Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants
I decided to make life way harder for myself and play with mods on my Xbox Series x and I'm having a very annoying problem.

I play a Dunmer and my skin tone keeps getting whitewashed out of the character creator. Like super super pale. I'm using Cathedral character overhaul, but then with Tempered Skins for Males (Rugged) because otherwise my character would look like he's a million years old. He looked fine in character creation but leaving it he became pale white/grey. I'm also using Character Creation Overhaul AIO which has let me pop back into character creation but I can't fix it in a way that works.

I'm mostly using this load order: https://www.reddit.com/r/SkyrimModsXbox/comments/rwn7ay/stable_load_order_at_least_50_hours_modlist_in/

I cut some stuff out and added in Wyrmtooth, Song of the Green and Tempered Skins.


Is there a better but still smallish skin option to use instead of Tempered Skins that will keep my character darker skinned?

Adbot
ADBOT LOVES YOU

Cicero
Dec 17, 2003

Jumpjet, melta, jumpjet. Repeat for ten minutes or until victory is assured.
If I wanna mess around with Skyrim mods in both VR and regular mode, do I have to buy both special edition and VR edition on Steam, and set up separate mods for each?

kartikeya
Mar 17, 2009


MonsieurChoc posted:

So what's the consensus on Wildlander?

I've messed with it for a few hours. Requiem's a mod that I've really, really wanted to like, to the point where every now and then I install it and then I'm reminded why I dislike it, so I don't anticipate actually sticking with Wildlander, but here are my first impressions:

1. The presentation is real, real good. The game does not feel like Skyrim, though it does help that the visual mods are different enough from Lexy's that the NPCs are largely unrecognizable and the towns feel quite different, even though they're not. Not better or worse, in my opinion (except for JK's Whiterun, I've not seen that mod before and I definitely prefer it), but distinct.

2. They remapped everything and I was a giant grouch going through and trying to figure out what key did what (and change it back, get off my lawn, etc). I don't like it, but it's not that big of a deal.

3. I have never used iEquip before and I have no idea how it works. If I stick with things, I'll go watch an instructional video or something.

4. It's Requiem, so the perk trees are boring as hell.

5. It's Requiem, but Requiem + Wildcat let me be an idiot and successfully ambush a few bandits at level 1, which is not something I remember being able to really do before. If they hit you once or twice you're dead, if there's more than one you're dead, but you don't have to chop at them for a thousand years to win.

6. I got owned by a mudcrab though, shut up.

7. It's Requiem, so that means you lose stamina when you run, which means you'll be walking a lot. I'm fine with this, but it's a deal breaker for a lot of people.

8. Wildlander commits to survival mods. If you don't like survival mods, you will not like Wildlander, but if you don't like survival mods, I think Wildlander loses half its point anyway. They're all adjustable though. Pretty sure you can just tell the bathing mod to shut up, but it feels like it fits a lot more than any other list I've had it in.

9. There's a 'standard' and an 'easy' difficulty setting, and you can swap at any point.

10. So here's the deal, and why I bothered writing this post: I don't remember ever having a beginning experience quite like this, and as mentioned before, I've played Requiem repeatedly.

I told the thing to drop me off in the wilderness near Whiterun, and it dumped me in the middle of the tundra, far enough I couldn't see the city, with the bare basics. Spent the first day failing to kill deer, then getting lucky with a single wolf. Ran from a bear. Kept failing to forage up stones to make a hunting knife, then spent the night in some hollowed out tree I found. Woke up. Found the bear again. Took a bath in the river. Met a wolf pack and didn't die. Stumbled over a bandit cave and some dude outside freaked out when I shot him, then continued to freak out when I stabbed him dead. Cloak and slightly better fur armor. Went inside the cave because I'm an idiot, managed to lure out and ambush two bandits before getting chased out by three and four. That took a good 3/4ths of my health, and oops, I think any health potions they might have given me (and I'm not confident it did), were consumed while I was arguing with iEquip over wanting my sneak hotkey back, so I've got no way to heal. Trudge toward the city with what little bandit loot I can carry (carry weight is reeeally low at the start), and wow am I far from it. End up finding the road and following behind those two rich assholes that are going to Solitude but are never actually heading in the direction of Solitude, because they've got a single guard, and I prefer he get eaten by wolves.

Make it to Whiterun, but I lost my involuntary escort halfway there because I stopped to see what I could loot from a bunch of burned out buildings. A sword and a shield it turns out. Go inside Whiterun. Realize I've got a list of things I need, not just things that would be nice in the near future, so I ended up ambling around checking prices and prioritizing equipment. I have never really bothered to care about a merchant having better prices than another merchant enough that I would go back and forth between them, but I did this time. I'm still half dead, but Arcadia has poultices. Excellent. Those are expensive. Less excellent. Sold all the random flowers I picked and bought a stack anyway. Scrounged around and decided it was worth spending money on a backpack. Put backpack on, walk outside Belethor's shop, and five seconds later the guards murder a vampire right in front of me. The vampire has a frost resist amulet and a ring. Also the missive board was literally right there, so I picked up the missive for the vampire and it counted. lol, sorry guards, credit's mine now. Realized I could go see if someone was willing to sell the newbie healing spell, do they sell it at the temple? They do! ...They want 600 gold and they won't trade me for the ring because they have no money. Manage to sell the ring to the jewelry lady (who did not try to guilt me into finding her son,) and together with the rest of my coin it's just enough to buy the spell. I've got no perks in restoration, so the spell eats my mana in seconds, but I can now heal myself after I run screaming from a mudcrab. Goal achieved. Now it's time to play mailwoman and take some letter to Riverwood. In the morning. After I've slept in a ditch or something because I have no gold now.

Conclusion: Wildlander feels like a list where I could probably be content just doing Missives quests and eventually bounty hunting while living out in a tent like a true murder hobo. Since that's the pitch, I think it succeeds, at least for the first few hours. I'd recommend at least giving it a try if any of that sounds fun.

P.S. Don't be an idiot like me, actually read the install directions. Unlike other lists, Wildlander has its own launcher that you run the game from.

kartikeya fucked around with this message at 12:21 on Jan 24, 2022

Jack B Nimble
Dec 25, 2007


Soiled Meat
Fantastic write up, thank you! You're making me want to try Wildlander myself once I'm at a stopping point in this play through.

 

You know, Requiem Skyrim is the only Skyrim I've played for years now, and I think it just might be my favorite game of all time. Of course when we love a game we want other people to enjoy it too, and the poor impression Requiem leaves in most people is a shame. Seeing you post about Requiem, and about what you liked and didn't like, what did and didn't work for you, encouraged me to try to provide some small introduction and argument for my favorite game.

 

 

This part in particular jumped out at me:

 

quote:


It's Requiem, but Requiem + Wildcat let me be an idiot and successfully ambush a few bandits at level 1, which is not something I remember being able to really do before. If they hit you once or twice you're dead, if there's more than one you're dead, but you don't have to chop at them for a thousand years to win.


 

When I think of Requiem, I think of a few key aspects:

 


    *universally lethal - for you and the enemies

    *internally coherent - there's a logic and consistency in how the mechanics work

    *interconnected systems - the skills and perks strongly define your character


 

In Requiem, NPCS (bandits, Necromancers, etc) and your PC operate in the same rule set with the same mechanics; they have an armor value, health, stamina, even skill ratings and perks. They can die just as quickly as you can, and if they seem unstoppable that's something you can achieve as well.

 

 

Most of what you said sounds absolutely spot on to me; you ambushed some bandits and won even though they outnumbered you, but you die just as quickly, and so fighting more than one at a time is difficult (universally lethal).

 

I've thought about this before and, if I were trying to introduce someone to Requiem, and especially if they'd already played Skyrim (most people who play video games?), I'd organize my points/tips into three broad areas:

 


    * Perks determine what's possible and impossible

    * Consumables make the barely possible easier

    * Some things are still impossible


 

Firstly, that would  mean that you need to invest in Perk Points if you want to use something (a sword, a bow, alchemy, magic, etc), meaning that you need to have some idea of what your character is before you start. Crucially, it's absolutely vital that you have at least one offense perk devoted to winning a fight. Consumable items like potions and scrolls, if used liberally, greatly reduce the frustration of harder fights. Finally, even with a strong character build and the full commitment of your resources, some fights are going to be practically impossible until you gain more skills, more resources, etc. Not everything is meant to be immediately available to you; if you encounter a brick wall of a fight just leave, find a more manageable quest, and make a mental note to return later.

 

It's been a while since I played Vanilla Skyrim, but I did complete a full play through when the game was new, and I've also been watching my SO play through vanilla Skyrim on the PS4, so these impressions aren't ten years old. The biggest challenge Requiem has selling itself to new players is that it's core mechanical themes are directly opposed to vanilla Skyrim:

 

In Vanilla Skyrim, you're encouraged to organically play however you want, with all playstyles initially viable.

You start with a healing and destruction spell and cast both with effortless ease, similarly you'll be able to

pick up and use any melee or ranged weapon. In Requiem, you're really only going to have much success using the

abilities you've perked into; this can be misleading because there's certainly nothing stopping you from just picking up a sword or a bow and wailing away on enemies.

 

It's the perks that make or break your play style in Requiem and determine whether you'll have success in even the simplest fights. If we take as an example one of the earliest battles you're likely to encounter, three wolves waiting around the bend in the road somewhere near Riverwood or Whiterun, we can explore how three different characters would handle this encounter using their initial three perks and birthsign.

 

The warrior (Two Handed, Block, Heavy Armor, Warrior Sign) can wade fearlessly into melee with the wolves, the blows from their two handed great sword striking down the wolves in single hit. The wolves’ bites barely penetrate the warrior's heavy armor, and what little injury they sustain can be healed using a simple poultice.

 

The thief (Sneak, Marksman, Alchemy, Thief Sign) crouches stealthy as soon as they hear the first howl of the wolves and, stepping carefully around the bend in the road, sees the wolves waiting just up the road. Lining up a bow shot, the thief slays the first wolf with the opening shot, and manages to drop the second as they're charging in, leaving the third to be dispatched in relatively simple single combat. The few bites the thief takes penetrate through their light armor, but it's nothing a healing potion won't mend.

 

The mage (Destruction, Conjuration, Restoration, Mage Sign) immediately begins the battle by summoning a wolf of their own and following behind it at a safe distance. While their summoned creature holds the attention, the mage lays into the wolves with destruction magic, blasting them with fire and resummoning their creature as necessary. If the mage does get bit it could be very dangerous, but their restoration magic will quickly heal any wounds.

 

What I'd want to stress from those three examples is that none of that happens without the associated perks and sign:

 

Without training in Heavy Armor, a character can't even wear suits of iron and steel armor. Without training with a weapon, and without the Two Handed perk (and warrior sign), the wolves take more swings  to kill, which can be the difference between striking them dead mid pounce or being dragged into a much nastier melee.

 

Without training in Sneak, the wolves would have pounced as soon as you approached the bend in the road. Without training in Archery, your first (and only, since they're already charging) shot would have only wounded the wolf, leaving you in melee with three wolves. If you're in light armor and not well trained in both melee and blocking, this is quite likely a death sentence. If you survive and are badly wounded, it's going to be a long, slow healing process without the benefits of Alchemy.

 

Magic isn't possible without training; even if you happened to find a spell tome in the wild, you wouldn't possess the ability to cast even the simplest spell. Even if you do know some magic, the Mage Sign gives you a crucial boost to your magical reserve, vital if magic is going to be your primary skill set.

 

Viewed uncharitably, it could be argued that this all amounts to a "Perk Tax"; that you have to spend perk points to achieve a baseline of competency that is the default in Vanilla Skyrim. Instead, I'd argue that what makes Requiem interesting is how consistently and clearly the entire game world exists within a framework of shared rules; the differences between how a warrior, thief, or mage approach combat is meaningful, just as is the difference in a low, mid, or high level character. Similarly, these rules apply just as much to enemies as they do to you. Bandits in light armor with bows, bandits in heavy armor with melee weapons, mages, monsters, they all present different problems demanding different answers, and seeing how your interactions with these NPCs changes both between your different PCs and as you progress is something I've always found fascinating in Requiem.

 

Requiem can be a difficult game, but, once understood, it can be rewarding in a way that echoes other favorites of  mine like Stalker and Dark Souls. I wish the game made a better impression on more of the people who played it, because I really do believe it's a special game.

 

 

Wiltsghost
Mar 27, 2011


Great writeup. I downloaded Wildlander last night so I'm interested in trying this out.

Jack B Nimble
Dec 25, 2007


Soiled Meat
Yeah, really great. Also, I wanted to ask, did you literally sleep in a log like a game mechanic or what? Because Serenity has some basic food, thirst, sleep etc mods and technically has cold, but it's very shallow and if Wildlander really does offer more of that I may just switch today.

Epi Lepi
Oct 29, 2009

You can hear the voice
Telling you to Love
It's the voice of MK Ultra
And you're doing what it wants

Epi Lepi posted:

I decided to make life way harder for myself and play with mods on my Xbox Series x and I'm having a very annoying problem.

I play a Dunmer and my skin tone keeps getting whitewashed out of the character creator. Like super super pale. I'm using Cathedral character overhaul, but then with Tempered Skins for Males (Rugged) because otherwise my character would look like he's a million years old. He looked fine in character creation but leaving it he became pale white/grey. I'm also using Character Creation Overhaul AIO which has let me pop back into character creation but I can't fix it in a way that works.

I'm mostly using this load order: https://www.reddit.com/r/SkyrimModsXbox/comments/rwn7ay/stable_load_order_at_least_50_hours_modlist_in/

I cut some stuff out and added in Wyrmtooth, Song of the Green and Tempered Skins.


Is there a better but still smallish skin option to use instead of Tempered Skins that will keep my character darker skinned?

So not only is his skin extremely pale in 3rd person, there is no pigment at all in first person....

Is this a common issue?

Midnight Voyager
Jul 2, 2008

Lipstick Apathy

Epi Lepi posted:

So not only is his skin extremely pale in 3rd person, there is no pigment at all in first person....

Is this a common issue?

Have you got any lighting/weather mods? I suppose those could wash you out. Haven't got any experience with Tempered Skins myself, but environmental lighting can do that.

kartikeya
Mar 17, 2009


Jack B Nimble posted:

Yeah, really great. Also, I wanted to ask, did you literally sleep in a log like a game mechanic or what? Because Serenity has some basic food, thirst, sleep etc mods and technically has cold, but it's very shallow and if Wildlander really does offer more of that I may just switch today.

Not a game mechanic specific to sleeping in logs, but it has that mod where you can just sit and rest or lie down and sleep anywhere you feel like, provided something's not trying to eat you. What happened was I ate up a lot of the day by failing to forage for what I needed to make the first skinning knife; it's not needed in the default Wildlander setup, but I wanted my best shot at getting leather/ingredients. Evening was coming on, I didn't have an axe (though I think it still lets you forage for wood), and when running from the bear I found a big hollow tree. I decided gently caress it, I don't have anything to sleep on, I'm already tired, and it will take hours to scrounge enough wood for a fire, I'm just going to lie down in this tree, hope the bear doesn't wander over, and pretend it offers any shelter from the weather. I don't know if it does, but I didn't wake up dying of the cold.

Okay fair warning now, I've had like a few semesters of game design and have been interested in it for a while, so I know just enough to think I know something and not enough for my opinions of what is and isn't good design to actually be good ones. This is also going to be loving lengthy, so honestly anyone who doesn't want to read my word vomit should scroll scroll scroll away:



This started as an essay about the problems with Requiem, and then I realized it's honestly just one about mods trying to add difficulty/realism/other RPG mechanics to Skyrim in general. Requiem gathers them all in one place and does it better than any of them, but it's basically true in some fashion for all of them, so here we go.

I'm glad you brought up Dark Souls, because I think this is a fundamental problem in mods that try to make other games like Dark Souls. We'll take your example of the three wolves outside Riverwood.

What makes that example work is knowing those three wolves are there. Mr. Tank is likely just fine if he doesn't, but the thief is only fine if he has enough chance to hear them howling and is either lucky enough to have his sneak work in time, or heard it far enough back that he can get an angle on those wolves without them jumping him, as his sneak sure won't keep him hidden, and the mage is even worse because if he doesn't summon beforehand, he might be straight dead before he can do anything.

There's an option to run away from the wolves, but that only works if you're faster than they are - you probably aren't - and you have enough stamina, because at low level it's going to run out fast, and if you tried to fight them first you've got less, and you might be moving more slowly because you're hurt. This is how the mudcrab got me, in fact; I thought I could take it, realized I couldn't, tried to run from it, and then it chased me for five thousand miles because I couldn't get far enough away for it to give up, and I eventually couldn't run anymore.

Now your second go at the wolves, once they've ended you and you know they're there, you can think about it and prep. It's like this in Dark Souls. But outside of largely tutorial placements like that, Skyrim spawns things randomly, and if your world is unleveled, as every one of the mods like this are, then it will spawn things at levels regardless of the player's. Dungeons all tend to have things in the same spots, but dungeons are far less maneuverable, and offer you far less opportunity to scope out what you're up against (and Requiem removes the death cam, so if you don't see it before you die, you won't see it). When you delevel dungeons they also tend to do stupid poo poo like "oh okay I'll just make every enemy a draugr deathlord, why not". The open map will spawn just about anything anywhere it drat well pleases. You get random thieves forcing you into conversations, and gently caress you if you don't have the money. You get Dark Brotherhood ambushes. Sabrecats can turn up anywhere. Trolls will bounce at you ten feet outside of Riften. Random dragon encounters, massive boss level enemies that will loving end you, can show up in Riverwood.

Soulsborne games hand place every single enemy in the game. Every single one is meant to be there, meant to be encountered in a certain way, and meant to be fought at a certain time (though you can certainly sequence break to some degree if you feel like a badass). Soulsborne games are not deleveled. Their bosses aren't random. Furthermore, Soulsborne games give every character, regardless of build, the same basic defense option, which is to get the gently caress out of the way. You can fat roll, be naked light, or probably somewhere inbetween, but at any point you have the option to do any of those, and it's a mechanic the entire game revolves around. Of course that doesn't stop Soulsborne games from pulling some prime bullshit at times, but I think the existence of said bullshit encounters despite their efforts to do otherwise only strengthens the point. Even though they are games designed around it, the Soulsborne games can and do fall down.

This sounds like I'm just getting on Requiem's case here, but bear with me.

The primary issue of these mods, and thus Requiem, is that they're constantly fighting Skyrim itself to create a gaming experience that Skyrim was not meant for, and no matter how well this is done, there are some fundamental things that sound good on paper and then fall utterly flat in reality, either because of poor implementation, because of game limitations, or because it just turns out to be a bad idea. Now, my few hours experience of Wildlander (and a tiny bit when I ran at Serenity for an evening and then uninstalled it), is that the Requiem I spent the most time trying, which was pre-SE Requiem, has absolutely had a lot of its rough edges smoothed, and there are others I won't know about unless I play much further into the game. The first time I really tried Requiem, I got a decent way in, past the Gray Beards and a number of random dragon encounters. I was increasingly ambivalent because when I had to really struggle to beat something, it didn't feel fun or particularly challenging, it was just kind of tedious and cheap. I was underleveled the first time I went through Bleak Falls Barrow, but I managed it, and then I hit the brick wall of the dungeon's boss. Now, when I run at a Dark Souls boss I'm not prepared for, whether I win or lose depends on just how well I can do the thing I've already been doing while adapting to whatever the hell it's doing. My weapon quality, gear, and stats will make things easier or harder, but I can go fight Ornstein and Smough with any build and any playstyle, and, provided I've made it that far with said build and playstyle, I can beat them, and I have the tools to do so. I couldn't block Mr. Bleak Fall's strikes without it near killing me, trying to dodge in Skyrim is theoretically possible but hilarious, and unless you're a mage (maybe), there's no real way to counter shouts other than "don't be standing there". In normal Skyrim you have the option to switch things up, but Requiem wants you to commit to class archetypes to be any good at anything you try, so your options to deal with encounters that are already difficult are much, much narrower. I won by having Everquest flashbacks and kiting the gently caress out of him while spamming a heal spell I wasn't built to cast, and it took many reloads and like ten minutes when I finally managed it. And of course that's what's going to happen when you're not the right level to kill something in Skyrim. But that's the point. Skyrim has a really limited toolset when it comes to making something difficult and dealing with said difficulty. Mods can only take it so far.

IIRC, I got to the Graybeards, hosed about wherever for a while after that, and then I had to deal with the random dragon encounters, which was a bit like fighting a flying Mr. Bleak Falls but it's even harder to get out of the way. I could do it, but I didn't enjoy it. And there was one thing, one thing in specific that ended up annoying me enough that it became the last straw. I'll start with that on my list of "ideas that sound good but don't end up working, or ideas that are just bad from the beginning". A few of these are native to Skyrim, Requiem (and other deleveling mods) just make it a lot worse:

1. The loving disarm shout. Holy hell is this a good on paper bad in reality thing. Because I think about it and I go, yeah! Scrambling for my weapon in a deadly fight against some horrible monster is very cinematic. I try it and I realize my weapon is going to fall through the floor, or get lost in the grass and never be seen again, and if I manage to snatch it up I have to go into the menu and re-equip it. My eyesight's not the greatest either, so it can feel like a pixel hunt even though it isn't.

2. Invisible enemies. I have yet to play a game where invisible enemies were anything but obnoxious. I know why people put them in but they're just bad and should be banned from video games forever. OBIS is the perfect example of this so pretend I yelled about how much I hate OBIS some more here despite talking about Requiem.

3. So I had a glance over a few other-forum posts once where someone was asking how they could possibly beat Alduin as a thief sort (I think). The response they got? "Well not all classes are going to be able to finish the game". I'm sure that's not the case and it was some idiots doing a lengthier version of "just git gud", but if you make it through Requiem to the point you're fighting Alduin, you should be able to kill him, and it shouldn't be a 'one weird trick to beat the final boss, dragon gods hate it!'. Again, I'm sure this is overblown, but:

4. The Elder Scrolls games, at least Morrowind+, aren't meant to have classes. They want you to build your character in whatever direction you like and be skilled in those areas, but if you want to turn around and do something else, they don't penalize you horribly. They're also kind of bad at this. Requiem wants you to specialize, and it does that with...yeah, let's use "perk tax", it works. If you decide to be a sneaky assassin then you'd best go that way from the start; you can deviate later but it's going to cost you and take a lot of time, or, if you want to go mage, you might well just be hosed because you need to build your mana from the beginning. This is fine in theory, even good, but that means you have to ensure that every 'class' is at least generally viable, and doing that effectively means tweaking basically every encounter in the game. Baldur's Gate, for example, gets away with this because the game's meant to be played in a party. You can have a follower in Skyrim and you can get mods to have more, but, uh, yeah I don't need to cover the downsides of Skyrim's followers.

4.a. This is one reason why the Requiem perk tree is really boring to me. Those perks are absolutely necessary to be any good in a skill, and this is so heavily the case that they have no real room to breathe and do anything else that's interesting, whereas something like Vokrii/Ordinator/Sperg goes absolutely loving wild with their perks because they don't have to worry about a character living or dying based on what perk level they have. They can do weird ridiculous poo poo like give you a cursed coin that can make someone go crazy, or let you lockpick a dwemer automaton, or give you an ability to teleport backstab which is incredibly broken and doesn't work well but I have no regrets. Requiem could do this but then it'd have to worry about someone picking the death coin and ending up with a perk that's only useful in very specific circumstances, rather than one that will be needed for every single encounter. It doesn't have room to play, basically.

5. I touched on deleveling things but I'm going to stick it here again anyway. I've played with mods that delevel things for quite a while now, but it's just kind of...bad. And it's bad in a way that I don't think is really fixable. Let's talk about Mr. Bleak Falls again. So Bleak Falls Barrow is the first real dungeon of the main quest. You're meant to go there early, and if you're not stopping to pop into random bandit caves along the way, it might be the first real dungeon you encounter period. It's also a very long dungeon full of enemies that are meant to be scary and dangerous. What almost every mod that delevels Skyrim does is make this dungeon something you're not supposed to touch until level 20+, because otherwise it hardly makes sense for the dreaded Bleak Falls Barrow to be a pushover while every other draugr pit breaks you in moments and laughs while it spits on your corpse. This means that you don't get to the core conceit of Skyrim - yelling people dead and killing dragons - for quiiiite some time. Some people really like this because they want to ramble around being some little poo poo nobody for a while (I do), but from a design perspective it's not great.

6. That stupid poo poo I complained about in Project AHO where the floor is basically made of traps and every enemy is an endless hitpoint reservoir. People really want to make games that are not Dark Souls into Dark Souls, by which I mean they think a game being Dark Souls means you die all the time and it feels like there's some omnipotent GM constantly going "gently caress you, if you die I win" and making everything miserable. This is where I start finally complimenting Requiem again because with a few exceptions I never really saw it.

So if you read all that bless you and you're a saint, because I've said a few times I really, really want to like Requiem, and I keep trying it but coming away disappointed by something that just doesn't quite fit me. The reason I keep trying it is because it's about as good at what it's trying to do as it's possible to be, I like the pitch, and frankly I really liked Horizon in Fallout 4 despite that being a clunky feature creep mess that made stupid, stupid decisions (but decisions I could easily change if I wanted to, like how literally everything required adhesive right from the start, the most bottlenecked resource in the game, including every healing item). It's entirely possible, extremely likely even, that while I want it to be something I like in Skyrim, it's just something I'm not going to like in Skyrim.

But my brief experience (so far) with Wildlander is that the people who put that list together know Requiem very well, know exactly what they want from it, and have picked mods that compliment both it and the survival mods very well, to the point they've integrated the powers into single menus based on what you want to do rather than what mod it comes from. If someone wants Requiem + survival mods + mods that compliment both put together in a way that they don't seem to be a giant pain to navigate, then my first impression of Wildlander is "go for this one, it's worth a look". I think if anything might be a bit of use in that recommendation, it's that it has me giving Requiem yet another try despite being pretty sure I'm going to end up putting it aside, and I think that's the biggest compliment I can personally give a Requiem mod list.

Helith
Nov 5, 2009

Basket of Adorables


I use Tempered skins for vanilla bodies on pc and the palette they use is a soft pastel tone across all the skins so Dunmer are a soft pastel grey and Orcs are a soft pastel green.
I have no idea what other skins are available on Xbox but try a few out and see if something else suits you better.
If there is such a difference between character creation and out in the world it will likely be whatever weather and lighting mods affecting how they look.

Arivia
Mar 17, 2011
yeah this whole discussion is definitely making me want to give wilderland a go before that AE+LotD playthrough i mentioned, it sounds fuckin rad. what's the best archetype for that kind of thing? unless the mod list punches up mages a lot, I'd be inclined to go rogue or warrior, idk if stealth archer is as OP as it is in normal Skyrim (never having played requiem before).

Pontificating Ass
Aug 2, 2002

What Doth Life?

Cicero posted:

If I wanna mess around with Skyrim mods in both VR and regular mode, do I have to buy both special edition and VR edition on Steam, and set up separate mods for each?

Yeah ya do

Cicero
Dec 17, 2003

Jumpjet, melta, jumpjet. Repeat for ten minutes or until victory is assured.
Alright thanks

Jack B Nimble
Dec 25, 2007


Soiled Meat
I'm about to go to work and can't give that effort post the response it deserves just yet, but I did want to make a few quick points:

First, if you're not in heavy armor running away should be at least an option. You can't outrun the wolves but you can throw yourself in a river or mantle over a largish rock. However, both require you to not be completely exhausted. I didn't bring this up before, but stamina is almost just as important as health in Reqieum; you can kite a mudcrab at a walking pace...if you still have stamina. Not calling you out for dying, I've been chopped up by those surprisingly tanky and long reaching mud crabs lots of times myself. There's something here about foreknowledge being less specific than Dark Souls and more general like Stalker because I definitely find the game world more manageable than I used to.

Second, I installed Wildlander and it feels like Reqieum combined with King Comes simulationism; or if any of you have played with the AshFall Morrowind mod it's like that; I spent my first play session cold, hungry, dirty. I passed a night not sleeping but sitting in the bannered mare common room because I couldn't afford a bed. You can carry the carcasses of slain monsters to then spend hours butchering them at camp. You can bathe before heading into town so that you get better prices. You can order a blacksmith to make you a certain item, get a notice from a courier when it's done, and then go back and pay for it. If a skill is outside of your starting abilities and not effected by your race (and maybe birth sign?), You can't perk into it until you either muddled through it enough to gain a few skill points or you get some training, because those skills start at 0. I like the game even more than I thought I would because the streamer I was watching was very good and didn't convey how much immersive friction is in the game, and I think Wildlander gets better then slower you play it.

KoldPT
Oct 9, 2012
has anyone tried a wabbajack list they like recently? I'm trying out Path of the Dovahkiin, which purports to be more of a diablo like thing, with crazy bonuses from gear and vokrii+ordinator+sperg, but it did not immediately pull me in.

i was looking at trying Septimus which is compatible with all the new content, and takes a lighter touch wrt gameplay

queeb
Jun 10, 2004

m



how is magic in wildlander? if its decent ill give it a shot. love me some mage playthroughs, but enderal spoiled me on really good magic.

docbeard
Jul 19, 2011

I'll admit that the masochist in me wants to try that one list (Librum? Maybe?) whose premise is basically YOU WILL NEVER GET TO USE MAGIC EVER EVER EVER UNLESS YOU GRIND FOR A THOUSAND YEARS but I try not to listen to the masochist in me.

Jack B Nimble
Dec 25, 2007


Soiled Meat

queeb posted:

how is magic in wildlander? if its decent ill give it a shot. love me some mage playthroughs, but enderal spoiled me on really good magic.

I played a Breton Thief specifically so that I could begin as weakly/mundanely as possible and grow into magic and fighting, so I'll have to get back to you on that. However, the LP I watched showed a very interesting spell research system, where you take out a spell book and perform research to learn more about the school of magic. Being as "diegetic" as possible is pretty much the driving theme of the whole overhaul.

Zokari
Jul 23, 2007

Could someone explain to me why fast travel is almost universally disabled in modlists? Why do so many people seem to think that the game is massively improved by being forced to walk back and forth on a giant-rear end map that was not designed for that purpose?

I've even tried to play that way! But all you're doing is adding a ton of boring walking to a game that already takes a lot of time.

Jack B Nimble
Dec 25, 2007


Soiled Meat
I think the most useful thing I can say is that you should be able to turn it back on in the Requiem MCM settings.

Zokari
Jul 23, 2007

I know you can re-enable it. I'm just fascinated that it's so prevalent even in more casual modlists.

nine-gear crow
Aug 10, 2013

Zokari posted:

Could someone explain to me why fast travel is almost universally disabled in modlists? Why do so many people seem to think that the game is massively improved by being forced to walk back and forth on a giant-rear end map that was not designed for that purpose?

I've even tried to play that way! But all you're doing is adding a ton of boring walking to a game that already takes a lot of time.

Something something "Immersion". I dunno. Personally I kind of became adverse to using fast travel after a while because the game would either always crash when I loaded somewhere, or I'd come out of the loading screen and there'd be a dragon or a horde of vampires attacking wherever I was, or I'd be ambushed by like 8 couriers and was like "Alright, enough of this poo poo." and just started walking everywhere.

GunnerJ
Aug 1, 2005

Do you think this is funny?

Zokari posted:

Could someone explain to me why fast travel is almost universally disabled in modlists? Why do so many people seem to think that the game is massively improved by being forced to walk back and forth on a giant-rear end map that was not designed for that purpose?

I've even tried to play that way! But all you're doing is adding a ton of boring walking to a game that already takes a lot of time.

The only version of this that seemed cool was the one where you could ride along in a cart from one town to another and either watch the landscape go by or go to sleep on the cart (and effectively "fast travel" that way).

Jack B Nimble
Dec 25, 2007


Soiled Meat

Zokari posted:

I know you can re-enable it. I'm just fascinated that it's so prevalent even in more casual modlists.

I guess I personally have a few different responses. I enjoy a game with a slow, deliberate pacing that uses friction and even tedium to impart a sense of pacing and context to the more dramatic moments. For example, when my character went into Bleak Falls Barrow, that may only have taken an hour, but it was built off of several preceding hours spent loving around in Whiterun and Riverwood doing very mundane things. The "lifesim" trivialities, which includes traveling in person, are a part of that to me.

Is that a good use of my time? I'm not sure that's really answerable as long as playing video games is healthily balanced in my life; I'm not sure there's a meaningful difference between playing a series of sub ten hour hour indie darlings, or a 100 hour rpg, or an hour of a MMORPG every evening.

Also, I do still fast travel if I don't want to walk, I just do it in-game by riding a carriage.

I'd hold Dagggerfall up as a perfect example of what too much fast travel does to an open world RPG. Dagggerfall might technically be the largest Elder Scrolls game ever made but it's an utterly meaningless title because there's nothing out there. What Dagggerfall is actually is, is a series of towns and dungeons connected by a fast travel menu.

Orcs and Ostriches
Aug 26, 2010


The Great Twist
Same boat here. I play a pretty slow-paced modlist, with needs, frostfall, hunterborn, the whole immersive kit (except bathing, wtf.) Part of the experience for me is planning out the trip, the route, and the supplies I need. The last part also breaks into what I need for combat, what I need for travel, and what I can make/forage/hunt along the way. I do make sure I have multiple reasons to travel across the province, since it is so time consuming, so I'm not making a quick jaunt into the college of Winterhold to buy a spell, and then head back to Markath to keep questing. Fast travel also works weird with a lot of those things. I'll just arrive starving and then freeze to death with an inventory full of food and firewood.

After a few more or less vanilla playthroughs, Skyrim is my slow-down game where I can focus on the little stuff like this, and not just cave delving and the like.

Granted, if you're not playing that style, turning fast travel off is dumb.

Jack B Nimble
Dec 25, 2007


Soiled Meat
Good : I delivered a letter to Rorikstead as a level 1 character with a loose permadeath (if I died I'd have to load a pretty old "checkpoint" save) rule. I was nervous and tense the whole time; I was relieved to see the guards by the white run watch tower, and the traveling Khajit, but the rest of the trip was stressful. I saw some wolves on the road ahead and managed to dispatch them. I also saw and avoided a bear and a sabercat, plus the bandits in the ruin near the watch tower. It was tense, meaningful, and enjoyable

Bad: I need to go to River Wood for the second time this play session, or I want to buy something from a specific Hold and don't want this play session to be all about the There and Back Again Oddessey from Whiterun to Solitude. So let's just ride the carriage and be done with it.

Ra Ra Rasputin
Apr 2, 2011
The best part of any Skyrim mod is almost always the beginning, where you are tossed into a extra harsh world with barely anything and you are trying to scrounge up pennies to get essentials all while the ticking deadline of food and sleep hovers over you and drains what little resources you put together.

How is requiem these days combat-wise, my main memory of a requiem playthrough many years ago was I had to turn the enemy damage slider down to 10% so that bandit archers would 2 shot me instead of 1 shot me through my shield, though I imagine people jam as many of the fanciest combat mods as possible together in the modpacks.

Jack B Nimble
Dec 25, 2007


Soiled Meat
I can tank multiple hits at low level with decentish light armor, and I'm no expert power gamer with secret knowledge.

Edit: all my recent Requiem knowledge comes from the Serenity mod pack.

Jack B Nimble fucked around with this message at 01:03 on Jan 26, 2022

kartikeya
Mar 17, 2009


Years back there was some player who decided they were going to play Oblivion like an NPC. It would have been dull to me to try myself, but one of the things he did was walk everywhere. At the time I read it I wasn't playing Oblivion, I was modding up Fallout 3, and I decided, just for shits and giggles, to try it. Walk everywhere, only run when it made sense. Personally, it was really effective to trudge across a largely empty wasteland, especially with FWE (a mod I also really like that's along the same lines as Requiem and Horizon), either entirely alone or with just my dog. I think it works better in Fallout games because the post apocalyptic theme fits, but I do very much enjoy it in Skyrim, except for some (usually mod) quests where they want you to go back and forth across the entire map repeatedly, and even then if I'm mixing it up with other quests it's alright.

Fallout 4 is actually really good for this. Horizon wanted me to play on survival difficulty, so I turned that on, got a mod to turn off the extremely annoying poo poo (gently caress save points, for instance), swapped some stuff up I didn't like in Horizon proper, and I suddenly had a very good in character reason not to rush instantly off to Boston after Concord, because getting to Boston at low level with poo poo gear and no supplies when I would have to walk the whole way (so it would take much longer), more or less demanded that I get my base going at Red Rocket and do a bunch of local exploration and quests. The first trip to Boston is wild, every other trip feels like you're committing at least a little. Same deal when going to fight Kellogg, that's a long old trek and I notice a lot more when I'm going slowly. And when I have to go into the Glowing Sea? I've got every excuse in the world to delay it because I'm going to have to walk to Virgil's cave while Horizon makes both the trip and the radiation much nastier.

Walking through the Glowing Sea itself when you've got some weather mods going is loving great. It feels like you're wading through a horrifying alien landscape.

Anyhow, doing it in Skyrim is generally just kind of chill. You notice things a lot more, like just how loving pretty this game is. The Reach is incredible when I'm not rushing through only pausing to murder Forsworn, and I think my favorite area is one I've already shown a screenshot of, basically moving overland between Rorikstead and Old Hroldan.



Random dragon attacks are quite the shift when some giant rear end in a top hat lizard drops out of the sky to give me a heart attack while I'm ambling down the road.

Helith
Nov 5, 2009

Basket of Adorables


I rarely use fast travel in Skyrim, I either walk or take a carriage or ferry. I have CTFO installed so that adds carriages and ferry options to smaller towns too.
Like others have said it changes how you play the game and the pace of it. You tend to plan routes out with quest objectives on the way and you’ll probably spend more time based in one area doing bounties, quests etc before moving on. And yes, this game can be incredibly pretty when you’ve spent time modding it so why not take time to enjoy all the pretty landscape mods you’re using.
I’m also trying out Dirt and Blood this time as JK’s interiors added baths to the Inns he’s covered and I wanted a reason to use them. It compliments Sunhelm and taking care of hunger, thirst and warmth so why not dirt too. There’s also a great little mod that adds a shared bath room space to Innkeeper dialogue that costs you 10 gold to access or you can just wash in a river or lake etc.

Jack B Nimble
Dec 25, 2007


Soiled Meat
Spent the night just outside of Riverwood, butchering animal carcasses by firelight, and swore I heard someone cry out in the night. The next day, towns people were gathered around a guard that died near Alvor's blacksmith shop. I'm not sure if this is just some fluke of Skyrim's engine, if he glitched himself to death, or if something got him :tinfoil:

Jack B Nimble fucked around with this message at 05:02 on Jan 26, 2022

nine-gear crow
Aug 10, 2013

Jack B Nimble posted:

Spent the night just outside of Riverwood, butchering animal carcasses by firelight, and swore I heard someone cry out in the night. The next day, towns people were gathered around a guard that died near Alvor's blacksmith shop. I'm not sure if this just some fluke of Skyrim's engine, if he glitched himself to death, or if something got him :tinfoil:

Had something like that happen to me once. Between coming back from killing Mirmulnir and talking to Balgruuf about it, then spending an evening at the Bannered Mare and going home to Breezehome for the night, I wake up the next morning and run into Olfred on my way out of the city and he's like "My daughter died..." And I was like "HOW?!"

Jack B Nimble
Dec 25, 2007


Soiled Meat

nine-gear crow posted:

Had something like that happen to me once. Between coming back from killing Mirmulnir and talking to Balgruuf about it, then spending an evening at the Bannered Mare and going home to Breezehome for the night, I wake up the next morning and run into Olfred on my way out of the city and he's like "My daughter died..." And I was like "HOW?!"

Ugh, that's creepy

Twice now I've seen, seen! A guard just drop dead because he steps in a certain area of white run that is a slope with running water, and I just console resurrect them and mentally forget it happened, but this guy, I dunno. As they say, those poor sods in Riverwood don't even got a wall, so who knows ~

Helith
Nov 5, 2009

Basket of Adorables


Quite often the engine spawns actors and creatures high up in the air and then they literally drop in.
And die.
I’ve had it happen to guards in Whiterun and Markarth and it can happen to Fralia Greymane too. I once walked into Whiterun and got a message that I’d failed the quest involving her and it was because she’d died from spawning up in the air. A reload sorted it out.
I’ve also been out on the Whiterun plains and had deer drop in front of me. Free meat!

nine-gear crow
Aug 10, 2013

Jack B Nimble posted:

Ugh, that's creepy

Twice now I've seen, seen! A guard just drop dead because he steps in a certain area of white run that is a slope with running water, and I just console resurrect them and mentally forget it happened, but this guy, I dunno. As they say, those poor sods in Riverwood don't even got a wall, so who knows ~

It led to me installing a mod that would inform me if an NPC died and gave me the option to revive them if they just mysteriously or accidentally died somehow. Wound up removing it eventually because it covered ALL named NPCs, so I got tired of seeing it pop up in places like "Hey, the Windhelm serial killer just died. Would you like to resurrect him?" No, Skyrim, thank you.

BaldDwarfOnPCP
Jun 26, 2019

by Pragmatica

Helith posted:

Quite often the engine spawns actors and creatures high up in the air and then they literally drop in.
And die.
I’ve had it happen to guards in Whiterun and Markarth and it can happen to Fralia Greymane too. I once walked into Whiterun and got a message that I’d failed the quest involving her and it was because she’d died from spawning up in the air. A reload sorted it out.
I’ve also been out on the Whiterun plains and had deer drop in front of me. Free meat!

Mammoths usually survive this since they have a lot of hit points or something. But spawning in to see them falling out of the sky is always a trip.

https://www.youtube.com/watch?v=NDu7cz23Gqk

e: I guess they usually die too

docbeard
Jul 19, 2011

nine-gear crow posted:

Had something like that happen to me once. Between coming back from killing Mirmulnir and talking to Balgruuf about it, then spending an evening at the Bannered Mare and going home to Breezehome for the night, I wake up the next morning and run into Olfred on my way out of the city and he's like "My daughter died..." And I was like "HOW?!"

I'm reminded again of my favorite weird mod interaction ever, where the mind control spells added by (I think) Lost Grimoires of Skyrim worked so well that I'd get couriers turning up later informing me that random brainwashed bandits had written me into their wills.

Gonkish
May 19, 2004

I once had a dragon spawn inside Whiterun, and then somehow it flew UNDER the city. It flew around down there for a bit, breathing fire that would occasionally do damage (but mostly didn't), and the guard AI was completely hosed. They all bunched up outside the sacred tree with their bows out.

I went into Jorrvaskr and came back out... and every single guard in Whiterun fell from miles above, directly into the tree, where they promptly died, ragdolled, and crashed the game. This was like 2013 or something.

This whole topic just brought that poo poo back to me.

Jack B Nimble
Dec 25, 2007


Soiled Meat
I know there was a certain scrapped car in fallout4 that would fall out of the sky so reliably I used it as a sign post.

"Oh, there's the car that falls from the sky, Sanctuary is that-a-way."

Adbot
ADBOT LOVES YOU

ThaumPenguin
Oct 9, 2013

kartikeya posted:

Years back there was some player who decided they were going to play Oblivion like an NPC. It would have been dull to me to try myself, but one of the things he did was walk everywhere. At the time I read it I wasn't playing Oblivion, I was modding up Fallout 3, and I decided, just for shits and giggles, to try it.

That'd be Christopher Livingston, who actually ended up making a sequel called The Elder Strolls!

The original Living in Oblivion is still available on his site, but unfortunately the images seem to have been lost to time.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply