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Found 8 results

  1. I have only played TES V Skyrim on console, and since the remastered special edition came out, I was highly considering getting it for my pc. I was doing some research and began wondering if getting the remastered edition was worth it. I see there are vast amounts of mods for the original one, including retexture mods and such, so would it be better to just get the original legendary game and mod it or spend the extra dollars for the remastered special edition version? Either way I'm probably going to get some mods, but is it really that big of a difference, and do mods for the regular version work with the SE version? I'm just looking for someone's honest opinion. Thanks!
  2. So Skyrim Remastered is coming out in about a month, which will be running on a new version of the Creation Engine. DX11 in all likelihood, too. Bethesda has promised us that all our (non-SKSE) mods will work... but you know, Bethesda. Concerning SKSE, the Silverlock guys are going have to work their magic and make a new script extender (SRSE?) for us all, which won't necessarily work with SKSE-based mods. Mods that use SKSE today are probably going to have to undergo a lot of work in order to get them working on the Remastered edition, and there's no guarantee that non-SKSE mods will work correctly either. A lot of people who still play Skyrim might never even try modding Remastered, but certainly we can expect plenty people will. The Skyrim Nexus is very well organized and easy to use, but if we (modders) try to support Remastered edition mods on the same Nexus, I imagine things will get very messy very quickly, and modding Skyrim will become a lot harder, trying to keep track of which mods work on which versions of Skyrim. People who don't want to mod the Remastered Edition and would like to stick with the original game would also have to deal with the mess. Giving the Remasted edition it's own Nexus would solve that problem as well. There was a somewhat similar circumstance with Oblivion and it's GotY Edition, but that was not as big a change as this is now, and Oblivion's Nexus is much smaller than Skyrim's. While this decision would benefit from hindsight, it should also be made well before Skyrim Remasted Edition comes out. TD;DR: I think it would be best for Skyrim Remastered to get it's own Nexus. ...but that's just my thoughts. I haven't heard anything else about this yet, (the only thing i saw was people asking if mods would work - we know now that many won't and that others might) so I thought it would be a good idea to discuss it, at least a bit, beforehand. If I am under/mis-informed, let me know! What do you think?
  3. Could anyone help me with my mod load order please I'm wanting to use the mods below but i'm not sure about the load order. Any help is highly appreciated Open Cities Skyrim The Paarthurnax Immersive Leveling Insignificant Object Remover Practice Dummies 50 pct More Perk Points Unleveled Items Perk Points and more gold for bounty quests Belt-fastened Quivers Ring of increased carry weight Ars Metallic Go away map clouds Visible map markers Marco's Intergrated Leveled list Stone of Barenziah quest markers
  4. I have a quick question, don't know if anyone knows. When the new Skyrim Remastered comes out, will our MODs that we make in the current version of the game be compatible with it? So if I start making a MOD now with the Creation Kit will it work on the Remastered version?
  5. I've seen mods that make dagger have the same perks as maces (ignore armor) or swords (improved critical strikes), but I was thinking they could have a unique ability. If this is too hard to mod I understand since I don't know much about modding. I was thinking they could have one perk upgraded three times just like mace/axe/sword. I don't know exact values since I haven't been playing Skyrim long enough to know what would be balanced, but here is an example: 1 point - attacks with dagger 15% quicker and power attacks use up 20% less stamina 2 point - attacks with dagger 30% quicker and power attacks use up 40% less stamina 3 point - attacks with dagger 45% quicker and power attacks use up 60% less stamina
  6. I would love to see this in Spider-Man Remastered. If anyone could make this happen, that would be awesome.
  7. Hello guys, I'd like to ask you about my mods list - I've picked some addons from the Oblivion Remastered package and I installed them meeting all the prerequisites and solving compatibility issues. The problem is - in the very canals at the start of the game I'm not getting anything above 30 FPS (1080ti/7700k/NVME rig) - could you please tell me what could be killing my PC? The list included in the image - all of these + Quarls Redimized pack and Oblivion Reloaded. After wasting 4+ hours on installing the full Remastered package and getting a bugged and Dark Souls-like experience, I'd love to get *at least that* in working order :C Thanks in advance. EDIT: While I found the Stutter Remover to be the issue for hard 30 FPS lock, after reinstalling with pretty much the same package, the game instead got limited to about 45 FPS and started crashing at the exit from the second section of the canals.
  8. I have posted on every site I know and have even tried to contact Bethesda about this glitch, but no one can help. I have seen many issues about the Lexicon Receptical not appearing, but I have a whole new issue where it won't give me the option to put the blank Lexicon into the Receptical. I have tried erasing all saves and restarting, running updates to my PS4 and to the game and uninstalling all mods. Nothing seems to work, and I have all the items I need to complete it. I'm about to lose my mind, because I can't move on in the storyline and I've done about everything I can do. Please help
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