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But even that minimum level of education about how this stuff works took time.)
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that's about as thorough of an assessment as I can make (for scripts - for asset/record conflicts, I can take responsibility for my own stupidity. From the player side of things, the script load and/or stability issues of a single mod aren't something I can assess very critically - like if it doesn't crash on its own, and I'm not seeing issues in the first few hours of having it in a given load order, well. It's a god damn joke.Thanks for the info! I think this is a tough area for me to feel out - let alone understand. Personally, I'd rather save myself the eight bucks.
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The only good thing about survival coming to Skyrim from Creation Club is that it'll be a simple installation that requires little effort, if any, from the user.
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And given how much the Creation Club gets under my skin, I'll list some of them here for you to discover or not discover on your own time: Frostfall, Wet and Cold, Realistic Needs and Diseases, Alternate Start. Secondly, you can play survival mode in Skyrim already, and have been able to for years through free mods. I've read that Skyrim survival will be free for a few days after Creation Club opens, but that isn't good enough (sorry). Firstly, they're charging for a game mode they added to Fallout 4 for free. My problem with the Skyrim Creation Club's version of survival is two fold. Suddenly the vast number of items have meaning (such as food, or junk for crafting), and the typical directive of travel from A to B to complete a goal is measured with more exploration, using portions of the map you might not have used otherwise, and often (not always) providing room for more diverse characters. Fallout New Vegas was the first that made it apparent, and I'm glad they added it to Fallout 4 for free. I prefer the survival modes in these games.
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