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Sjogga

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Sjogga

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63 comments

  1. PhysicsPunk
    PhysicsPunk
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    Great mod, although it'd be less intrusive if it were a scroll instead of a spell and no mcm menu.
  2. JKM17
    JKM17
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    Is it absolutely necessary to:

    1.) install this before any other mods?
    2.) Edit the Skyrim.ini file?

    Looking for any answer to anyone who has tested this, but also mainly from the author if able.
    1. deleted38897005
      deleted38897005
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      1.) probably doesn't matter. maybe goes higher on your load order?

      2.) pretty sure it's just an ini edit from STEP. use BethINI and it'll do all the performance/optimization ini edits for you
  3. Kasumifu
    Kasumifu
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    Greetings


    Would this work with SE?

    One of the greatest ideas ever this mod.

    Cheers!
  4. Jahnor
    Jahnor
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    I know you strongly advise to start a new game when using this mod, but what would happen if I tried to use it on an ongoing game with several other mods and some word walls already discovered? Would it just crash on trying to execute the script, might the save file get corrupted beyond repair or would just some walls I already visited be replaced by different ones?
    1. Sjogga
      Sjogga
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      Well, first of all if you know a shout (locked or unlocked), the script will exclude that shout from the randomization. This means that if you only know the first word of Slow Time, ALL Slow Time word wall will be left untouched.

      Second is that this does throw a punch at the script engine. As the save ages so does the amount of running quests and in turn the amount of running scripts. If the scrupt engine is overloaded and something goes wrong, your save is beyond repair. In practice this means that a few walls may not teach you their word. The .ini-edit in the description might migrate this, but I can't promise anything.

      If you really want to verify that everything works, save the game. Open the console and type "coc RwwTestCell". Cast the randomization spell. You will now be taken on a journey to every word wall. If a wall fails to teach you a word, the script failed. When the test is complete, load the save you made earlier.

    2. dormdude
      dormdude
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      I could of swore i installed this mod before i started my new game but now i have 2 shouts and unrelenting force and i realized that i forgot to install the mod. Is there anyway to fix this issue? Like maybe delete the 2 extra shouts and go back into the dungeons and get a different shout? I really wanted to use this mod and after making about 10 different new games in the last week because of mod conflict issues and other reason i don't want to restart again after i'm this far in.
  5. athiust
    athiust
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    • 10 kudos
    thanks for this, had a wierd issue with word walls not giving me the word, happened to two of them, one in jorgen windcaller word wall and one in snow veil sanctum word wall but other one worked, proabbly not this mod causing that issue anyway.
  6. Katy420
    Katy420
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    I'm not running any kind of crazy system and I have some pretty script heavy mods (OK, a lot) that I didn't feel like moving around-- but I tried it anyways (clean save on a new game) with everything on (~215 active plugins total). I did what the author said, just went AFK. Tested by cocing, just like the author said. Works great! And this will make things much more interesting, great idea, thanks for the mod. I say give it a try without the ini tweak, just on a clean save/new game, it was much less finnicky than I expected. It's a new game anyways and you can always test it.
  7. Meladyne
    Meladyne
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    As someone who has spent a long time playing Skyrim seeing a mod that adds an element of randomness to new play throughs is great, Thanks for making this.
  8. flamingsora
    flamingsora
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    • 10 kudos
    there is a new mod up that moves some of the word walls around and was wondering if there could be a patch made for it. mod requested a patch made for is word wall corrections http://www.nexusmods.com/skyrim/mods/64274/? for some reason the randomization does not apply to them and words are overlapping each other. ive tried to change load order and start a new game but i just get the vanilla words from those walls. i love your mod alot and it deserves more than one endorsement. let me know if you can patch these two..id really appreciate it.
  9. stebbinsd
    stebbinsd
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    Hey man,

    I'm a huge fan of your "Randomized Word Walls."

    But, do you think you could take it a step further? Here's a thread where I requested something similar. Do you think you could fill that request?

    forums.nexusmods.com/index.php?/topic/2382214-random-overworld-dungeon-maps/
    1. Sjogga
      Sjogga
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      Some elements could possibly be randomized, but the overall layout and purpose of dungeons must remain the same. The game wasn't made to be randomly generated; even radiant quests are tied to a specific set of locations. Same goes for overworld.

      That said; it is possible to add a bunch of new traps to every existing dungeon in the game and give each a chance to be enabled when the dungeon is first loaded. Say that each dungeon is given five new traps. Each trap has a 25% chance to be enabled when you first enter the dungeon. Some dongeons might have 5 new traps added to them, while others have no new trap.

      It is also (probably) possible to randomize most pillar puzzels to some degree, though they wouldn't really be much harder considering the correct picture is often located nearby.
  10. LittleMikey
    LittleMikey
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    Is this version still relevant? I noticed that it was removed from the Steam Workshop.
    1. Sjogga
      Sjogga
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      It is still relevant.
    2. LittleMikey
      LittleMikey
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      Cool, thanks
    3. yzerman19
      yzerman19
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      And a 2nd thanks from me!