Nexus mods
Nexus mods
I was considering the situation before mods were introduced, believing that mods entirely eliminate corruption on the game disk bought from the shop. This involved removing problematic elements such as clipped trees and burning tree upgrades directly onto the disk, ensuring mods become a permanent part of the game. It would have been much more efficient to download every single mod, strip the game down to its grid quads, and replace everything with those modifications. This approach mirrors how developers create games, where assets are imported into Unreal Engine 4.21 by sculpting the land first, then using nodes like Landscape and Layer to build environments. Connecting these elements step by step allows for a seamless installation process, similar to how mods function within the game.
So what could be done is when I finish building my PC, download Unreal Engine 4.21 for free, then gather all mods from Nexus Mods, store them on a Samsung 870 Pro 4TB SSD, import all Skyrim Nexus mods into the engine, enlarge the Skyrim landscape five times, sculpt additional mountains, add more mountains as assets, and transform it into a superior remastered version that Bethesda could achieve with Photorealism.
No, Skyrim won't run well with 5000 mods. The highest most people think is around 3 to 500... if you're lucky. Skyrim doesn't use memory efficiently, so having 128 GB doesn't help much. Avoid the Nexus Mod Manager—it's very old and not great. Stick with Mod Organizer 2 instead. Most NeXto mods wouldn't fit on a 4 TB drive.
No, that's not correct. When installing something from a disk, you transfer or copy the files from the disk to your PC, including any problems. To protect against piracy and other activities, it's recommended to secure the product with a key on the disk, which is why some games require the disk for certain features. Although this is now mostly digital, there are still concerns about consistency across users if the disk is modified with new assets. Additionally, imagine selling it to someone with corrupted game files that could ruin the game completely.
The second point is that developers update the game to prevent issues like clipping trees, but these updates are limited by human effort and cost, especially when other projects might be more profitable.
Using mod authors' assets created with their tools comes with copyright and legal restrictions. It's likely you'd need to buy the asset or obtain permission from the creator, considering international laws apply.
Unreal Engine is relatively new, while Skyrim's is much older. Although it has been updated by developers to meet modern standards, this explains why newer games built on it often look outdated. This also helps explain the slow progress in releasing the latest version of the engine, despite promises of using it.
I completed installing a tracker on 3360 nexus mods that covers all of Skyrim. The tracker enhances and patches everything, completely revamping the game. I’m now curious about the required RAM—will I need 64 GB or 128 GB of DDR4? Also, should I opt for an AMD 2990WX TR4 chipset or an i9 9900K CPU, keeping only 64 GB of RAM to save costs given the huge number of mods? Since I’ve covered every detail so far, all that remains is deciding the order of installation before I realized I’d managed around 10,000 mods, but only got to 3360.
3-500 mods that wouldn’t completely change the game Skyrim. I just wrapped up reviewing every type I could find, and I ended up with under 3360. If I had to pay for a new house instead, it would be a mess and not finished properly. I’m not saying I’m limited to 500—it would have been impossible to reach that number without doubt. Just pick mods for each category, and there are lots of different armours and weapons. It wouldn’t have been possible to cover everything in just 500.