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The Elder Scrolls V: Skyrim - Am i dumb or do i not understand what to do? - Page 2

post #11 of 14
be warned about modding...its addictive. totalbiscuit had a great quote along the lines of, every few months you reinstall skyrim, spend 2 days modding it, 2 hours playing it, then forget about it again...this has always been really true for me.

tbh, threre just isnt much story at all. if you have a good imagination, & can really immerse yourself, it should be a fantastic experience for you.

and yes, modding is a must. the game can look absolutely, astoundingly gorgeous; it became a problem for me because i was more interested in looking at it than playing it.

but, my suggestion would be: when you start the game, give yourself a character, a personality, a backstory even. give him motivations/interests (of course for these things you need some very basic understanding of elder scrolls lore, but im talking about 10 minutes of reading worth). maybe hes a patriotic nord, . maybe an oppressed dark elf looking for vengeance. maybe an imperial who wants to help quash the rebellion. that kind of thing; give him likes & disliikes, etc. it should help give you motivation in such an open, sandbox kidnve environment.
    
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post #12 of 14
It's free roam, do whatever you want. The emphasis with Skyrim is on exploration. It's also a sandbox RPG so you can do whatever you want with your character, but it's easy to make mistakes and make a character you end up disliking (combat/skills wise). There's a mod that helps with this, in addition to dozens of other mods that make the game play and look better.

http://www.gnd-tech.com/content/857-Essential-Skyrim-Mods
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post #13 of 14
Quote:
Originally Posted by Shadeh View Post

My last questions, due to my experience with MMORPG i'm used to thinking there's a correct SKILL setup. Is this the case with skyrim or am i free to put skill points into skills without regrets later in the game?

Skyrim is different when it comes to leveling. You increase skills by using them, which means in many respects you don't have control over which skills level up. It is a largely automatic process. As you create armors and weapons with blacksmith facilities (forges, smelters, grinders, tables) you'll gain little bits towards the next skill level, whether you want to or not. This really isn't a problem. Play the game long enough, and you'll eventually level all skills pretty high.

What matters more are your perk trees and how you distribute perk points. Perk trees are basically how you specialize your character. You do need to have a general idea of what you want your character to be before you start the game, so you can put perk points into the right trees. You gain a perk point with each level. If you use Deadly Dragons, you have the option of converting unused dragon souls into perk points as well, which can be a useful and legitimate (well balanced and non-breaking) way of gaining some extra perk points here and there. If you want your character to be a warrior, you'll want to make sure you put points into the one-handed or two-handed weaponry trees and the block tree; archers put points into the archery tree; thieves want sneak, lockpicking, pickpocket; mages will want to put points into one or more of the magic trees (destruction, illusion, alteration, conjuration, restoration); etc. All characters will want to distribute some points into the generalized trees as well, such as speechcraft, alchemy, enchanting, blacksmithing, etc.

Beyond skills and perks, you will also need to tune your characters gear for the kind of character you want it to be. Each armor piece is enchantable. If you put enough points into the blacksmithing and enchanting perk trees, you can even put two enchantments on each piece. The game has a default set of armor slots (head, arms, feet, chest), a ring slot, and an amulet slot. With community mods, you can add extra pieces of armor, such as cloaks, alt-hand rings, additional arm (bracelet or bands, usually) and leg slots, belt, additional belt item slots, earrings, and maybe a couple of others. A fully modded, fully decked out character with the right mods (such as "Winter is Coming" which adds warm cloaks to skyrim compatible with the aformentioned Frostfall mod) can look pretty awesome, and have a few extra enchanted armor pieces to make you fairly powerful. This extra power is also usually necessary if you add mods like Deadly Dragons and ASIS, which can make enemy encounters in the gameworld considerably more challenging than they are with the vanilla game.

You can put a wide variety of enchantments on each armor piece, however there is usually a subset of the total set of enchantments allowed for each type of armor. Chest pieces can be enchanted with improved health, stamina, magica or regeneration of each, improved archery, improved armor skill (light or heavy), etc. Gloves/gauntlets can usually be enchanted with things to improve archery, one- or two-handed weaponry, smithing, alchemy, etc. Head can be enchanted with improved health/stamina/magica, etc. So on and so forth. Weapons can usually be enchanted with damage effects, like "Burns the target for X seconds", "Captures soul if it dies within X seconds", "Shocks the enemy" (which has the effect of draining magica), "Freezes the enemy" (which has the effect of slowing them and possibly draining stamina), etc.

When you enchant, it is helpful to tune your character to compliment your followers. The vanilla game allows a single follower at a time. With mods like ASIS and Deadly Dragons, especially configured to greatly increase the challenge of the game, you will want to use a follower mod like UFO or EFF to increase the number of followers you can have. At the moment no follower can be configured to behave like a healer (they will only heal themselves), but you can get both melee and ranged damage support (not to mention some really EXCELLENT voice acting...one of my favorite followers is Gorr from the Interesting NPCs mod...the voice actor for Gorr is phenomenal, and the follower is just hilarious!) Your followers will also need to be properly geared, with properly enchanted gear, for the skill set they level up in (again, a follower mod like UFO or EFF will help you figure out what your followers are good at, and equip them with appropriately enchanted gear).

So yes, thought is necessary to properly perk and enchant your character, and enchant your followers. Have a character class in mind, and fill in the perk trees appropriately. Beyond that, just play the game, and skill leveling and character leveling will just happen. You can seek out trainers to power-level skills if you have the money, or just grind (grinding blacksmithing or alchemy is super easy and cheap.)
    
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post #14 of 14
Here are a few screenshots I took of my own game last time I ran through (save became corrupted, so I'm trimming my mods again and will hopefully start a new game soon...seems Sounds of Skyrim, which adds some nice audio ambience, is a dangerous mod...steer clear):








I would also add one other thing, for anyone who is now interested in starting a new game based on what I've written. Modding has to be done FIRST, BEFORE you start. Skyrim's extensibility was changed from that of Morrowind and Oblivion. Before, mods could relatively safely be added and removed without breaking your save. Skyrim has this annoying habit of embedding script references and data into your saves. This means that you can't really remove any mod, scripted or otherwise, once you have added it to the game. A scripted mod can potentially reference information from another non-scripted mod, and removal of either would eventually (maybe immediately, maybe 20 saves down the line) corrupt your save game files. It is also best if you don't even add mods to a game once it is started. Technically it should be OK, however you need to load mods in the correct order (which, to that end, find and use BOSS to automatically set the correct load order for your mods!!) If you add a new mod and put it in the correct load order, that will change the order of all the mods after it. Each mod gets a unique identity range in the game based on its hexadecimal order index, and those IDs are used to track things that come from that mod...by the game, such as in your inventory...and by scripts. Changing those IDs could also potentially break save games. The game itself is supposedly able to reindex all referenced items, however custom scripts are usually not that smart, and they will continue to refer to things by their old IDs, and that can be problematic.

If you must add mods after starting a game, then only add them to the end of your load order...do not reorder the existing list of mods. Generally speaking, however, my recommendation is to mod your game first, then start, with the assumption that your mods are now fixed and your going to either finish the various storylines you are interested in playing with that set of mods...or will play for a while, then get back to tweaking, and start a NEW game after you remod.
    
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