https://sureai.net/forum/viewtopic.php?t=7011
Sancez wrote:I'm going to play it too as soon as the german version is out, even if I don't know any german words! So I don't think I will actually do the main quest the first time, I will just explore and learn the new gameplay, see which mods need to be converted from Skyrim (I have some essentials mods I can't play without, or I would unistall Skyrim after 2 minutes in the game).
If Enderal is going to be better then Skyrim as much as Nehrim was better then Oblivion, then I may not need any of those mods actually.
Hazzmat wrote:what are these essential mods?Sancez wrote:I'm going to play it too as soon as the german version is out, even if I don't know any german words! So I don't think I will actually do the main quest the first time, I will just explore and learn the new gameplay, see which mods need to be converted from Skyrim (I have some essentials mods I can't play without, or I would unistall Skyrim after 2 minutes in the game).
If Enderal is going to be better then Skyrim as much as Nehrim was better then Oblivion, then I may not need any of those mods actually.
Nicolas Samuel wrote:We don't use any of those mods, but the combat is quite different in Enderal. Anything that balances enemies will have to be completely re-done for Enderal, since we don't use any Skyrim vanilla NPCs. Also, I suggest being careful with animation mods, as we have heavily modified character behaviour and added about 30 new animations.
Really, Enderal is an independent game. It feels that way, and especially balancing mods which are essential for Skyrim won't be necessary or work with Enderal.
I know Enderal is going to be amazing, because I couldn't believe how good Nehrim was when I played it.
Nicolas Samuel wrote:Thank you!I know Enderal is going to be amazing, because I couldn't believe how good Nehrim was when I played it.
About the animations, aye, there are some new melee animations too, if you count those, it's probably even more than 30. We used some animation replacers. As for our new, unique animations, we had to create new animations for the talents (special abilities which replace Skyrim's shouts), such as a new throwing animation (a bottle of oil), casting, stomping, or knocking an arrow. Then, there are new dialogue animations (such as yawning or a formal bow) and dance animations such as belly dancing, folk dancing (in the taverns) and many others.
Regarding TKDodge, we actually wanted to include that and even had the authors permission, but it simply didn't pass our QA. The response time was way too long (I know that's due to Papyrus) and sometimes it didn't work at all.As for dual sheath redux, we even worked with Bergzore (I think he did Dual Wield Redux, too, didn't he), but the problem was that this mod requires a skeleton which we don't use by default, and we were afraid it would crash some of our custom animations. But as you said, it should be fairly easy to create an Enderal version of this mod.
The beard mod looks amazing! I wish we had the time to add something like that, but sadly we don't.
Best
Nick