Character Creation Overhaul Skyrim
This preview originally appeared in.My coffee is stone cold. I don't even know how long I've had it, I've been so completely lost in Skyrim. I've been granted a generous chunk of time to play the very latest build of the full game – no restrictions on what I can do or where I can go.
And I've only just finished creating my character.At the start of the game, you're being led to your execution. I've skipped to just after you get out of that, when you're given one last chance to choose your race, gender and appearance before being let out into this vast and frosty world.Bethesda don't want to spoil the main quest, and neither do I. The reason to be excited about Skyrim is your own story: the unique string of discoveries and adventures you run into. And because it's unique, I can tell you mine without spoiling yours.Mine was the story of a scarlet-plumed Argonian with manic staring eyes. As I say, I spent a long time in character creation. Argonians are lizard men, and they've had a major overhaul in Skyrim: they look more monstrous, leathery, dinosaurian.As in every Elder Scrolls game, you start as a prisoner with no history or status.
But the war paint, scars and dirt you can add during character creation make it feel different this time. They've made it easier to make a character who looks desperate, bedraggled and fierce.
Every race looks leaner and meaner: previously adorable wood elves have piggy, dead black eyes. Previously goofy orcs look fierce and tribal.
Once aloof high elves look withered and cruel. And dark elves- wait, no, dark elves always looked like jerks.My scary-eyed Argonian starts the game in a cave. At the other end, a dazzling light shines through chunks of blue ice, and as I step towards it, a prompt appears: 'To Skyrim'.Morrowind let you off a boat, into a misty fishing village overlooked by a giant tick.
Oblivion let you out of a sewer, onto the shores of a shining lake. Skyrim lets you out of a cave, on the snowy slopes of a huge mountain.
![Character Creation Overhaul Skyrim Character Creation Overhaul Skyrim](https://konev-t2a.net/wp-content/uploads/2012/11/TESV-2012-11-14-03-20-11-07.jpg)
The craggy landscape stretches before you, half lost in the clouds. It's one hell of a sight.
I turn around and set off in the opposite direction.This is what I love about Elder Scrolls games. I love not doing what I'm told, avoiding what I'm pointed at, and going where I shouldn't. Anyone wanting to take the well-trodden path in Skyrim can head down that slope, discover the small town of Riverwood, and kill a boss spider in a dark cave. But we've seen all that in the E3 demo – I want to see the rest of the world.A few minutes up the hill, I find a walled-off Nordic town I'm not allowed into.
I hop on a few boulders and climb in anyway. Through a pair of heavy doors, I find subterranean torture chambers, and dead adventurers rotting in tiny cages.
Only one seems worth looting – a robed guy with a book in his cell – but it's locked.Lockpicking is no longer a tumbler-tickling nightmare: you just swivel one pick to what you hope is a sweet spot, and try turning the lock with the other. It'll turn a little if you're close to the sweet spot, but turn too far in the wrong position and the pick snaps. It's a system that works well in Fallout 3, and it feels slicker here.Persuasion, by the way, isn't a minigame at all this time.
Certain dialogue options have 'Persuade' in front of them, and your chance of success – which isn't shown – depends on your skill. I never succeeded at one.The wizard has nothing much on him, but the book is worth it: it teaches me Spark, a streaming lightning spell. I try it out on a ribcage: a crackle of white energy leaps from my hand, jolting it across the room, and doesn't stop. The roaring current keeps flowing as long as you hold the button.
![Skyrim Skyrim](https://staticdelivery.nexusmods.com/mods/110/images/21587-3-1369118862.jpg)
It's an addictive feeling of power.Back out in the wilderness, I decide I need a destination. The map, when I bring it up, is beautiful: a bird's-eye-view of the world, in full 3D and rotatable to view its geography. Parts of it are swamped in mist because, apparently, it's actually misty there at this moment.
I have tried this mod for amost 50 hours of gameplay. It is a must have if you want a realistic and challenging game. It makes the combat really deadly (you can kill the majority of the enemies with one shot, but also the enemies can do that) and it adds a lot of details to the world, some big (Like the time game, that has been increased, and the fact that the world will not level with you, the difficult is static) and some small (like when you exit from the house, this one will be locked, and all the animal and monster loot has been modified to be more realistic. You will not find money when you kill an animal, but fur, raw meat and heart, and other organic things).I have played this mod with a STEP installation, but i had to cut off some mod's (like the werale lanterns one, for scripting problem and the increased greeting distance, because the Requiem mod has already a fix for that) in order to play.
I had no CTD (exept for some freezes time to time.) in 50 hous of game, and i'm playing it with almost 100 mods.P.S. English is not my language, sorry for possible mistakes:P. The enemies in vanilla TES 4 (Oblivion) were almost all scaled. The game was greatly improved IMO by mods that changed this into more reasonable behavior. Oscuro's Oblivion Overhaul (OOO), for example, changed it using a strategy I prefer to see in computer role playing games.
Character Creation Overhaul Skyrim
Enemies had a minimum level and a maximum level, and had scaling between these two limits where the scaling depended on the player character level. The problem for me with fixed levels, a strategy that Oldschool Roleplaying Overhaul seems to use, is that combat is only interesting IMO over a narrow range of player character levels. If the enemy is much too high or too low a level relative to my character level then combat is either much too hard and frustrating or nearly trivial.
Since you don't usually know what level the enemies are in any particular quest, it is hard to know when to do that quest. Allowing limited scaling such as that used in OOO gives a range of character levels for each quest over which the quest is interesting and challenging.Of course, if you play RPG board games then either the quest itself was often setup (sometimes based on player character levels) so fixed enemy levels worked fine or the gamemaster could provide some scaling during setup if needed. quote name='TheCompiler' pid='13782' dateline='I'm still not into gameplay-changing mods' date=' even if i'm a strong hardcore/realism/basicneeds lover. But i'm just scared of messing with them and i prefer to focuse of making the vanilla skyrim plain perfect and polished, both visually and gameplay./quote'I agree with this sentiment. While I love the D&D esque leveling compared to what we have now, S.T.E.P. Is meant to refine and polish what Skyrim has to offer, not to overhaul and change mechanics. Of course, since S.T.E.P.
(I assume) plans to re-introduce the packs, this could always been included in one of the Realism Packs or whatever it would be called.