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SirShirtless
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Skywind compatibility

Hey, I'd heard Skywind was going to become a thing a long time ago, but never believed it would ever happen.

Now that I've checked and found out that it's not only a working thing, that it's quite possibly the ultimate mod for Skyrim available!

I've been wondering though, if my Skyrim game is already modded with smaller mods designed for Skyrim, will I still be able to use Skywind properly? To my understanding, Skywind adds the world from Morrowing to be able to be accessed in addition to the vanilla world of Skyrim, but how do the two match up? Is it an acceptable idea to play the two (as lore-breaking as it would be) at the same time? If they can actually work in tandem, which mods might or will conflict?

My issue is that I've recently gotten my Skyrim to the point where I actually enjoy the heavily modded system I have set up, and I'd like to know if I can take everything I've changed about it and slap Skywind right on top, or if I need to use a clean install of Skyrim and a new character (which isnt a bad thing at all, I just wanna know what kind of options I have).

Anyone who can enlighten my feeble mind on this matter, please do... Any info would be appreciated!

stijmunkey
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As of now Skywind doesn't
As of now Skywind doesn't effect Skyrim in any way, so in theory it is compatible with all mods, and yes you can play both in tandem, although to start morrowinds main quest you need to start a new game, or you can use a console command with an existing Skyrim character
SirShirtless
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What about the perks system

What about the perks system and other mechanics? I remember hearing something about Skywind changing those to behave more like Morrowind did. I have another mod that overhauls the perks, and some that change how they're leveled.

As for the main quest, I think I'll save that for a new character, although it's sweet to know the option is still open if I decide to have my character travel back in time a few hundred years into the third era!

grumpycat
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No gameplay mechanics are not

No gameplay mechanics are not changed. Think in terms of it is just another worldspace. When you walk into a city like whiterun or riften, thats a new worldspace. Do you expect game changes when you enter those? No, same principle.

SirShirtless
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Ahhh, I see now. I could have

Ahhh, I see now. I could have sworn I read someplace on the FAQ or something that it was going to change perks or change the armor system to incorpate the double paldron/gauntlet system, or something along those lines.

In all honesty, it being a completely new worldspace is JUST what I was looking for... well, that and quests to mess about with, monsters to kill, and dungeons to explore.

Thanks stijmunkey and HappyChappy for your advice, I appreciate your inputs!.

digitalparanoid
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To add to the correct answers

To add to the correct answers from my colleagues, here at Skywind inc ltd ©™, I would just add that indeed the mechanics are not modified from Skyrim vanilla, to help you play the way you like, with the mods you like.

Just be aware though that your mod might not have the exact effect you're looking for in Skywind itself.

Ex1: Imagine frostfall needs some keywords on stuff like weather to work, we might not have the necessary keywords in our own mod.

Ex2: Imagine you use a mod that radically changes the way you use a skill and you're currently playing a skywind quest that needs you to have a certain level on this skill. This might not work as expected with your mod.

I could go on with multiple examples but to sum up, we haven't created Skywind with other mods in mind, so there will certainly be some compatibility patches needed.

So go out there, test with your mods and if things are not working perfectly either lobby your favorite modders or work on patches yourself. And tell us what works what doesn't.

In any case, our goal is to avoid any impact on Skyrim or any mod out there. If we do impact, consider it a bug that you can report.

SirShirtless
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Oh, thanks for the heads up,

Oh, thanks for the heads up, digitalparanoid.

As it stands now, what Skywind is is all that I want it to be. I tend to not look for perfect compatibility between all my mods, since that's a bit unrealistic... just having them co-exist without royally screwing eachother up is enough for me!

Although I've noted that any incompatibility like you said should be reported as a bug, and once I get around to playing the most recent version in the nitty gritty, I'll try my best to get back with any info that could prove useful to the dev team.