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Skyrim SE: A Brave new world


LordTyraad

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So after installing the following mods: USSEP, Vigor, MorrowLoot, Skyrim Alchemy Fixed (huge change here), Standing Stones Overhaul (well balanced, choice not limited to archetype), Thieves Guild for Good Guys (interesting plot, haven't gotten there yet), Acquisitive Soul Gems, Campfire, Frostfall, Skyrim Unleveled (bad ass mod!!), SSE Texture Pack, SMIM, and Vivid Weathers, it's like a true role playing experience.

 

The days of running around unhindered by weather, by random encounters, and by over powered, leveled bosses are over. Even Embershard Mine was a challenge to complete by myself. A Thief Assassin build that I've played on the original version, kicked ass around level 20, and just about dominated around level 30. No mods except the USLEEP patch, some weapon mods, and Travelers of Skyrim. That was it on the original version.

 

With the new modified version of SSE, I now get killed on one swipe of the war hammer when wearing light armor and only at level 6 (Health at 160). So now I can't dual wield my way without some help from the dual wielding perk. It also looks like all five perks in Stealth are going to be necessary. Plus I'll need to decide if I should wear leather or use heavy armor if I go into a dungeon. Clearing a bandit cave or stronghold would definitely qualify as trying to sneak around those areas has proven difficult.

 

Either way, I love these mods. I plan on donating to every one of them for sure. If any of you authors are out there, please friend me on steam - just look for Palladino [6th RB] in search parameters.

 

Thank you to all who mod, and a special thank you to those authors who have created a real world Skyrim.

 

Just to show how intense the SE really is, I took this photo (all texture mods above activated). I missed saving the red moon, but I think its still on my disk in the directory structure somewhere.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=1110951456

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That's the beauty of Skyrim. With mods, you can get nearly ANY experience you want.

 

I would like to recommend the Leveler's Tower. I don't use it as a home, but rather as a one-stop character secondary creation-point. After I'm done tweaking, I just treat it as (yet another) inaccessible dwemer ruin.

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Update: I had to remove Skyrim Unleveled in favor of MorrowLoot. One of the issue I had with Skyrim Unleveled is that it created an over kill of bosses in a simple dungeon - Bleak Falls Barrow. While I understand the concept of having a challenge, I find that "Adding" isn't as good as "Modifying. Bleak Falls was designed to develop the character you want to play. It cannot be done in the mod version as it puts two powerful Draugr Death Lords after an Ellipsis. Defeating them with the Ellipsis is easy, but you still have to get past the Dragur Scourge. What makes this even tougher is that my follower is inept - does absolutely nothing to help as the damage output is linked to my character ( a default setting in Skyrim).

 

If there are unleveled NPC's, my follower should be unleveled as well.

 

Combat Mods: I tried Vigor. It is somewhat irritating with MorrowLoot and Skyrim Unleveled. It was not playable with the added combat matrixes that MLU and SU add to the mix. I've also tried WildCat which is less intrusive and possibly more believable - with only Morrowloot enabled.

 

Alchemy: The Alchemy mod was just disappointing. Instead of "fixing" the issue, it made it worse by making a minor healing potion not even worth carrying. I understand the concept behind the mod, but when a mod alters the game where the use of a potion to save health is useless, then the mod doesn't deserved to be installed.

 

Frostfall is another disappointing mod. I roll up to Bleak Falls Barrow only to find NPC's walking around in the bitter cold that I'm suffering against. Until modders learn that what we suffer as players should also be the same for NPC's, mod's like this are just a curiosity. Why should a player be penalized to suffer when I have to fend off the weather.

 

SSE Texture Pack is fine without SMIM - I'll default to a discussion about this. I removed SMIM and the world looks just fine.

 

Gifts of Akatosh - I wonder if I should include that in the game. It seems I need something to tackle the combat additions. Nothing is sacred any longer - even Embershard Mine is a difficult challenge to over come. Then again, with the vanilla skyrim, I was able to sneak attack at least three of the bandits without issue. Go figure.

 

What does the community think I should run? Are you still able to play archetypes - builds - and if you are, what type of paradigm shifting do I need to do now?

 

Also Vigor or Wildcat? Which one do you use and why?

 

 

I'm starting to think that vanilla Skyrim SE works just fine :)

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Update: I had to remove Skyrim Unleveled in favor of MorrowLoot. One of the issue I had with Skyrim Unleveled is that it created an over kill of bosses in a simple dungeon - Bleak Falls Barrow. While I understand the concept of having a challenge, I find that "Adding" isn't as good as "Modifying. Bleak Falls was designed to develop the character you want to play. It cannot be done in the mod version as it puts two powerful Draugr Death Lords after an Ellipsis. Defeating them with the Ellipsis is easy, but you still have to get past the Dragur Scourge. What makes this even tougher is that my follower is inept - does absolutely nothing to help as the damage output is linked to my character ( a default setting in Skyrim).

 

If there are unleveled NPC's, my follower should be unleveled as well.

 

Combat Mods: I tried Vigor. It is somewhat irritating with MorrowLoot and Skyrim Unleveled. It was not playable with the added combat matrixes that MLU and SU add to the mix. I've also tried WildCat which is less intrusive and possibly more believable - with only Morrowloot enabled.

 

Alchemy: The Alchemy mod was just disappointing. Instead of "fixing" the issue, it made it worse by making a minor healing potion not even worth carrying. I understand the concept behind the mod, but when a mod alters the game where the use of a potion to save health is useless, then the mod doesn't deserved to be installed.

 

Frostfall is another disappointing mod. I roll up to Bleak Falls Barrow only to find NPC's walking around in the bitter cold that I'm suffering against. Until modders learn that what we suffer as players should also be the same for NPC's, mod's like this are just a curiosity. Why should a player be penalized to suffer when I have to fend off the weather.

 

SSE Texture Pack is fine without SMIM - I'll default to a discussion about this. I removed SMIM and the world looks just fine.

 

Gifts of Akatosh - I wonder if I should include that in the game. It seems I need something to tackle the combat additions. Nothing is sacred any longer - even Embershard Mine is a difficult challenge to over come. Then again, with the vanilla skyrim, I was able to sneak attack at least three of the bandits without issue. Go figure.

 

What does the community think I should run? Are you still able to play archetypes - builds - and if you are, what type of paradigm shifting do I need to do now?

 

Also Vigor or Wildcat? Which one do you use and why?

 

 

I'm starting to think that vanilla Skyrim SE works just fine :smile:

 

I haven't tested Vigor as much, but Wildcat is nice and seamlessly fits in. It's got a simple design, but enough to impact gameplay. You might want to turn off injuries though. It's a little annoying. He made another mod (Smilodon...more geared towards the PS4) that basically does that, so it's not cheating or anything. The combat improvements are still good.

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Wet and Cold. To me, that is enough "immersion" without entirely making your gameplay a camp-fest like Frostfall seems to do.

Breathing vapors, water dripping off your character, etc. It's all good with Wet and Cold.

Edited by fraquar
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