limits.
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D IV
 
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Post » Mon Oct 03, 2016 10:16 pm

this is great, but I was referring to Bethesda developing a sort of character selection screen, with all those marvelous features Mod Organizer offers.


There's no chance at all, I bet! :lol: :lol: :lol:

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Kay O'Hara
 
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Post » Mon Oct 03, 2016 8:09 pm

Lol, yeah, no chance at all of that. Bethesda won't even give you the option of turning off the GPS compass without loosing your "invisible" health/stamina/majicka status bars.

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Lew.p
 
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Post » Mon Oct 03, 2016 9:29 pm


This was a feature I loved in Dragon Age: Origins. You first selected the character you wanted to play. Then you selected one of that character's saves. It was a very elegant and practical system.

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Gavin Roberts
 
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Post » Mon Oct 03, 2016 2:17 pm

Tricky question,

Do I mod and tweak the new game how I like....using a try out character build.....then build my lady's likeness in character creation so she can step into a quality experience?


Or...get her likeness built immediately and just begin her adventures right away?


It all depends on how the mod system works for consoles...adding them in and taking them out etc Once she is 'alive' in there...I won't be restarting her just to test out a new mod!
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Alexis Estrada
 
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Post » Mon Oct 03, 2016 2:23 pm


For Contessa's sake I would recommend to have a different character to test mods on and when a mod is updated to test it on that test character. It is best not to remove mods from a current game save.

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Holli Dillon
 
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Post » Mon Oct 03, 2016 5:21 pm

Thank you.


That does have a vital bearing upon the way I go about getting into SSE.


If we can't just uncheck a mod in the console's front end to deactivate it without wrecking a save made with the mod in it....well steps will need to be made very very carefully.


Thanks for making me consider this in more detail. :)
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Fam Mughal
 
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Post » Mon Oct 03, 2016 2:05 pm

I don't plan to. I like my tank archer in the shadows. I am curious how the mods will effect the overall feel.
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jeremey wisor
 
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Post » Mon Oct 03, 2016 9:32 pm

I'll be playing the same way. I can't help it, I'm a creature of habit.

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Nathan Maughan
 
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Post » Mon Oct 03, 2016 10:27 pm

Not majorly, no.

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Alycia Leann grace
 
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Post » Mon Oct 03, 2016 11:51 am

I want to pick up the game from where I left it three years ago out of fatigue and boredom (3 playthroughs with over 100 hrs each). I'm a bit worried about the mods I used; there is a fat change something else changed that my screw them (and thus also the saved games I still have).

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glot
 
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Post » Mon Oct 03, 2016 7:13 pm

I don't even know if the sse will be worth downloading on a 1mbps connection. I"ll probably wait a while beforehand just to see if i can justify the days of downloading it'll take.



If it is, i plan on just remaking my standard nord rouge and just playing through with no mods for once.

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City Swagga
 
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Post » Mon Oct 03, 2016 1:48 pm

doesnt mean you shouldnt try something new.
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Klaire
 
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Post » Tue Oct 04, 2016 1:03 am

I'll still have to do a good ol' Nord play through / role play as I love playing as a Nord for so many reasons.


I also think I'm going to do an Imperial soldier / role play.


Maybe do a Mage play through, a serious one as I've never had the patience to do one before. Probably go Altmer for this.
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Soku Nyorah
 
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Post » Mon Oct 03, 2016 12:05 pm


Oh good, I am not the only one. ;)

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Nitol Ahmed
 
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Post » Mon Oct 03, 2016 12:52 pm

I hope there some good magic mods for combat stuff.
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Annick Charron
 
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Post » Mon Oct 03, 2016 11:43 pm

Yeah, some mods leave data in your save file that stays behind when you uninstall the mod, causing problems down the road. Mods that have scripts that run in the background are particularly problematic, unless the mod author includes a method for stopping the script from running. A lot of mods do that through the MCM. DynDoLOD is one such mod that I have safely uninstalled from a save by carefully following Sheson's instructions. I am not sure whether this type of procedure will be available on console, since the MCM needs SkyUI and SKSE, and I don't know of another way to do it without at least being able to enter a console command.



Even mods without any scripts can add data to your save that cannot be changed. For example, the global variables that set room rental, cart ride price and horse prices, as well as bandit bounty quest reward amount are baked into the save at the moment of character creation and can never be properly changed after that.



Some mods, like my mods Immersive Ingestibles and Superior Standing Stones can be safely uninstalled but only if you follow certain procedures to make sure all the affects on your character are reverted to vanilla effects before uninstalling (can be done in game without needing the console or the MCM).



The best advice is to never uninstall a mod mid game, but you can do it with some mods if you follow the author's instructions.

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Sierra Ritsuka
 
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