Author Topic: Skrym SE  (Read 494 times)

jwh1701

  • Guest
Skrym SE
« on: April 26, 2021, 05:52:44 PM »
Started a new play through with focus being overhauls and gameplay changes.
Thought I would share some testing:

Switched to Vortex from Mod2.
After several days of testing I will use this from now on.
Lots of great features and it really helps with cyclic errors, dependencies to push the mod count very high.

1st: Dropped in 210 mods and let vortex handle it all via suggested just out of curiosity.
Complete failure: cyclic screen was an unsolvable spaghetti mess.
Unable to boot.

2: Took my time with each mod and choose the load order.
Over 200 mods and can even get through Helgen entrance without crashing.
If you do crash stop short of helgen:
console
coc HelgenKeep01
Wait 1 minute
coc HelgenExterior
This has worked for me in the past without disabling mods.

3. dydolod is a must have, took sometime to edit ini files to get working with open cities but its truly worth it.

4. Going to try Marty McFly reshade next and take a few pictures.

Untouched pictures, 1080 with dydolod you can see structures, trees, animals ec so much farther away.
This is with medium only settings.
Pictures are untouched.














jwh1701

  • Guest
Re: Skrym SE
« Reply #1 on: April 26, 2021, 08:08:08 PM »

jwh1701

  • Guest
Re: Skrym SE
« Reply #2 on: May 09, 2021, 03:10:05 PM »
https://www.nexusmods.com/skyrimspecialedition/mods/18076

Works excellent, you can have followers do not engage in combat or just heal. The attributes can be lowered so much that you are not op and still have to think about fights.

krylite

  • Full Member
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  • Posts: 197
Re: Skrym SE
« Reply #3 on: May 10, 2021, 11:42:10 AM »
Nice good looking pics of the SE. I played the regular plus a bunch of mods from nexus, but then ED became my primary game. Maybe someday I'll finish up the Dawnguard and Dragonborn storylines, with a better system that can play the SE. I hope the next Elder Scrolls VI covers all of Tamriel similar to Arena, along with a lot of those good player mods' ideas you mentioned about extra npc followers and their ai. As well as generating more npc types and groups encounters or populated.

 

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