Skygerfall

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Ommamar
Posts: 541
Joined: Thu Jul 18, 2019 3:08 am

Skygerfall

Post by Ommamar » Fri Oct 11, 2019 1:35 am

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Last edited by Ommamar on Sat Apr 18, 2020 1:12 am, edited 1 time in total.

Ommamar
Posts: 541
Joined: Thu Jul 18, 2019 3:08 am

Re: Skygerfall

Post by Ommamar » Fri Oct 11, 2019 4:14 am

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Last edited by Ommamar on Sat Apr 18, 2020 1:12 am, edited 1 time in total.

Firebrand
Posts: 279
Joined: Thu Jul 18, 2019 6:07 pm

Re: Skygerfall

Post by Firebrand » Fri Oct 11, 2019 7:17 pm

A Skygerfall playthrough by Tamrielle :geek:

https://www.youtube.com/watch?v=lAIyDLPxkfk

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oracus0
Posts: 7
Joined: Sat Aug 19, 2017 8:24 pm

Re: Skygerfall

Post by oracus0 » Fri Oct 11, 2019 8:04 pm

I'm glad you found my Skygerfall mod on the Nexus! It's just the Main Quest for now, but I found a couple people to help out, so that we will eventually be able to have proper landscaping done with random encounters, more buildings to enter, and guild and side quests. The Daggerfall Modeling program really helped me out, and I used many models from jman0war, so thank you to this community! Ommamar, there are court sorcerers in the castles at Daggerfall, Wayrest and Sentinel that will sell you spells... And I'm afraid you experienced normal Skyrim behavior when you ate all of those ingredients at once! Make sure you grab the healing potions too, which were in the same container as the ingredients in your house. As I stated on the mod page, the mod's purpose is not to replace TESII: Daggerfall, but to bring some of its magic and lore to Elder Scrolls fans of the Skyrim generation that would never otherwise experience it, as well as perhaps delight those fans of the original game that would love to see the Main Quest in an updated engine, complete with voice acting, re-mastered music and better graphics. I also recommended that people consider playing Daggerfall Unity! If anyone is interested, the mod can be found on the Nexus for both Legendary Edition: https://www.nexusmods.com/skyrim/mods/99469 and Special Edition: https://www.nexusmods.com/skyrimspecial ... mods/29416 .

Ommamar
Posts: 541
Joined: Thu Jul 18, 2019 3:08 am

Re: Skygerfall

Post by Ommamar » Fri Oct 11, 2019 10:40 pm

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Last edited by Ommamar on Sat Apr 18, 2020 1:11 am, edited 1 time in total.

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oracus0
Posts: 7
Joined: Sat Aug 19, 2017 8:24 pm

Re: Skygerfall

Post by oracus0 » Fri Oct 11, 2019 11:06 pm

I made the mod in the old Creation Kit, and when I played it on Legendary Edition, everyone stayed where they were supposed to in Privateer's Hold. I only noticed the mob effect in Special Edition. I might need to flag the enemies as "helps no one" to avoid that... You can wander around the castles freely... You should be able to return to Privateers Hold to pick up your spells... The Daggerfall traits mod adds a book to your inventory to let you choose your traits. I only activated after I started a new game, so I guess I didn't realize I need to delete the line of code that deletes all of your items at startup. Thanks for your input!

Ommamar
Posts: 541
Joined: Thu Jul 18, 2019 3:08 am

Re: Skygerfall

Post by Ommamar » Sat Oct 12, 2019 12:30 am

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Last edited by Ommamar on Sat Apr 18, 2020 1:11 am, edited 1 time in total.

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oracus0
Posts: 7
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Re: Skygerfall

Post by oracus0 » Sat Oct 12, 2019 1:54 am

I think it takes 3 to 10 days typically in Skyrim for dungeons to reset, but yes, the enemies are set to respawn... The orc in Privateers Hold has orcish weapons guaranteed...

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