The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

RADICAL REALISM COLLECTION!!!
18 Comments
Hyde  [author] 5 Sep, 2015 @ 1:50pm 
There's some mods in the collection that can help, yes. You may need other ones though, not sure.
Brainstorm104 5 Sep, 2015 @ 1:43pm 
does this collection really make your game look like the picture at the top or do you need an enb for that?
Hyde  [author] 23 Jun, 2012 @ 11:57am 
Thanks JBSchroeds, I know that some people had some questions about it and I really appreciate the heads-up. :)
JBSchroeds 17 Jun, 2012 @ 3:45pm 
Hi, I just saw that you had included my Complete Mundane Overhaul mod in your collection. A few things people need to be wary of:
1) I strongly recommend reading the description on the mod if you are interested in using it. It has the potential to significantly change your game experience and you really need to know what you are getting into.
2) It has an item breakdown feature that has the same functionality as Realistic Ingot Recovery. I would recommend running only one or the other, and never both.
3) The scope of the mod is...large. I'll be doing a big update to it in a few days that is going to push the number of changes from ~2,700 to well over 3,000 entries. Anybody running the mod really needs to put it first in their load order. The scope alone means it will have conflicts with a lot of different mods. By placing it first in the load order other mods will be able to make their changes and should still work properly.
Hyde  [author] 14 Jun, 2012 @ 4:35pm 
I think one thing I am going to do is cut back a bit on the number of mods I have in this collection, because 100+ seems like a bit much lol
Hyde  [author] 14 Jun, 2012 @ 4:20pm 
K, thanks for the info Wolfe, i'll get to it. :)
MDK 14 Jun, 2012 @ 8:55am 
NPC use ammo conflicts with JBS

Complex needs does not like enhanced gameplay.

Detailed outskirts/cities conflicts with the lighting mods that add torches etc. to cities, so they never get added.


Smash locks etc. doesn't seem to like dynamic merchants on one single entry.

Distant detail and treeplanting don't like eachother on two similair entries

Laterns of skyrim + Reduced greeting distance (popular mod) for some reason conflict on greeting distance.


And many, many more incompatibitlies

Check it out yourself with the TESMM and do the compatibility check, this is taking too long.



I also can't even start my game with these mods on, so I ain't checking what will semi-work.
MDK 14 Jun, 2012 @ 8:55am 
Enhanced gameplay hates alot of entries in JBS, Smithing + Realism, some of the WATER mod... better hunting, a little.

Darker caves/worlds/whatever hates other shader mods like RCM and better weather that makes additions to shaders like Realistic lightning etc.


Craftable gold coins is bonked by the crafting mods including JBS


Better water goes vs WATER mod

Better hunting hates enhanced and JBS


Mastercraft (not from this compilation) not compatible with JBS


DUEL doesn't play nice with Crimson tide because of some fighting skills and perks.

MDK 14 Jun, 2012 @ 8:55am 
Marriage patch needs to be loaded (in it's own order) after the overhaul patch because they overwrite the same entity.

Overhaul patch hates most mods, including enhanced gameplay & Smithing realism and it's own internal overhaul additions (Weight overhaul patch vs jbs_combined, all belonging to the JBS overhaul patch itself!), smithing extended, craftable scrolls etc.


Extended crafting/Realism crafting/Mastercrafting/JBS Overhaul/Enhanced Gameplay/Ingot Recipe recovery(Whatever) all conflict with eachother on several entries so which one is more important should be decided by the user itself.

DFG's sound mod conflicts with anything that changes the weapons that added these sounds, so the sounds will never end in the game and any changes other mods make regarding damage and stuff won't work if the DFG mod is prefered.

Handyman does not like bashing locks OR marriage mod, for some reason.


MDK 14 Jun, 2012 @ 8:54am 
I also loaded some mods from the Krazy Kombat collection because they seemed awesome.

Kerplunk is already put in the WATER plugins.

Critical hit + No Sneak sounds change the same entries, so one takes out the sneak critical hit sounds and the critical hit sound adds it to sneaking.

Textures/RCRN etc. all edit the shaders and such so one should probably pick what's the best for them, and which textures they like better because one texture pack will overwrite the other.


Hyde  [author] 14 Jun, 2012 @ 8:44am 
Sure, that would be great. I know where you are coming from btw, I used to have oodles of ctds and glitches a few months ago, but after putting a lot of work into it, I finally got my mods to run (for the most part) smoothly. :D
MDK 14 Jun, 2012 @ 8:30am 
I have no clue, really, but I'd consider the overhaul one as it changes all the weights (one of your mods does that) and it's an overhaul (It changes EVERYTHING described, thus all other mods changing these things no langer function.)

Not sure about the smithing ones. Let me make a list of what conflicts with what in your collection.
MDK 14 Jun, 2012 @ 8:19am 
Problem is, BOSS doesn't know 1/4th of these mods, so none of them stack properly. Added to that is that the compatibility checker don't seem so positive about any of this. Wrye Bash doesn't work too well either nowadays.

Confusing x.x;

Any ideas on which mods I should most def not use or combine with the rest?
Im guessing that complete overhaul patch is about the worst choice to pick...
And th ereal crafting/disassembling/realistic crafting and mastercrafting(?) plugins don't mix and match all too well either...

Trying to figure this out for a day now, giving me a blastin' headache.
Hyde  [author] 14 Jun, 2012 @ 8:10am 
The thing about most collections is that you have to pick and choose which mods you want, while there are some that have just a few that are perfectly compatible. With this collection, you should pick ones you like and that you feel will add the most realism to your game, and subscribe/download them. But in answer to your question, no, I don't think every single mod in this collection will work in the order shown (Because the list is kinda alphabetized). If it did, I would have the big "subscribe to all" button at the top. Pertaining to load order, most people (including me) don't have enough knowledge on which mods should go where if we aren't helped with directions or a mod ordering tool like BOSS or NMM.
MDK 14 Jun, 2012 @ 8:01am 
So... like, can you actually play these mods in this order? Have you tried?
Because I have no idea how to load these up atm...
Hyde  [author] 14 Jun, 2012 @ 7:55am 
K, thanks again David. And, as always, I am open to suggestions on how to improve any of my collections. :)
MDK 14 Jun, 2012 @ 7:50am 
No problem, just make sure you make collections that are compatible and work thoroughly. You could just add random plugins to a list of awesome, but it's less awesome if the game blows up in your face. We already had too many problems like that with Fallout New Vegas lists etc.
Hyde  [author] 9 Jun, 2012 @ 6:15pm 
I didn't actually make that vid btw, but I thought it would suit this collection just fine lol