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Mods and the way it will work

Submitted by DarkDestiny on

I would like to know personally if this mod is truly a 'mod', or a kind of hybrid which isn't included within skyrim. What i mean is.. Is this mod like a .bsa, .bsm etc or will it have its own folder along with a data file and exe for it? 

If if is made as every other actual mod is (because this is not a mod, but basically an entirely new game in my opinion) how will we go about sticking mods into it to change it around, as i do not have very much experience using the CK.

Karma: 0 (2 votes)

Its still a mod. But this is a good question, we are still debating over making it "kind of" standalone. The reason to stop confusion of players thinking it would be a "great idea" to use their leveled Skyrim character to play. Not really what 100 hr game in itself should be played for idea of challenges. People are of course welcome to do this, we don't hold people hands on such things, but we find the person that wants to do this is usually the 12-16 year group, which we are not catering for anyway.

It potentially helps with loads and maybe performance, but also means we can establish certain mod capabilities and that Skyrim saves wont be corrupted.                                         

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Ah well i think it's best to make it as separate as possible from skyrim tbh. You all do realize that by doing that or even making it completely separate puts you down as someone who has actually created an entire game in a way and that would take you further than making a mod that recreates a game.

Karma: -1 (1 votes)

Yeah, I think it would be great to make it stand alone, but what I want to know is, how will things like CK work and all that? Plus I heard there were technical issues with making it stand alone, not that we've tried in quite a long time.

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well, maybe they can finish it then try it? like making all the files less dependant on the skyrim resources, maybe by like recreating them and sticking them into a separate esp or whatever. i am not very skilled in such matters though

Karma: -1 (1 votes)

Dark this will be more or less like Falskaar. Basically a new land mass which pretty much doesn't interfere with anything. Almost all scripting from what i can recall will be localized (spawn points, faction interaction, quests, weather, leveled lists etc) which is also easy since most assets are unique to Morrowind land mass, so there is no conflict. But it may be that in some cases they might have some AI behavior changes that may affect Skyrim gameplay, i am still not clear if they will change perks (if they do, changes will be global), and if they can make new weapon subclasses with new animation then those will also be global changes. Forgot about changes on spells and forging.

Karma: 1 (1 votes)

No new perks.

weapons sub class only if it makes sense

Spells will be new spells (if similar existe there will be a skyrim version and a skywind version)

Forging, there will be recipes. We'll try not to impact skyrim (not sure if it's possible)

Karma: 1 (1 votes)

what about the animations and full gameplay changes? will that not affect skyrim too? (dont really care because currently skyrim is boring even after 118 mods)

Karma: -2 (2 votes)

Upon release if we do include the weapon sub-classes, we'll be breaking any mod that modifies the player behavior files. So basically fnis and everything that depends on it. I hope once we get it functional we can get fore to make a patch for this, or shortly after release, but as of now that's what's up. Everything else should basically remain relatively untouched.

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