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sth8119
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Skyrim mods in Skywind

In Skywind, will you be able to use mods from Skyrim such as skiUI and ultimate combat? If you can't, the guys should really try do make this a reality. A lot of Skyrim's short-comings, like interfaces and combat, can be easily fixed with a couple mods. It would suck if people had to develop whole new mods for the new game if the Skyrim mods were already perfect.

TX12001
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From what I know many of

From what I know many of those mods should function the same in Skywind as they do in Skyrim.

alysander
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hm.https://tesrenewal.com
Filthy_N'wa
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I have a few more questions

I have a few more questions along this line of conjecture. A few specific examples are things like:

iNeed: Food, Water, Sleep- PLEASE say this will work! Exploring the Ashlands would be a real problem if you're worried about dehydration.

NOT Frostfall, but a different mod to include backpacks, tents, campfire building, water-skins, cook-pots; all the necessary wanderer's comforts.

Body Replacers (CBBE, TBP, UNBP), hair, beard and brow replacers, new eye and skin textures, all that character model stuff which I think SHOULD work.

Sun Sprite Replacers, which are actually very popular, even for non-ENB users like me. My personal favorite is Solveig. As well as new Nebulae, Moon Replacers; basically a lot of world-textures that most likely re-use vanilla assets.

Is there a Perk Overhaul in the works? I've noticed what looks like the vanilla tree in the development videos. As Skywind will be using a new crafting system, PerMa, SkyRe and even SPERG will wind up incompatible.

Follower Mods: Will any of them work with the Skywind module?

Werewolves and vampires are going back to a system as close to Morrowind as can be done, but what about the appearance? More specifically, will Moonlight Tales: Werewolf Essentials be compatible? It says it's script-free, and while it does add Power Jump and Howl at the Moon, it does very little else. And what about the Werewolf Perk Tree? Will you be reusing the basic Dawnguard version? If so, would the (outdated yet still far superior) Extra Werewolf Perks mod still be compatible?

Well, I'm sure there are many more questions in many more minds, but I'll leave this query where it is. Please enlighten me when it strikes your fancy. Thanks all.

JorgenGorgen
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Skywind will have it's own

Skywind will have it's own systems for certain things, which may conflict with certain other mods, but compatibility with any normal Skyrim mods that might conflict with Skywind will likely just be a matter of turning off or deleting certain aspects of Skywind.  Beyond that all Skyrim mods should work normally within Skywind, as it is ultimately a massive mod for Skyrim in and of itself.

Filthy_N'wa
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Thanks for the reply. I

Thanks for the reply. I really appreciate the speed you got back to me and the answers. I just honestly dislike the vanilla perk trees, as they're VERY minimalist. Again, when we have a release I'll do some testing, and see what comes of it. At least I'm pretty sure I can use the Uncapper. Thanks again!

Mcloganator
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Honestly, I can't wait for

Honestly, I can't wait for Skywind to be done so people will make 2k-4k texture packs and ENBs for it.

darkslayer49
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Yeah I really want to be able

Yeah I really want to be able to properly eat some of that food Lukkar "cooked" up :D Can't wait!

Dragomir
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As for survival, I made an

As for survival, I made an idea thread ages ago. However, that hasn't been worked on yet, as there are far more important tasks at the moment (recreating the game itself), but I really hope a module that focuses on ashland survival will be implemented one day.

Filthy_N'wa
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Agreed; good for the future

Agreed; good for the future but not highest priority. Too much to be done to nit-pick. Wishing I had knowledge of the Creation Kit, but even if I started now, I highly doubt I'd know enough of the nuances to use it a third as well as most of your devs.